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|Developer(s)||Sega, Amusement Vision|
|Release date(s)|| JP July 25, 2003|
NA August 25, 2003
EU October 31, 2003
|Mode(s)||Single-player, Multiplayer (4)|
|Input methods||GameCube Controller|
|GameIDs||GFZE01, GFZP01, GFZJ01|
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.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
F-Zero GX 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 "Force 16:9". Using the widescreen hack with this title is not recommended. When using the game's widescreen mode boulder shadows will render incorrectly. This is a game bug, and also occurs on consoles.
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 .
Missing Boulder Shadows
In Chapter 2 of F-Zero GX, the boulders that roll across the track can have no shadows in Direct3D. These shadows use a feature known as "LogicOps" which D3D11 on Windows 7 does not support. To see the shadows properly, use the OpenGL or Vulkan backend, or use revisions newer than . Windows 7 is no longer supported in Dolphin, therefore this issue is no longer relevant.for Windows 8/10. 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 .
Emblem Editor Cursor Issues
When using the emblem editor, the cursor's position will fail to correctly update on Medium and Fast Texture Cache Accuracy levels. To fix, use "Safe."
Sand Ocean's heat effect cuts speed on even the most powerful computers. Using the Vulkan backend can improve performance, or the effect can be disabled entirely by turning on "Skip EFB Access from CPU" in configuration. Fixed in.
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. Fixed with, where Sync GPU is enabled by default in Game-Ini.
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. Seems to be fixed as of.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Corrects Master end credits sequence inaccuracies|
|Position 1 (Safe)||Working Emblem Editor cursor|
The graph below charts the compatibility with F-Zero GX since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core 2 Quad Q9505 @ 2.83 GHz||NVIDIA GeForce 9800 GT||With recent fixes, game is now playable at good speed with perfect graphics (except bug with shadows, you can fix by switching EFB Copy to system RAM). Speed varies from 40 to 60FPS (out of max 60). It's highly recommended to use or IL version, because usual doesn't work yet. Sound and controls work perfectly fine. F-Zero GX (GC) on Dolphin Wii/GC Emulator 720p HD||nosound98|
|Windows 7||Intel Core 2 Duo E8500 @ 3.16 GHz||ATI Radeon HD 5850||Slows down to 20FPS at the start of a race sometimes, but runs at a solid min. 35FPS during the race|
|Windows 7||Intel Quad Core @ 3.33 GHz||NVIDIA GeForce 9600 GT||Between 40-60FPS depending the race track, big slow down in sand ocean. Crash when using recording device (Fraps & Xfire)||Sonic1993|
|Windows 7||Intel Pentium E5400 @ 2.7 GHz||NVIDIA GeForce GTX 460||Barely playable, 20-30FPS||parasite64|
|Windows 7||Intel Pentium E5400 @ 2.7 GHz||AMD Radeon HD 3850||Barely playable on DX9 plugin, native resolution, AA 9x , MMU speed hack, Dual Core On (It's work normal now) 30-45FPS||Dark Bard|
|Windows 7||Intel Core i5-2500K @ 4.1 GHz||AMD Radeon HD 6850||Works totally fine. Only slowdown is on Sand Ocean, FPS drops to 42 max.||MegaJump|
|Windows 7||Intel Core i5-2500K @ 3.3 GHz||NVIDIA GeForce 8800 GT||60FPS when "Skip EFB Access from CPUs" is off. Shadows are broken. DX9 supports Dual Core.||M|
|Windows 7||AMD Phenom 2 X4 @ 3.2 GHz||NVIDIA GeForce 9600 GT||Runs between 50-60 Fps. NO Slowdown at Sand Ocean, NO Shadow Error. Skip EFB Access from CPU ON( Hook in there) / EFB Copies RAM / Direct3D9 Back-end / Disable per pixel depth OFF / It works on 1600x900 Fullscreen 2x Native and Widescreen Hack||Shyvo|
|Linux Mint 11||Intel Core i5-2500K||AMD Radeon HD 6670||In 50Hz game mode, runs between 48-50 Fps. Some slowdowns and some shadow errors. Dual Core ON / Accelerate disc transfer rate ON / Skip EFB Access from CPU ON / EFB Copies Texture / It works on 1280x800 Fullscreen Auto Native||yg2f|
|Windows 7||AMD FX-4100 @ 4.5 GHz||NVIDIA GeForce GTS 250||(tested with DX9). In the demo video is initially loaded much. In the selection of the starships of the screen is very slow when being dumped in this screen, the graphic shall have no end that Dump!. After a few crashes of the Dolphin emulator works then most of the "Dual Core" option. Best emulation speed, the "external frame buffer" would be (REAL), but very unstable. (sic, Google Translate)||Serverbot777|
