Super Mario Galaxy 2: Difference between revisions

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{{Test Entry|revision=7612|OS=Windows 7 x64|CPU=Intel Core i7 2600K @ 4GHz|GPU=nVidia GeForce GTX 570 1280MB|result=Perfect with DX11,  55-60 FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled|tester=}}
{{Test Entry|revision=7612|OS=Windows 7 x64|CPU=Intel Core i7 2600K @ 4GHz|GPU=nVidia GeForce GTX 570 1280MB|result=Perfect with DX11,  55-60 FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled|tester=}}
{{Test Entry|revision=7671|OS=Windows 7 x64|CPU=Intel Core i7 930 @ 4GHz|GPU=nVidia GeForce GTX 470 1280MB|result=Perfect in most areas while using DX11, 50-60FPS, 720p, Vsync enabled, EFB access enabled, 2x Internal Resolution, 16x Anisotropic Filtering, music stops after a few minutes while using DSP HLE, game stutters while using DSP LLE. Anti Aliasing of any kind causes shadows and outlines to not be rendered properly.  World 3 is slower than other worlds.|tester=}}
{{Test Entry|revision=7671|OS=Windows 7 x64|CPU=Intel Core i7 930 @ 4GHz|GPU=nVidia GeForce GTX 470 1280MB|result=Perfect in most areas while using DX11, 50-60FPS, 720p, Vsync enabled, EFB access enabled, 2x Internal Resolution, 16x Anisotropic Filtering, music stops after a few minutes while using DSP HLE, game stutters while using DSP LLE. Anti Aliasing of any kind causes shadows and outlines to not be rendered properly.  World 3 is slower than other worlds.|tester=}}
{{Test Entry|revision=7695|OS=Windows 7 x64|CPU=Intel Q6600 @3.2GHz|GPU=nVidia GeForce GT9600oc 512MB DDR3|result=Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40fps in DSP-LLE (needed for Grand level stars)|tester=alfrix}}
{{Test Entry|revision=7695|OS=Windows 7 x64|CPU=Intel Q6600 @3.2GHz|GPU=nVidia GeForce 9600 GT 512MB|result=Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40fps in DSP-LLE (needed for Grand level stars)|tester=alfrix}}
{{testing/end}}
{{testing/end}}