Ratchet: Deadlocked: Difference between revisions

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No need in removing your prev tests really, there aren't too many tests cases here anyway...
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m (No need in removing your prev tests really, there aren't too many tests cases here anyway...)
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|releasedateNTSCU  = October 25, 2005<br />2006 <small>(Greatest Hits)</small>
|releasedateNTSCU  = October 25, 2005<br />2006 <small>(Greatest Hits)</small>
|statusNTSCU      = 2
|statusNTSCU      = 2
|linuxstatusNTSCU  =
|linuxstatusNTSCU  = 2
|macstatusNTSCU    =
|macstatusNTSCU    =
<!-- PAL props -->
<!-- PAL props -->
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<!-- NTSC-J props -->
<!-- NTSC-J props -->
|NTSCJ            = 1
|NTSCJ            = 1
|serialsNTSCJ      = SCAJ-20157<br />SCPS-15100<br />SCKA-20060<br />SCPS-19321 <small>(PlayStation 2 the Best)</small><br />SCPS-19328 <small>(PlayStation 2 the Best Reprint)</small><br />SCPS-15099
|serialsNTSCJ      = SCAJ-20157 <small>(Asia)</small><br />SCPS-15100<br />SCPS-15099 <small>(Special Gift Package)</small><br />SCKA-20060 <small>(Korea)</small><br />SCPS-19321 <small>(PlayStation 2 the Best)</small><br />SCPS-19328 <small>(PlayStation 2 the Best Reprint)</small>
|CRCsNTSCJ        =
|CRCsNTSCJ        =
|releasedateNTSCJ  = November 22, 2005 <small>(Asia)</small><br />November 23, 2005<br />January 26, 2006 <small>(Korea)</small><br />June 29, 2006 <small>(PlayStation 2 the Best)</small><br />July 5, 2007 <small>(PlayStation 2 the Best Reprint)</small><br />August 10, 2007 <small>(BigHit Series, Korea)</small>
|releasedateNTSCJ  = November 22, 2005 <small>(Asia)</small><br />November 23, 2005<br />January 26, 2006 <small>(Korea)</small><br />June 29, 2006 <small>(PlayStation 2 the Best)</small><br />July 5, 2007 <small>(PlayStation 2 the Best Reprint)</small><br />August 10, 2007 <small>(BigHit Series, Korea)</small>
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--Make sure to enable Progressive Scan in the options menu or there will be added input delay from interlacing.
--Make sure to enable Progressive Scan in the options menu or there will be added input delay from interlacing.
--Configure the PS2 system, GSdx, and game to run in 4:3/full aspect ratio as designed and mentioned in Trivia. Widescreen on the PS2 only crops the 4:3 viewport horizontally or vertically, depending on the game.
--Configure the PS2 system, GSdx, and game to run in 4:3/full aspect ratio as designed and mentioned in Trivia. Widescreen on the PS2 only crops the 4:3 viewport horizontally or vertically, depending on the game.
|Tester=SandM1tch
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro 64-bit (build 17763.195)
|CPU=Intel Core i7-4790K @ 4.70 GHz
|GPU=NVIDIA GeForce GTX 980 4GB
|Revision=1.5.0-dev-2860-gd55e9cbd9
|Graphics=GSdx AVX-2
|Sound=
*SPU2-X
*LilyPad
|Comments=
-- Runs 100% Using D3D11 Hardware Renderer (less resource-intensive than OpenGL when upscaling). Using 6x native upscaling (4K/2160p). HW mipmapping support works perfectly. Shadows are corrupt in any renderer.
-- Used "Fast-Texture Invalidation" to prevent missing environment. Used "Merge Sprite" and "Half-Pixel Offset = Special (Texture)" to align bloom effect at upscaled resolutions. MTVU speedhacks enabled. EE cyclerate 300%.
-- Make sure to enable Progressive Scan in the options menu or there will be added input delay from interlacing.
-- Configure the PS2 system and game to run in full/stretch aspect ratio as designed and mentioned in Trivia. Widescreen on the PS2 only crops the 4:3 viewport horizontally or vertically, depending on the game. GSdx window set to 4:3 for proper aspect ratio/image FOV.
|Tester=SandM1tch
|Tester=SandM1tch
}}
}}
{{TestingFooter}}
{{TestingFooter}}


<!--
{{TestingHeader|OS=Linux}}
{{TestingHeader|OS=Linux}}
{{TestingEntry
{{TestingEntry
|Status=?
|Status=2
|Region=?
|Region=NTSC-U
|OS=?
|OS=Ubuntu 17.04
|CPU=?
|CPU=Intel Core i5-4690K @ 4.50 GHz
|GPU=?
|GPU=AMD RX 480 4GB
|Revision=?
|Revision=1.5.0
|Graphics=?
|Graphics=GSdx (GCC 6.3.0 SSE2/AVX) 1.1.0 [libGSdx]
|Sound=?
|Sound=
|Comments=?
*SPU2-X 2.0.0 [libspu2x-2.0.0]
|Tester=?
*OnePAD 0 1.3.0 [libonepad-legacy]
|Comments=Game runs at full speed most of the time when using OGL HW renderer, occasional stutters here and there but overall a very enjoyable experience. Most graphical glitches are fixed with the latest build using mipmapping = Basic(fast).
|Tester=Quattro55
}}
}}
{{TestingFooter}}
{{TestingFooter}}
-->


==Trivia==
==Trivia==
67,565

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