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The Legend of Zelda: The Wind Waker: Difference between revisions
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The Legend of Zelda: The Wind Waker (view source)
Revision as of 08:05, 2 February 2015
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{{testing/entry|revision=4.0-4647|OS=Mac OS X 10.10.1|CPU=Intel Core i5-4750 @ 3.6GHz|GPU=nVidia GeForce GT 755M|result=Playable, but slows down in certain areas with shuttering sound. Most of the time fine so, 8xAA and 4xAF|tester=effi}} | {{testing/entry|revision=4.0-4647|OS=Mac OS X 10.10.1|CPU=Intel Core i5-4750 @ 3.6GHz|GPU=nVidia GeForce GT 755M|result=Playable, but slows down in certain areas with shuttering sound. Most of the time fine so, 8xAA and 4xAF|tester=effi}} | ||
{{testing/entry|revision=4.0-5010|OS=Windows 8.1 x64|CPU=Intel Core i7-3520m @ 3.3GHz|GPU=nVidia GeForce GT 640M-LE|result=I've been playing this with December revisions, since around rev 4900, the emulation is perfect in OGL, though some textures flicker with D3D, they seem to be shadows. Not once did the game crash, and everything worked exactly as it should; this was using OGL all the way. Completed the game at 1.5 internal resolution, 8x AA and 16x FA. EFB was set to texture and fast, the default setting. The game slowed down only when a large quantity of enemies were around, though my processor is not particularly fast for Dolphin. I suspect this would not have happened at 1x resolution though. A year ago trying to play this was impossible to me with default settings; beyond doubt, the emulator has picked up speed and precision.|tester=UDEM-42}} | {{testing/entry|revision=4.0-5010|OS=Windows 8.1 x64|CPU=Intel Core i7-3520m @ 3.3GHz|GPU=nVidia GeForce GT 640M-LE|result=I've been playing this with December revisions, since around rev 4900, the emulation is perfect in OGL, though some textures flicker with D3D, they seem to be shadows. Not once did the game crash, and everything worked exactly as it should; this was using OGL all the way. Completed the game at 1.5 internal resolution, 8x AA and 16x FA. EFB was set to texture and fast, the default setting. The game slowed down only when a large quantity of enemies were around, though my processor is not particularly fast for Dolphin. I suspect this would not have happened at 1x resolution though. A year ago trying to play this was impossible to me with default settings; beyond doubt, the emulator has picked up speed and precision.|tester=UDEM-42}} | ||
{{testing/entry|revision=4.0.2|OS=Windows 7 x64|CPU=Intel Core i7-3517U @ 1,9GHz|GPU=Intel HD Graphics 4000|result=D3D9 backend, Skip EFB Access from CPU checked, Scaled EFB Copy unchecked, Fog disabled. I've beaten the game and it runs full speed through the entire game, with minor slowdowns at rare instances. I did encounter three issues though: taking pictures with the Pictograph crashes the game if EFB Copy is set to Texture. Setting it to RAM fixes this. Also, Lenzo would not accept the third picture in his sidequest no matter what. EFB Copy to RAM, Cache Unabled and Allowing Access from CPU to EFB fixed the problem. Also, EFB to Texture crashes the game just before the final battle with Ganondorf. Setting it to RAM during the cutscene before the fight fixes it (you can change it to Texture again during the battle).|tester=Artur}} | |||
{{testing/end}} | {{testing/end}} | ||