|Windows 7||AMD FX-4100 @ 4.5 GHz||NVIDIA GeForce GTS 250||(tested with DX9). Fixed a bug with the speed-problem-in vehicle selection. In the game, when the shadow vehicle will not be correctly displayed (Faulty shadow). And in the game during the procedure, the FPS quite sharply between 30FPS and 50FPS.(only in the dolphin-hashless version).||Serverbot777|
|Windows 7||Intel Core i5-760 @ 2.8 GHz||NVIDIA GeForce 560 Ti||DirectX 9, dual core, locked threads to cores, 1080p. 33% speed decrease when all vehicles are on screen, or when large portions of the track are visible. Dolphin just can't crunch this many vertices, as determined by the same speeds being reached using the original EFB size. In all other circumstances, game runs at a full 60FPS. Dual core causes occasional soft locks, but locking threads to cores seems to dissuade this from happening as often. Dual core is required to reach 60FPS on this rig.||CptnOblivious|
|Windows 7||Intel Core i5-760 @ 2.8 GHz||NVIDIA GeForce 560 Ti||DirectX 9, dual core, locked threads to cores, 1080p. UPDATE: This revision sees an increase in speed between 6-10FPS under full loads in the same scenarios as the previous entry. Everything else remains unchanged.||CptnOblivious|
|Windows 7||AMD FX-4100 @ 3.6 GHz||AMD Radeon HD 6770||DirectX 11, everything at default except "Skip EFB Access from CPU". 4xAA, 16xAF, 720p+, 60Hz/FPS PAL. Usualy runs at 60FPS, with drops in intros and selection screen for drivers, even with 58FPS emulation of sound start to break with pauses. Playable with slowdowns on start of the race with lots of opponents.||leipero|
|Arch Linux||Intel Core i7-2600 @ 3.4 GHz||NVIDIA GeForce GTS 450||Playable. Occasional slowdowns, usually when starting a race. Rare shadow distortion.||10n45|
|Arch Linux||Intel Core i5-4670 @ 3.4 GHz||NVIDIA GeForce GTX 660 Ti||Everything at default except "Skip EFB Access from CPU". 2xAA, 16xAF, 720p+, 60Hz/FPS PAL. Will always run at 60FPS, even with video recording software running. Game will sometimes crash with V-Sync enabled.||breed808|
|Windows 7||Intel Core i5-2500K @ 4.5 GHz||NVIDIA GeForce GTX 580||OpenGL, 1080p, IR:Windows Size, AA 4x, AF 4x: 50-60FPS. (Solid 60FPS if 'Skip EFB Access to CPU' checked with AA:none, AF:1x). I had to turn Vsync on from NVIDIA control panel.||lelobeach|
|Windows 8||Intel Core i5-4200u||Intel HD Graphics 4400||OpenGL , Skip EFB , 50Hz / FPS European Version , No V-Sync , Hangs on intro if Directx with 60/50FPS or OpenGL 60FPS||Zcair|
|Windows 7||Intel Core i5-4460||NVIDIA GeForce GTX 660 Ti||Settings differed from default: Direct3D, 2.5x Native, 4x AA, 16x AF, "Dual Core" unchecked, "Skip EFB Access from CPU" checked, "Framelimit" off, "VSync" unchecked (Adaptive VSync enabled in NCP). Tested two entire Grand Prix cups. Not a single crash! Full speed 98% of the time. Loss of speed is due to a handful of stutters usually during the first 3-8 seconds of a race (not in every race though) and about 1-2 stutters during the rest of a race. Once you play through a race, replaying it lowers the chances of stuttering, possibly to none. There are some audio bugs - mostly the music in the menu when selecting stuff, and sometimes the "3, 2, 1, GO" doesn't play all the way. Other NCP settings used: Max Pre-Rendered Frames set to "1". It helps reduce input lag with VSync, which is important for this game. Overall, satisfying results!||Jodeth|
|Windows 8.1||Intel Core i5-3210M @ 2.5 GHz||NVIDIA GeForce 610M||Enable FPRF = On
V-Sync = On
Enable Dual Core = On
Synchronize GPU thread = On
Skip EFB Access from CPU = On
OpenGL is best for graphical accuracy while Direct3D is best for graphical performance. V-Sync is not causing crashes for me. I'm not sure if my GPU is NVIDIA Adaptive V-Sync compatible. I enabled Skip EFB Access from CPU just so I can play Sand Ocean without slowdowns. Mostly 60FPS/60VPS but my GPU sometimes struggles rendering 29 other racers reducing VPS. Tested fmadd and fmul by recording my own time trial ghost and replay data in Dolphin and replaying the ghost and replay on real hardware and vise-versa. No issues.
