F-Zero GX

F-Zero GX is a futuristic racing video game for the Nintendo GameCube console. Developed by Sega's Amusement Vision department and published by Nintendo, it was released in Japan, Europe and North America in 2003. F-Zero AX, the arcade counterpart of GX, uses hardware conceived from a business alliance between Nintendo, Namco and Sega. F-Zero GX runs on an enhanced version of the engine that powered Super Monkey Ball. F-Zero GX/AX was the first video game collaboration between Nintendo and Sega. The game received critical acclaim as one of the best racers of its time and the greatest racer on the GameCube platform.

Race Camera and Models Messed Up
Make sure "Enable FPRF" (i.e. Floating Point Result Flag) is checked in the game settings. Without it, no races will be playable and the game will have very odd behavior throughout.

Raindrop Mask
The raindrops on the Lightning tracks are improperly rendered. Some areas will be inverted: areas that should have raindrops are empty, and areas that should be blank are filled with raindrops. The result is what appears to be a grid of dots scattered across certain tiles. It appears on all backends until, where it is fixed in the OpenGL backend. D3D still exhibits the error and there is no solution for it at this time. See.

Missing Boulder Shadows
In Chapter 2 of F-Zero GX, the boulders that roll across the track will have no shadows in the D3D backend. To see their shadows properly, use the OpenGL backend. See.

V-Sync Crashes
If V-Sync is enabled, F-Zero GX will inevitably crash at some point early in play, to the point where it's difficult to even complete a race. Make sure V-Sync is disabled to avoid this. Alternatively, for NVIDIA GPUs, Adaptive V-Sync can be enabled and not cause F-Zero GX to crash.
 * Starting in, V-Sync is forced on in OpenGL and cannot be disabled. Fixed by.

Dual Core Resets
When Dual Core mode is enabled, the game may reset randomly. It generally only resets on the first run and plays fine after that, but it may reset in game. It has been tested and is pretty reliable, but it may reset anyway. Use at your own risk. For an absolute fix, uncheck "Enable Dual Core", or for a faster performing fix, check "Synchronize GPU thread" as per gameINI advice.

Heat Effect/Blur
Sand Ocean's heat effect cuts speed on even the most powerful computers. The effect can be disabled by turning on "Skip EFB Access from CPU", but this will disable other effects as well, like the boost distortion effect.

Powersliding Glitch
When near the start/finish line while racing on a Lightning themed track, the powerslide effect is glitched out, stretching out like a laser beam toward the finish line. This is a glitch with the game and not Dolphin; this occurs even on a real GameCube. See.

Custom Cars
If using a bad dump, custom cars show only the pilot floating in mid air and the main body component. Redump the disc to correct the problem. See.

16:9
This game has 16:9 display capability, but requires setting the game to the "Widescreen" screen mode in the game's internal options. Using the widescreen hack is not recommended, as it will cause graphical glitches.

Shadow Distortion
With EFB Copies to Texture Only, shadows may distort if you open the graphics window or go in and out of fullscreen during a race. Just avoid those things and the shadows will be fine, or disable EFB Copies to Texture Only. If the shadow does glitch out, it will fix itself in the next race. All issues resolved starting with.

Auto-Aborting Replays
If one were to race on real hardware, save the replay, export the replay file (GCMM), and then import the replay file for Dolphin to use, the replay will auto-abort as soon as the race announcer says Go. This has been fixed in.

Story Mode Cutscenes Blackscreen
As of the cutscenes in F-Zero GX no longer render in the OpenGL backend. D3D will still render them fine. See. Fixed by.

MMU Speed Hack
The NTSC-J version does not boot. Activate "Enable MMU" or "MMU speed hack" to fix this. Option defaulted in.

Rain on Lightning Track
Rain on the Lightning tracks appears incorrectly on the D3D9 backend. It is present, but more difficult to see compared to the other backends, to the point where it is nearly invisible for most of the race. OpenGL and D3D11 display the effect correctly, so use one of them if you wish to see it better. Fixed with the removal of D3D9 in.