Xenoblade Chronicles: Difference between revisions

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{{testing/entry|revision=3.0-590|OS=Windows 8 CP x64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=AMD Radeon HD 6950|result=PAL version tested; Perfect speed and sound with fps limit by audio.|tester=//}}
{{testing/entry|revision=3.0-590|OS=Windows 8 CP x64|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=AMD Radeon HD 6950|result=PAL version tested; Perfect speed and sound with fps limit by audio.|tester=//}}
{{testing/entry|revision=3.0-710|OS=Windows 7 x64|CPU=AMD Athlon II 250 @ 3.8GHz|GPU=nVidia GeForce 9600GT|result=PAL version tested; Perfect.|tester=}}
{{testing/entry|revision=3.0-710|OS=Windows 7 x64|CPU=AMD Athlon II 250 @ 3.8GHz|GPU=nVidia GeForce 9600GT|result=PAL version tested; Perfect.|tester=}}
{{testing/entry|revision=3.0-801|OS=Windows 7 x64|CPU=Intel Core i5-3570k @ 4.7|GPU=Nvidia GTX 670|result= NTSC Version Tested. After many attempts at trying to find ideal settings, I've found the best I can at the moment. Using Enable Dual Core, Enable Idle Skipping, JIT Recompiler, Threads locked to cores, DSP LLE, DSP LLE on thread, xAudio2/48000hz. Using the OpenGl backend at 1440p, 4x Native, 8xQ CSAA, 16x Anisotropic Filtering, "Scaled EFB Copy" Checked, "Per-pixel Lighting" Checked, EFB Copies set to "Texture", Texture cache set to the Safest, "External Frame Buffer" Checked, "Per-Pixel Depth" Checked, "OpenCL Texture Decoder" Checked, "OpenMP Texture Decoder" Checked. Using the Xbox 360 Button replacement scheme via "Load Custom Textures" under advanced. Now the big thing that was keeping my performance held back was Disabling idle skipping, and enabling Accurate VBeam emulation. With those set to the game defaults instead, the game went from 20-30fps to almost 30 constant. The first battle upon loading the game will have a framerate dip as the attacks as fired off, but it's smooth sailing for the most part after. Still not perfect, but it's hard to notice if the fps meter isn't on. After maybe 3 hours of play in one sitting, the audio can become garbled and requires a restart of the emulator. Otherwise, even if the framerate drops, the audio just keeps on going perfectly. It's only happened once; I will update this page if it occurs again. :D|tester=Blitzxgene}}
{{testing/entry|revision=3.0-801|OS=Windows 7 x64|CPU=Intel Core i5-3570k @ 4.7|GPU=Nvidia GTX 670|result= NTSC Version Tested. After many attempts at trying to find ideal settings, I've found the best I can at the moment. Using Enable Dual Core, Enable Idle Skipping, Limiter set to "Audio", JIT Recompiler, Threads locked to cores, DSP LLE, DSP LLE on thread, xAudio2/48000hz. Using the OpenGl backend at 1440p, 4x Native, 8xQ CSAA, 16x Anisotropic Filtering, "Scaled EFB Copy" Checked, "Per-pixel Lighting" Checked, EFB Copies set to "Texture", Texture cache set to the Safest, "External Frame Buffer" Checked, "Per-Pixel Depth" Checked, "OpenCL Texture Decoder" Checked, "OpenMP Texture Decoder" Checked. Using the Xbox 360 Button replacement scheme via "Load Custom Textures" under advanced. Now the big thing that was keeping my performance held back was Disabling idle skipping, and enabling Accurate VBeam emulation. With those set to the game defaults instead, the game went from 20-30fps to almost 30 constant. The first battle upon loading the game will have a framerate dip as the attacks as fired off, but it's smooth sailing for the most part after. Still not perfect, but it's hard to notice if the fps meter isn't on. After maybe 3 hours of play in one sitting, the audio can become garbled and requires a restart of the emulator. Otherwise, even if the framerate drops, the audio just keeps on going perfectly. It's only happened once; I will update this page if it occurs again. :D|tester=Blitzxgene}}
{{testing/end}}
{{testing/end}}


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