Super Smash Bros. Melee: Difference between revisions

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Text replacement - "(Intel Core i[357]-\d*)k" to "$1K"
m (Text replacement - " [Gg][Hh][Zz]" to "GHz")
m (Text replacement - "(Intel Core i[357]-\d*)k" to "$1K")
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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 60FPS. 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 60FPS. 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 @ 3.1GHz|GPU=NVIDIA GeForce 8500 GT|result=Plays perfect at 65FPS 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 @ 3.1GHz|GPU=NVIDIA GeForce 8500 GT|result=Plays perfect at 65FPS 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 @ 3.4GHz|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/entry|revision=3.0-766|OS=Windows 8 x64|CPU=Intel Core i7-2600K @ 3.4GHz|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/entry|revision=3.0-776|OS=Mac OS X 10.7.4|CPU=Intel Core i7 @ 2.2GHz|GPU=AMD Radeon HD 6750M|result=Plays almost perfectly, pretty stable 60FPS.|tester=Nolendil}}
{{testing/entry|revision=3.0-776|OS=Mac OS X 10.7.4|CPU=Intel Core i7 @ 2.2GHz|GPU=AMD Radeon HD 6750M|result=Plays almost perfectly, pretty stable 60FPS.|tester=Nolendil}}
{{testing/entry|revision=3.0-776|OS=Linux elementary OS x86_64|CPU=Intel Core i3-330m|GPU=NVIDIA GeForce GT 330m|result=Runs perfectly.|tester=Krummer}}
{{testing/entry|revision=3.0-776|OS=Linux elementary OS x86_64|CPU=Intel Core i3-330m|GPU=NVIDIA GeForce GT 330m|result=Runs perfectly.|tester=Krummer}}
{{testing/entry|revision=3.5-336|OS=Windows 7 x64|CPU=Intel Core i7-3770k|GPU=NVIDIA GeForce GTX 680|result=Full 60FPS everywhere with no audio bugs using LLE. Using "speed up disc transfer rate" makes all music play for 2-3 seconds and stop, but the game continues to run fine. Using any AR codes causes the game to crash after the beginning cutscene and before the "press start" screen.|tester=}}
{{testing/entry|revision=3.5-336|OS=Windows 7 x64|CPU=Intel Core i7-3770K|GPU=NVIDIA GeForce GTX 680|result=Full 60FPS everywhere with no audio bugs using LLE. Using "speed up disc transfer rate" makes all music play for 2-3 seconds and stop, but the game continues to run fine. Using any AR codes causes the game to crash after the beginning cutscene and before the "press start" screen.|tester=}}
{{testing/entry|revision=3.5-367|OS=Windows 7 x64|CPU=Intel Core i5-2450|GPU=Intel HD Graphics 3000|result=60FPS almost all the time. Choppy audio during GPU intensive gameplay. AR Codes only work for certain versions of SSBM. (US Versions (GALE01) crash after the main screen, while European Versions(GALP01) work just fine.|tester=SpectreOne}}
{{testing/entry|revision=3.5-367|OS=Windows 7 x64|CPU=Intel Core i5-2450|GPU=Intel HD Graphics 3000|result=60FPS almost all the time. Choppy audio during GPU intensive gameplay. AR Codes only work for certain versions of SSBM. (US Versions (GALE01) crash after the main screen, while European Versions(GALP01) work just fine.|tester=SpectreOne}}
{{testing/entry|revision=3.5-367|OS=Windows 8 x64|CPU=Intel Core i7-3630QM @ 3.4GHZ|GPU=NVIDIA GeForce GT 645M|result=Runs perfectly. No sound, graphical, or general glitches in sight. Always a constant 60FPS|tester=mcaso123}}
{{testing/entry|revision=3.5-367|OS=Windows 8 x64|CPU=Intel Core i7-3630QM @ 3.4GHZ|GPU=NVIDIA GeForce GT 645M|result=Runs perfectly. No sound, graphical, or general glitches in sight. Always a constant 60FPS|tester=mcaso123}}

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