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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|Comments=Used all recommended speedhacks, EE Cyclerate 2, and VU Cycle Stealing 1. Using Hardware mode, it ran at playable speeds with lag when there are a lot of onscreen elements.
|Comments=Used all recommended speedhacks, EE Cyclerate 2, and VU Cycle Stealing 1. Using Hardware mode, it ran at playable speeds with lag when there are a lot of onscreen elements.
|Tester=Clank
|Tester=Clank
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro 64-bit (build 10586)
|CPU=Intel Core i7-4790K @ 4.70 GHz
|GPU=NVIDIA GeForce GTX 980 4GB
|Revision=1.4.0
|Graphics=GSdx 01/05/2016 AVX-2
|Sound=
*SPU2-X 12/31/2015
*Pokopom PAD 2.0.0
|Comments=
--Ran 80-100% (almost realtime. NO SPEEDHACKS) with Direct3D9 (Software) renderer for mipmap support to display proper texturing (also provides the least input delay out of the 3 software renderers).
--Shadows are corrupt in any renderer.
--No speedhacks were used (as they cause added input delay. 4th gen i7 and future can run perfectly without).
--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.
|Tester=SandM1tch
}}
}}
{{TestingEntry
{{TestingEntry
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|Comments=
|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.
-- 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 180%.
-- 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.
-- 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.
-- 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.
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