Eternal Darkness: Sanity's Requiem

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Eternal Darkness: Sanity's Requiem
Eternaldarkness.jpg
Developer(s) Silicon Knights
Publisher(s) Nintendo
Platform(s) GameCube
Release date(s) NA June 23, 2002
JP October 25, 2002
EU November 1, 2002
AUS November 7, 2002
KO February 14, 2003
Genre(s) Horror, Survival horror
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 5Stars5.pngEdit rating: Eternal Darkness: Sanity's Requiem
Perfect
GameIDs
See also...

Dolphin Forum thread
Open Issues
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Eternal Darkness: Sanity's Requiem (aka Eternal Darkness: Manukareta 13-nin in Japan) is a mature, third-person horror adventure from the makers of the original Legacy of Kain. Featuring 12 playable characters throughout history, including a Roman Centurion and a priest during the period of Inquisition, the story follows Alexandra Roivas, a young, beautiful woman whose grandfather's body has just been found in his dark and moody mansion, bloodied and torn apart, his head missing. When she learns that the local police have been unable to uncover any clues regarding the obvious murder, she decides to take matters into her own hands. It's when she arrives at her deceased relative's mansion to investigate that the tale of Eternal Darkness truly begins.

Emulation Information

16:9

Eternal Darkness: Sanity's Requiem has a native 16:9 display option, but it requires enabling it in its internal options and setting Dolphin's Aspect Ratio graphics setting to "Auto". Using the widescreen hack with this title is not recommended.

Problems

Hang Post Initial Quote

Since 5.0-69, Dolphin will hang in Dual Core and Sync GPU modes when the Edgar Allan Poe quote displays. Refer issue 9706. Use Deterministic GPU or Single Core to avoid the issue. Starting with 5.0-4788, Deterministic GPU was set by default, but this was later changed in 5.0-15874, where Single Core is now set by default instead.

Aspect Ratio Distortion

While pausing the game, the aspect ratio can momentarily stretch to each side with default settings, causing a distorted image. Disabling Dual Core corrects this. See issue 10801. Single Core is now set by default as of 5.0-15874.

Green / Purple Transitions

Before and after a chapter, the screen momentarily turns green or purple. Prior to Hybrid XFB in 5.0-5874 turn on Real XFB or after disable "Store XFB Copies to Texture Only" to avoid this. This setting is now set by default as of 5.0-15874.

Enhancements

Blurry Distant Textures

Since 5.0-5745, textures in Eternal Darkness: Sanity's Requiem will appear blurry in the distance at internal resolutions above native, due to false positives in Arbitrary Mipmap Detection. Since 5.0-8296, this setting can be disabled to work around the issue. However, if any "mip trick" effects are used by the game, they will not work correctly.

In prior versions, the only workaround is to enable GPU Texture Decoding.

Configuration

This title does not need non-default settings to run properly.

Version Compatibility

The graph below charts the compatibility with Eternal Darkness: Sanity's Requiem since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

