Zone of the Enders: The 2nd Runner: Difference between revisions

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<!-- NTSC-J props -->
<!-- NTSC-J props -->
|NTSCJ            = 1
|NTSCJ            = 1
|serialsNTSCJ      = SLPM-65236<br />VW119-J1<br />SLPM-65500 <small>(Special Edition)</small><br />VW173-J1 <small>(Special Edition)</small><br />SLPM-65361 <small>(Special Edition Limited Set)</small><br />VW200-J1 <small>(Special Edition Limited Set)</small><br />SLPM-84075 <small>(SE, Konami Dendou Selection)</small><br />SLPM-65991 <small>(SE, Konami Dendou Selection)</small><br />VW173-J4 <small>(SE, Konami Dendou Selection)</small><br />SLPM-61035 <small>(Trial)</small><br />SLKA-25066
|serialsNTSCJ      = SLPM-65236<br />VW119-J1<br />SLPM-65500 <small>(Special Edition)</small><br />VW173-J1 <small>(Special Edition)</small><br />SLPM-65361 <small>(Special Edition Limited Set)</small><br />VW200-J1 <small>(Special Edition Limited Set)</small><br />SLPM-84075 <small>(SE, Konami Dendou Selection)</small><br />SLPM-65991 <small>(SE, Konami Dendou Selection)</small><br />VW173-J4 <small>(SE, Konami Dendou Selection)</small><br />SLPM-61035 <small>(Trial)</small><br />VW119-J5 <small>(Trial, alt. to 61035)</small><br />SLKA-25066
|CRCsNTSCJ        =  
|CRCsNTSCJ        =  
|releasedateNTSCJ  = February 13, 2003<br />July 17, 2003 <small>(Korea)</small><br />January 15, 2004 <small>(Special Edition)</small><br />May 26, 2005 <small>(SE, Konami Dendou Selection)</small><br />April 29, 2010 <small>(BigHit Series)</small>
|releasedateNTSCJ  = February 13, 2003<br />July 17, 2003 <small>(Korea)</small><br />January 15, 2004 <small>(Special Edition)</small><br />May 26, 2005 <small>(SE, Konami Dendou Selection)</small><br />April 29, 2010 <small>(BigHit Series, Korea)</small>
|statusNTSCJ      =  
|statusNTSCJ      =  
|linuxstatusNTSCJ  =  
|linuxstatusNTSCJ  =  
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|Comments=BIOS: EUv2.20, The game is VERY GPU heavy if you upscale above the native resolution. Performance varies between gameplay and cutscenes due to the heavy use of effects if you upscale to a high Resolution (like 6xNative). Settings that affect performance using OGL HW are: Internal Resolution , 8-Bit Textures , Blending Unit Accuracy , FXAA so play around until it runs at a stable Framerate. The issue with light sources seen through solid objects is fixed by using OGL HW with Hardware Depth enabled.
|Comments=BIOS: EUv2.20, The game is VERY GPU heavy if you upscale above the native resolution. Performance varies between gameplay and cutscenes due to the heavy use of effects if you upscale to a high Resolution (like 6xNative). Settings that affect performance using OGL HW are: Internal Resolution , 8-Bit Textures , Blending Unit Accuracy , FXAA so play around until it runs at a stable Framerate. The issue with light sources seen through solid objects is fixed by using OGL HW with Hardware Depth enabled.
|Tester={{ForumUser|Pr0meth3us}}
|Tester={{ForumUser|Pr0meth3us}}
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=Intel i5-2500k @ 4,2 GHz
|GPU=NVIDIA GeForce GTX 1070
|Revision=1.5.0-dev-2382 (May 21. 2018)
|Graphics=GSdx32 SSE4.1/AVX
<spoiler show="Settings" hide="Hide">
* Renderer: Direct3D 11 (Hardware)
</spoiler>
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=Constant 60 FPS in entire Game aswell as Boss-Battles with Direct3D 11 @ 4x native Res & 16x AF & 4x AA, no HW Hacks. US-Version + US Bios v2.3 (Pcsx2 Default-Preset #2)
|Tester=Nebujin
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 10
|CPU=AMD Ryzen 5 2600X 3.6Ghz
|GPU=Nvidia GeForce Titan X
|Revision=1.5.0-dev-2639
|Graphics=GSDX OpenGL
|Sound=SPU2-X 2.0.0
|Comments=Plays well at 5x resolution with little slowdown. The first few levels haven't shown any major issues that I can tell.
|Tester=Durandal
}}
}}


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