Ratchet & Clank: Going Commando: Difference between revisions

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Moved my test to the bottom to maintain chronological order.
(Updated my test for 1.5.0 from 1.4.0.)
(Moved my test to the bottom to maintain chronological order.)
Line 147: Line 147:
|Comments=Used all recommended speedhacks. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements.
|Comments=Used all recommended speedhacks. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements.
|Tester=Clank
|Tester=Clank
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro x64
|CPU=AMD Ryzen 1700 @ 3.40 GHz
|RAM=16 GB DDR4 @2933 MHz (16-17-17-35)
|GPU=NVIDIA GeForce GTX 1070
|Revision=v1.5.0 (dev-3291)
<spoiler show="Settings" hide="Hide">
* Preset: 2 - Safe
* MTVU: Enabled
</spoiler>
|Graphics=GSdx 1.1.0
<spoiler show="Settings" hide="Hide">
* Renderer: OpenGL (Hardware)
* Interlacing: Automatic
* Texture Filtering: Bilinear (PS2)
* Allow 8 bits textures: Disabled
* Large Framebuffer: Disabled
* Internal Resolution: 3x Native (~1080p)
* Anisotropic Filtering: Off
* Mipmapping: Automatic
* Automatic CRC Level: Automatic
* Accurate Blending: Basic
* HW Hacks: Disabled
* Texture Filtering of Display: Enabled
</spoiler>
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=Much better graphical fidelity than 1.4.0 (especially with mipmapping), though minor issues persist such as part of the pause menu not rendering. Slowdown between 90 and 100% is somewhat common. However, more demanding levels such as Endako will frequently be in the high 80s and low 90s, and will sometimes even dip down into the mid-to-high 70s. No crashes thus far. Note: I did not notice a significant speed difference between D3D11 and OpenGL, although Ratchet's shadow was broken with D3D11.
|Tester=TheTechnician27
}}
}}
{{TestingEntry
{{TestingEntry
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|Comments=Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time.  
|Comments=Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time.  
|Tester={{ForumUser|TJ8}}
|Tester={{ForumUser|TJ8}}
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro x64
|CPU=AMD Ryzen 1700 @ 3.40 GHz
|RAM=16 GB DDR4 @2933 MHz (16-17-17-35)
|GPU=NVIDIA GeForce GTX 1070
|Revision=v1.5.0 (dev-3291)
<spoiler show="Settings" hide="Hide">
* Preset: 2 - Safe
* MTVU: Enabled
</spoiler>
|Graphics=GSdx 1.1.0
<spoiler show="Settings" hide="Hide">
* Renderer: OpenGL (Hardware)
* Interlacing: Automatic
* Texture Filtering: Bilinear (PS2)
* Allow 8 bits textures: Disabled
* Large Framebuffer: Disabled
* Internal Resolution: 3x Native (~1080p)
* Anisotropic Filtering: Off
* Mipmapping: Automatic
* Automatic CRC Level: Automatic
* Accurate Blending: Basic
* HW Hacks: Disabled
* Texture Filtering of Display: Enabled
</spoiler>
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=Much better graphical fidelity than 1.4.0 (especially with mipmapping), though minor issues persist such as part of the pause menu not rendering. Slowdown between 90 and 100% is somewhat common. However, more demanding levels such as Endako will frequently be in the high 80s and low 90s, and will sometimes even dip down into the mid-to-high 70s. No crashes thus far. Note: I did not notice a significant speed difference between D3D11 and OpenGL, although Ratchet's shadow was broken with D3D11.
|Tester=TheTechnician27
}}
}}
{{TestingFooter}}
{{TestingFooter}}
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