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5.0-21222 (current)
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Δ
Δ
Δ
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2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r6495 Windows 7 Intel Core i7-960 ATI Radeon HD 5870 Hangs after initial quote /w DX9,11 and JIT/JITIL
r7128 Windows XP AMD Athlon II x2 215 @ 3.45 GHz NVIDIA GeForce 7025 Game completed (green part) - with 35-55FPS (65-90% of speed). Used usual (JIT) recompiler! All intro video is working, with sound.
r7283 Windows 7 Intel Core 2 Duo E4500 ATI Radeon HD 4760 Game runs beautifully! I was using the experimental JITIL compiler. All graphics render properly and the game produced little to no lag at max video settings. The only issue i had was when the piano/organ/ maid character sounds played, they would continue to play until you reloaded the game or a new scene was played.
r7411 Windows XP Intel Atom N270 @ 1.6 GHz Intel GMA 945 Playable 10-13FPS. Slow in the videos. Uncheck Scaled EFB EFB Copy and put Fractional Scale. Sound Off for best performance. LORPAL
3.0-415 Windows 7 Intel Core i7-2600K NVIDIA GeForce 570 GTX Cutscene audio was heavily distorted and unintelligible, otherwise ran perfectly at 1080p with max settings.
3.0-636 Windows 7 Audio either absent or pure static in DSP HLE. DSP LLE doesn't function (emulator closes immediately on launch). Occasional graphic glitch in some cutscene.
3.0-735 Windows 7 Intel Core i5 @ 2.6 GHz AMD Radeon HD 6850 Runs at full speed but many enemies on screen causes light slowdown. Menus work fine, DirectX 11, 2.5x native, LLE Audio postorganic
3.0-765 Windows 7 AMD Phenom II X4 965 @ 3.4 GHz AMD Radeon HD 5870 Runs fine, 60FPS. Menus work fine, DirectX 9/11/OpenGL all fine, 3x native, 9xSSAA, LLE Audio, Had to disable custom projection hack otherwise inventory objects were partially invisible (behind menu background) JoeCool
3.5-80 Windows 7 Intel Core i7 @ 4.5 GHz NVIDIA GeForce GTX 670 Some difficulties with dialogues not appearing in DirectX but OpenGL works great. Minor audio skips very occasionally. Flawless full speed at 4x native, 8x AA, 4x AF slickochet
3.5-1389 Windows 7 AMD Athlon X2 II @ 3.4 GHz NVIDIA GeForce 8800 GT Emulates perfectly @ 60FPS using Direct 3D11, 4x native and 16x Anisotropics Tsarchasm
4.0 Windows 7 AMD Phenom X3 8650 @ 2.3 GHz NVIDIA GeForce 9800 GT Most of the game runs at a full 60FPS with almost no graphical issue. However, any on-screen enemies will result in slowdowns, audio during cutscenes lags and cuts a lot, and transitions between chapters cause a momentary green screen. Graphic settings is OpenGL, 1x native, 0x AA, and 1x AF; audio settings is DSP LLE.
4.0.2 Windows 7 Intel Core i5-4670K @ 4 GHz NVIDIA GeForce GTX 780 Ti Pretty much flawless at 60FPS. DirectX, 4x native, 0x AA, and 16x AF; audio settings is DSP LLE. Darthgamer138
4.0.2 Windows 7 Intel Core i5-4570 @ 3.2 GHz NVIDIA GeForce GTX 550 Ti Performance was perfect -- no lag during normal gameplay, battles, or cutscenes. There is a bit of a 'green tint' whenever a chapter ends, but otherwise no noticeable graphical flaws. Settings are Direct3D11, 2x native, 0xAA, 1xAF, JIT recompiler, and DSP HLE.
4.0-3482 Windows 7 Ultimate Intel Core i7-4710MQ NVIDIA GeForce GTX 860M Perfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as is Andy
4.0-3482 Windows 7 Intel Core i7-4710MQ NVIDIA GeForce GTX 860M Perfect from beginning to end save a green-tinted transition from the end of chapters. Played at 2x native with OpenMP hack on, everything else as is Andy
4.0-3917 Windows 8.1 AMD FX 8320 @ 3.5 GHz NVIDIA GeForce GTX 760 Usually runs at a solid 60FPS. Needed to add projection hack to the .ini file (I did locally and the game's one) to see the menu screen and some pause menu items "ProjectionHack = 1 PH_SZNear = 0 PH_SZFar = 0 PH_ExtraParam = 0 PH_ZNear = 5 PH_ZFar = 0.15" YOU NEED THIS Matt
4.0-5432 Windows 8.1 Intel Core i7-4770K @ 3.5 GHz AMD Radeon R9-290 Runs at solid 60FPS. Occasional clicking/popping in the sound when cut scenes start. No other issues. Added UseXFB = True and UseRealXFB = True to get rid of the green tint on fading between scenes. Other Settings: D3D, Force 16:9, V-Sync, Per-Pixel-Lighting, 2x Native, 8xAA16, 16xAF, DSP LLE Scythe42
5.0-rc-19 Windows 10 Intel Core i7-920 @ 2.66 GHz NVIDIA GeForce 8800 GT Runs at solid 60FPS with Virtual XFB. Occasional clicking/popping in the sound when cut scenes start and very minor stutter as new textures/effects are loaded for the first time. No other issues. Added UseXFB = True and UseRealXFB = True to get rid of the green tint on fading between scenes. Other Settings: OpenGL, Force 16:9, V-Sync, Per-Pixel-Lighting, 2x Native, 16xAF, Enable Bounding Box, Disable Fast Depth Calculation, Enable Progressive Scan Nicholas Steel
4.0-8863 Windows 10 Intel Core i7-3630QM @ 2.4 GHz NVIDIA GeForce GT 635M Constant 60FPS, using default settings mbc07
5.0-286 Windows 7 Intel Core i7-5930K @ 3.5 GHz NVIDIA GeForce GTX 970 By default hangs after intro poem with 0FPS, (a know issue since 5.0-69 see issue 9706); was able to get it to run again by going into game properties and unchecking "Enable Dual Core" or alternatively setting Deterministic Dual Core to "fake-completion"; haven't check past loading for side-effects. Kepp
5.0-6157 Windows 10 Intel Core i3-3220 @ 3.3 GHz NVIDIA GeForce GTX 1060 Tested on OpenGL. Needs XFB to RAM for transitions. Whenever you pause the game, there's a bug where the aspect ratio shifts slightly causing some distortion to the image with default settings; playing in Single Core solves this, or using Crop in Dolphin makes it less noticeable. I had terrible screen tearing in exclusive fullscreen without V-Sync, and some particularly bad stuttering without Hybrid Ubershaders. With XFB to RAM, Crop, V-Sync, and Hybrid Ubershaders all enabled, the experience was nearly perfect minus the aspect ratio shifts. The issue with Lindsey disappearing when under vines did not occur for me. Able to complete the entire game. Xerxes
5.0-16350 Windows 8.1 Intel Celeron G1610 @ 2.6 GHz AMD Radeon HD 6570 Stable 60 fps, Direct3D 11, 720p. Sometimes the framerate might drop, however for me it was very rare and only really happened if the game wanted to go into the pause menu to tell you about a new feature (For example, when sanity is introduced to the player, and the game brings you to the pause menu and explains it to you.) Other than that, the game ran perfectly for me. Nectts
5.0-18219 Ubuntu 22.04 AMD Ryzen 7 5700G @ 3.8 GHz AMD Radeon RX Vega 8 Performance: Stable 50FPS. Configuration: 1080p, 4xMSAA, Vsync: ON, Region: PAL, Graphics Backend: Vulkan, EnableGPUTextureDecoding ON. PortalMario

Gameplay Videos