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|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.
Shadows under vehicles are broken. With EFB to Texture, this is permanent, though occasionally shadows may be displayed correctly. Issue seems fixed with to EFB to RAM. This, however, slows rendering. When the player switches between standard view and cockpit view for a prolonged time, shadows become broken once again.
Rain on Lightning Track
Rain on the Lightning-tracks is broken.
Sand Ocean environment cuts speed in half, probably because of the "heat" effect. Said effect is not rendered when "Enable CPU -> EFB access" is not ticked, which makes Sand Ocean run at 100%. When "Enable CPU -> EFB access" is ticked, the game seems to be rendering some parts at a lower resolution, resulting in a blur on certain parts of the screen.
The game tends to crash at random during Grand Prix races with EFB to RAM, but runs fine with EFB to Texture.
Story mode crashes the emulator, but has been fixed in.
64bit Linux Crash
Only configuration options for the best compatibility where they deviate from defaults are listed.
|OpenGL||Avoids map flickering seen with DirectX|
The graph below charts the compatibility with F-Zero GX since Dolphin'srelease, listing revisions only where a compatibility change occurred.