Okay, I have to mention some qualifiers for the post that MaJoR made using my data.
Firstly, I did not use one set of settings for all the builds, that would be incredibly shortsighted. I'm still perfecting this method, but rather, I did this.
In any old build (pre-4.0) I use D3D9 when it can run the game. In this game, I had to use OpenGL mostly because D3D9 would crash on stage-load.
Dualcore had to be turned off in several of the really old builds due to stability issues. I did various other configurations on the old builds to make them as fast as possible.
My test was Fountain of Dreams with two Human Characters (Yoshi controlled by both) and I let the framerate stabilize and recorded the result. This worked pretty well for most builds. Depending on the FPS controls, I had to either disable framelimiter altogether, or just hold TAB. VArious builds were broken, so I had to make my choices very carefully.
2.0 was extremely slow, I don't know why. I configured it as best as I could. I used D3D9, EFB2Texture, Dualcore, and made sure to look through the convoluted UI.
As of 4.0, I switched to OpenGL and used the Vertex Streaming Hack.
On older builds, namely the first two, there were a lot of problems getting it to run at all. The second one I could not get the game to not crash, but it was running pretty fast before it crashed. Because it crashed, I gave it a 0.
If this post is scatterbrained, it's mostly because I compiled the explanations from notes. Feel free to call the results into question, but don't assume I didn't at least put basic thought processes into it.
Firstly, I did not use one set of settings for all the builds, that would be incredibly shortsighted. I'm still perfecting this method, but rather, I did this.
In any old build (pre-4.0) I use D3D9 when it can run the game. In this game, I had to use OpenGL mostly because D3D9 would crash on stage-load.
Dualcore had to be turned off in several of the really old builds due to stability issues. I did various other configurations on the old builds to make them as fast as possible.
My test was Fountain of Dreams with two Human Characters (Yoshi controlled by both) and I let the framerate stabilize and recorded the result. This worked pretty well for most builds. Depending on the FPS controls, I had to either disable framelimiter altogether, or just hold TAB. VArious builds were broken, so I had to make my choices very carefully.
2.0 was extremely slow, I don't know why. I configured it as best as I could. I used D3D9, EFB2Texture, Dualcore, and made sure to look through the convoluted UI.
As of 4.0, I switched to OpenGL and used the Vertex Streaming Hack.
On older builds, namely the first two, there were a lot of problems getting it to run at all. The second one I could not get the game to not crash, but it was running pretty fast before it crashed. Because it crashed, I gave it a 0.
If this post is scatterbrained, it's mostly because I compiled the explanations from notes. Feel free to call the results into question, but don't assume I didn't at least put basic thought processes into it.