Release 2407 and 2409
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Super Smash Bros. Melee: Difference between revisions
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{{testing/entry|revision=3.0-636|OS=Windows 7 x64|CPU=Intel Core i7-920|GPU=nVidia GeForce GTX 580|result=Plays perfect at 60 FPS. Minor slowdowns occur at the beginning of most stages, but continues fine afterward. The music sometimes has looping issues.|tester=RayFan9876}} | {{testing/entry|revision=3.0-636|OS=Windows 7 x64|CPU=Intel Core i7-920|GPU=nVidia GeForce GTX 580|result=Plays perfect at 60 FPS. Minor slowdowns occur at the beginning of most stages, but continues fine afterward. The music sometimes has looping issues.|tester=RayFan9876}} | ||
{{testing/entry|revision=3.0-715|OS=Windows 7 x86|CPU=Intel Core 2 DUO E7400 @ 3.10 GHz|GPU=nVidia GeForce 8500 GT|result=Plays perfect at 65 FPS without Autoframe limit. Minor slowdowns occur at Winner Screen, also with 4 players on large stages, everything else is perfect. The music still has looping issues.|tester=Dmax}} | {{testing/entry|revision=3.0-715|OS=Windows 7 x86|CPU=Intel Core 2 DUO E7400 @ 3.10 GHz|GPU=nVidia GeForce 8500 GT|result=Plays perfect at 65 FPS without Autoframe limit. Minor slowdowns occur at Winner Screen, also with 4 players on large stages, everything else is perfect. The music still has looping issues.|tester=Dmax}} | ||
{{testing/entry|revision=3.0-766|OS=Windows 8 x64|CPU=Intel Core i7 2600k @ 3.40 GHz|GPU=nVidia GeForce GTX 570|result=So darn close. Sound glitches are non-existent so long as LLE audio is being used. Half-second pre-rendered cutscene audio lag. Stage 8 classic mode intro sprite alpha problem. Ever-so-slight stutters during certain cases. Examples include loading levels into memory, which doesn't break gameplay, and stuttering during 4-player on certain levels, which can. Fountain of Dreams is the prime case, likely due to the dynamic reflection map (quite a feat for its time on such hardware).|tester=Miranda}} | |||
{{testing/end}} | {{testing/end}} | ||