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.

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.

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.

Missing Boulder Shadows
In Chapter 2 of F-Zero GX, the boulders that roll across the track will have no shadows in the D3D backends. It is very unlikely this can be fixed in D3D; F-Zero GX uses a feature known as "LogicOps" which malfunctions in both D3D11 and D3D12. To see their shadows properly, use the OpenGL backend. See.

Master Difficulty End Credits
Credits sequence after Master difficulty completion isn't 100% accurate on default settings. The sepia tone images are supposed to appear to the right after the special character movie plays. The specifics have been untested but if the problem is similar to the Super Smash Bros. Brawl snapshot feature problem, a snapshot is generated either during a race or after crossing the finish line. Storing EFB Copies to RAM can be taxing, so the best solution would probably be to disable Storing EFB Copies to Texture Only before crossing the finish line on the third lap and then enabling Storing EFB Copies to Texture Only after the announcer announces the rank you earned. See.

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."

Emblem Editor Issues
When using the emblem editor, it will fail to correctly update on Medium and Fast Texture Cache Accuracy levels. To fix, use "Safe."