Metroid Prime (GC): Difference between revisions

Jump to navigation Jump to search
→‎Testing: Add new entry
(Copying over shader compilation stuttering from Metroid Prime 3: Corruption (Wii), some updates. As of the visor and texture fixes, there is no need to use EFB to Ram for this game!)
(→‎Testing: Add new entry)
Line 83: Line 83:
{{testing/entry|revision=4.0-5347|OS=Windows 7 x64|CPU=Intel Core i7-4770K @ 4.2GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Played through the pirate frigate section, it seems perfect and running at full speed. Using D3D, auto rescaling at 1920x1080, 2xAA 4xAF, other settings at defaults. The microstuttering is there but isn't really a problem. It was present at places like the pan over the frigate during the opening cutscene and using the morph ball for the first time. Each pause was 150ms or so. Repeating these actions did not result in stuttering since the shaders were cached.|tester=ThatBum}}
{{testing/entry|revision=4.0-5347|OS=Windows 7 x64|CPU=Intel Core i7-4770K @ 4.2GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Played through the pirate frigate section, it seems perfect and running at full speed. Using D3D, auto rescaling at 1920x1080, 2xAA 4xAF, other settings at defaults. The microstuttering is there but isn't really a problem. It was present at places like the pan over the frigate during the opening cutscene and using the morph ball for the first time. Each pause was 150ms or so. Repeating these actions did not result in stuttering since the shaders were cached.|tester=ThatBum}}
{{testing/entry|revision=4.0-7816|OS=Windows 7 x64|CPU=Intel Core i5-2500k @ 3.3GHz|GPU=ATI Radeon HD 6870|result=Completed a 100% playthrough. D3D, auto rescaling, fullscreened to 1920x1080, all other graphics options set to default or auto. In certain areas there was extreme slowdown, namely the completed map screen for most sections, and the Chozo Temple, which made fighting Meta Ridley a tad difficult. There is also slowdown during special visor effects, such as when jumping into or exiting water, shooting a beam at a wall directly in front of you, or stuff splashing on it when killing Scarabs, but those were only a minor nuisance. The microstuttering shader cache issue still seems to exist here and there but the pauses were always extremely short and not too noticeable.|tester=BallsOfSteel}}
{{testing/entry|revision=4.0-7816|OS=Windows 7 x64|CPU=Intel Core i5-2500k @ 3.3GHz|GPU=ATI Radeon HD 6870|result=Completed a 100% playthrough. D3D, auto rescaling, fullscreened to 1920x1080, all other graphics options set to default or auto. In certain areas there was extreme slowdown, namely the completed map screen for most sections, and the Chozo Temple, which made fighting Meta Ridley a tad difficult. There is also slowdown during special visor effects, such as when jumping into or exiting water, shooting a beam at a wall directly in front of you, or stuff splashing on it when killing Scarabs, but those were only a minor nuisance. The microstuttering shader cache issue still seems to exist here and there but the pauses were always extremely short and not too noticeable.|tester=BallsOfSteel}}
{{testing/entry|revision=4.0-7873|OS=Windows 10 x64|CPU=Intel Core i7-3930K @ 4.2GHz|GPU=NVIDIA GeForce GTX 780|result=Game has terrible slowdown issues on OpenGL, but runs nearly perfectly on Direct3D, save a tiny bit of slowdown (about 57fps) on the whole map view, and sometimes when landing in water. Stutter issue due to shader generation still exists, but it's not too bad. Used DSP HLE with the only issue being that some rooms in phendrana drifts have a slightly messed up echo effect, but last I checked this is a known issue. No sound issues otherwise; even the background music worked fine. Played through the entire game to 100% completion without a single issue otherwise. 1920x1080 fullscreen, auto rescaling, anti-aliasing, no texture filtering (I never use it as it often breaks things), and all the optimized defaults, including EFB to texture, which now works fine for the thermal and x-ray visors.|tester=Techjar}}
{{testing/end}}
{{testing/end}}


85

edits

Navigation menu