The Legend of Zelda: Skyward Sword: Difference between revisions
The Legend of Zelda: Skyward Sword (view source)
Revision as of 10:18, 14 February 2012
, 14 February 2012→Testing
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{{testing/entry|revision=r7719|OS=Windows 7 x64|CPU=AMD Phenom II X4 955(Black Edition) @ 3.4GHz|GPU=nVidia GeForce 560 GTX|result=30FPS all times. Works great! 1080P, D3D11, Internal Resolution 3x(1920x1584), No AA, 16x Anisotropic Filtering, Force Texture Filtering, unchecked Skip EFB Access from CPU, EFB copies disabled.|tester=SmeagleSmeagle}} | {{testing/entry|revision=r7719|OS=Windows 7 x64|CPU=AMD Phenom II X4 955(Black Edition) @ 3.4GHz|GPU=nVidia GeForce 560 GTX|result=30FPS all times. Works great! 1080P, D3D11, Internal Resolution 3x(1920x1584), No AA, 16x Anisotropic Filtering, Force Texture Filtering, unchecked Skip EFB Access from CPU, EFB copies disabled.|tester=SmeagleSmeagle}} | ||
{{testing/entry|revision=r7719|OS=Windows 7 x64|CPU=Intel Core i7-2700k @ 4.3 GHz|GPU=nVidia GTX 560 Ti|result=Perfect, played through at 1080p from start to finish with 30 fps. Settings: DX11 renderer, 1920*1080, No AA, 16x Anisotropy, Internal Resolution: Auto (Window Size)|tester=Empyrien}} | {{testing/entry|revision=r7719|OS=Windows 7 x64|CPU=Intel Core i7-2700k @ 4.3 GHz|GPU=nVidia GTX 560 Ti|result=Perfect, played through at 1080p from start to finish with 30 fps. Settings: DX11 renderer, 1920*1080, No AA, 16x Anisotropy, Internal Resolution: Auto (Window Size)|tester=Empyrien}} | ||
{{testing/entry|revision=3.0-208|OS=Windows 7 x64|CPU=Intel Core i7 950 @ 3.07GHz|GPU=nVidia GeForce 460|result=1920*1080, No AA, 16x Anisotropy, 3x native int. res, EFB to Texture. | {{testing/entry|revision=3.0-208|OS=Windows 7 x64|CPU=Intel Core i7 950 @ 3.07GHz|GPU=nVidia GeForce 460|result=1920*1080, No AA, 16x Anisotropy, 3x native int. res, EFB to Texture. | ||
D3D11: Works well except when there are timestones in the loaded area, where Link will render behind objects and the terrain if it is within a certain distance of the camera. | D3D11: Works well except when there are timestones in the loaded area, where Link will render behind objects and the terrain if it is within a certain distance of the camera. |