Half-Life: Difference between revisions

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1,126 bytes added ,  21 August 2021
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|Comments=DirectX 11 Hardware, 2x Native, Bilinear (PS2 Texture Filtering). Perfect
|Comments=DirectX 11 Hardware, 2x Native, Bilinear (PS2 Texture Filtering). Perfect
|Tester={{ForumUser|Atomic83}}
|Tester={{ForumUser|Atomic83}}
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=AMD Ryzen 5 3600 @ 3.6Ghz
|GPU=Geforce 1660 Super
|Revision=1.7.0 (dev-1545)
<spoiler show="Settings" hide="Hide">
* '''Speedhacks:'''
** EE Cyclerate: 3
** EE Cycle Skipping: 0
** MTVU: ✓
</spoiler>
|Graphics=GSdx
<spoiler show="Settings" hide="Hide">
* Renderer: Direct3D 11
* Internal Resolution: 8x Native
* Anisotropic Filtering: 16x
* FXAA: ✓
</spoiler>
|Sound=SPU2-X
|Comments=Played through about 1/4 of the campaign with no issues. There are quite a few native framerate drops throughout the game (the type that would also occur on a real PS2). Increasing EE Cyclerate right up to 300% helps counteract this somewhat. This will increase performance requirements but should be easily doable on a modern midrange CPU, as the game is very easy to emulate. As far as emulation performance goes, it ran full speed the whole time at 8x Native res. Speaking as a huge Half-Life fan, the game is an excellent port apart from those framerate drops, and running it on PCSX2 makes it comparable with the PC version, sans mouse and keyboard.
|Tester=CynicMimic
}}
}}
{{TestingFooter}}
{{TestingFooter}}
ninja
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