|Windows 10||Intel Core i5-6600K @ 4.5 GHz||NVIDIA GeForce GTX 970||Final Verdict: F-Zero GX mostly hits a consistent 60FPS, only suffering minor framerate drops, stutters, and the rare slowdown. Otherwise, this game looks fantastic at a native 16:9 aspect ratio in 1080p. Very little screen tearing with V-Sync disabled (I've had mixed results with it enabled - mostly positive, but occasional random crash has led me to disabling V-Sync for now). Used Gamecube Controller, with Mayflash Adapter, and installed the Gamecube drivers via the Dolphin wiki itself. I was able to complete every Cup on Master difficulty with no issues whatsoever, other than the mentioned slowdown issues, and oddly missing Credit stills - the Pilot homages from Master Class working fine otherwise.
Settings: Backend OpenGL (Direct3D seems to deliver similar performance), Force 16:9, V-Sync (False), 3x Native (1920x1584), 4xAA (4x SSAA is possible, but tends to cause more stuttering? it's difficult to say), Per-Pixel Lighting (true), Skip EFB Access from CPU (DISABLED - this will reduce or remove blur effects from boosting and Sand Ocean/Fire Field(?), but the slowdowns on mentioned tracks makes the game essentially unplayable). All other settings left to default. On a side note, Dolphin VR 4.0-9170-dirty with Oculus Rift DK2 and SDK 0.7 works well, drawback being choppy headtracking and broken menus.
|Windows 10||Intel Core i5-4690K @ 4.20 GHz||NVIDIA GeForce GTX 660||Runs at a solid 60 VPS in the Ruby Cup, but I had to enable Skip EFB Access from CPU for Sand Ocean. Tested on the OpenGL Backend.||Aplayer12345|
|Windows 10||Intel Core i7-4790S @ 3.2 GHz||NVIDIA GeForce GTX 970||NTSC version. Runs mostly smooth at 60 FPS, 1080p, with the occasional stutter (Typically when first loading the game, first few seconds of a race, and when loading the vehicle selection screen). Skip EFB Access from CPU had to be enabled, otherwise Sand Ocean tracks were unplayable. Otherwise runs exactly as it does on the GameCube.
Settings: Enable FPRF; Synchronize GPU Thread.
INI: CPUThread=False; GFXBacken=OGL; EFBAccessEnable=FALSE; EFBToTextureEnable=FALSE; VSync=FALSE; SafeTextureCacheColorSamples=0.
|Windows 10||Intel Core i7-7700K @ 4.5 GHz||NVIDIA GeForce GTX 1080||Vulkan backend outright crashes with no panic handler message after the save loading screen. OpenGL (and probably Direct3D 11 as well) runs at 60 FPS everywhere but Sand Ocean, which is unbelievably laggy without using Vulkan or Direct3D 12 backend. Unfortunately Direct3D 12 is removed in this version and Vulkan, as mentioned, does not work.||Techjar|
|Windows 10||Intel Core i3-3220 @ 3.3 GHz||NVIDIA GeForce GTX 1060||Needs Force 16:9 for widescreen. "Needs" Texture Cache Accuracy: Safe for the emblem editor's cursor, but it's not worth the performance hit and barely noticeable. V-Sync and Vulkan both work just fine, I played for a few hours with them without any issues. Vulkan is definitely the best performing in this game and runs Sand Ocean at full speed (compared to 50-60% in other backends). Besides trying out V-Sync and different video backends, all other settings were default.||Xerxes|
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