The Legend of Zelda: The Wind Waker: Difference between revisions

Line 197: Line 197:
{{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=4.0-6697|OS=Windows 7 x64|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=NVIDIA GeForce GTX 560|result=Perfect at 30fps with very slight fps drops (1-2 fps) for some sections at 4x IR, 8x AA, 16x AF, Per-Pixel Lighting, Scaled EFB Copy, and Forced Texture Filtering on the OpenGL Backend while using Hypatia WWHD texture pack. When using the Tingle Tuner, connection is established, and there seems to be no major issues, everything works fine, but there is a fps drop no matter how low I turn the graphics settings to around 27 to 22 fps when using VBA-M 2.0.0 Beta 1 |tester=RoboHometro}}
{{testing/entry|revision=4.0-6697|OS=Windows 7 x64|CPU=AMD Phenom II X4 965 @ 3.4GHz|GPU=NVIDIA GeForce GTX 560|result=Perfect at 30FPS with very slight FPS drops (1-2 FPS) for some sections at 4x IR, 8x AA, 16x AF, Per-Pixel Lighting, Scaled EFB Copy, and Forced Texture Filtering on the OpenGL Backend while using Hypatia WWHD texture pack. When using the Tingle Tuner, connection is established, and there seems to be no major issues, everything works fine, but there is a FPS drop no matter how low I turn the graphics settings to around 27 to 22 FPS when using VBA-M 2.0.0 Beta 1 |tester=RoboHometro}}
{{testing/entry|revision=4.0-6803|OS=Windows 7 x64|CPU=AMD Athlon II X2 250 @ 3GHz|GPU=NVIDIA GeForce GT 440|result=Played from the beginning to the end with no problems or glitches at all, with the exception of FPS drops in big areas or in the rooms with special effects (e.x. Heating effect in Dragon Roost Cavern rooms). My settings: used both OpenGL and Direct3D, 16:9 AR, 2x IR, DSP HLE, enabled Force texture filtering and Skip EFB access to CPU. VBA-M connection works fine, although it causes massive FPS drop in the game.|tester=SPARTA}}{{testing/end}}
{{testing/entry|revision=4.0-6803|OS=Windows 7 x64|CPU=AMD Athlon II X2 250 @ 3GHz|GPU=NVIDIA GeForce GT 440|result=Played from the beginning to the end with no problems or glitches at all, with the exception of FPS drops in big areas or in the rooms with special effects (e.x. Heating effect in Dragon Roost Cavern rooms). My settings: used both OpenGL and Direct3D, 16:9 AR, 2x IR, DSP HLE, enabled Force texture filtering and Skip EFB access to CPU. VBA-M connection works fine, although it causes massive FPS drop in the game.|tester=SPARTA}}{{testing/end}}