SSX 3: Difference between revisions
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|releasedatePAL = October 31, 2003<br />July 9, 2004 <small>(Platinum)</small> | |releasedatePAL = October 31, 2003<br />July 9, 2004 <small>(Platinum)</small> | ||
|statusPAL = | |statusPAL = | ||
|linuxstatusPAL = | |linuxstatusPAL = 2 | ||
|macstatusPAL = | |macstatusPAL = | ||
<!-- NTSC-J props --> | <!-- NTSC-J props --> | ||
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}} | }} | ||
{{TestingEntry | {{TestingEntry | ||
|Status= | |Status=2 | ||
|Region=NTSC-U | |Region=NTSC-U | ||
|OS=Windows 10 Pro 64-bit | |OS=Windows 10 Pro 64-bit | ||
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|GPU=Nvidia GTX 1070 | |GPU=Nvidia GTX 1070 | ||
|Revision=1.7.0-dev-13 | |Revision=1.7.0-dev-13 | ||
|Graphics=GSdx 1.2.0 | |Graphics=GSdx 1.2.0<spoiler show="Settings" hide="Hide"> | ||
* Allow 8-bit Textures | * Allow 8-bit Textures | ||
* Large Framebuffer | * Large Framebuffer | ||
* Shader Configuration -> Texture Filtering of Display | * Shader Configuration -> Texture Filtering of Display | ||
</spoiler> | |||
|Sound=SPU2-X 2.0.0 | |Sound=SPU2-X 2.0.0 | ||
|Comments=Runs at a consistent 60 FPS with all internal resolutions except 5K (8x native) with or without the MTVU speedhack and using D3D11 and OpenGL (hardware). The only time I noticed the game lag on these resolutions was in areas where it already lagged on native hardware (looking at you, first part of Metro City). The only audio issue I ran into was clipping with very loud in-game noises such as breaking panes of glass, but I think this may have been in the original game. The only graphical issue I ran into was an extremely faint grid overlay, which only appeared briefly one time when I was using 3x native. I couldn't recreate it, it was really brief, it was so faint you'd probably never notice if you weren't looking for it, and for all I know it was in the original game. | |Comments=Runs at a consistent 60 FPS with all internal resolutions except 5K (8x native) with or without the MTVU speedhack and using D3D11 and OpenGL (hardware). The only time I noticed the game lag on these resolutions was in areas where it already lagged on native hardware (looking at you, first part of Metro City). The only audio issue I ran into was clipping with very loud in-game noises such as breaking panes of glass, but I think this may have been in the original game. The only graphical issue I ran into was an extremely faint grid overlay, which only appeared briefly one time when I was using 3x native. I couldn't recreate it, it was really brief, it was so faint you'd probably never notice if you weren't looking for it, and for all I know it was in the original game. | ||
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{{TestingFooter}} | {{TestingFooter}} | ||
{{TestingHeader|OS=Linux}} | {{TestingHeader|OS=Linux}} | ||
{{TestingEntry | {{TestingEntry | ||
|Status= | |Status=2 | ||
|Region= | |Region=PAL | ||
|OS= | |OS= | ||
|CPU= | *Manjaro Budgie 20.1 | ||
|GPU= | *Linux 5.4.60 amd64 | ||
|Revision= | |CPU=Intel Core i5-6300HQ @ 2.30 GHz | ||
|Graphics= | |GPU=NVIDIA GeForce GTX 960M | ||
|Sound= | |Revision=1.6.0 Stable | ||
|Comments= | |Graphics=GSdx (GCC 10.1.0 AVX2/AVX2) 1.2.0 | ||
|Tester= | <spoiler show="Settings" hide="Hide"> | ||
* Renderer: OpenGL (Hardware) | |||
* Internal Resolution: Native (PS2) | |||
* CRC Hack Level: Automatic (Default) | |||
* Accurate Date: ✓ | |||
* Blending Unit Accuracy: Basic (Recommended) | |||
* Anisotropic Filtering: Off (Default) | |||
</spoiler> | |||
|Sound= | |||
* SPU2-X-Dev 2.0.0 | |||
* OnePAD 20200505220805-Dev 1.3.0 | |||
|Comments= | |||
*Played for 1h with default settings. | |||
*Tested with PS4 controller connected via USB during the entire test session. | |||
*Multiplayer not tested. | |||
|Tester={{ForumUser|Odecif}} | |||
}} | }} | ||
{{TestingFooter}} | {{TestingFooter}} | ||