F-Zero GX

From Dolphin Emulator Wiki
Revision as of 10:22, 21 October 2012 by Kolano (talk | contribs) (→‎Testing)
Jump to navigation Jump to search
F-Zero GX
FZeroGxGC.jpg
Developer(s) Amusement Vision
Publisher(s) Nintendo
Series F-Zero
Platform(s) GameCube
Release date(s) JP July 25, 2003
NA August 25, 2003
EU October 31, 2003
Genre(s) Racing
Mode(s) Single-player, multiplayer
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: F-Zero GX
Playable
GameIDs
See also...

Search Dolphin Forums
Open Issues
Search Google
Search Wikipedia

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.

Problems

NTSC-J version not booting

Activate "Enable MMU" or "MMU speed hack" to make the game boot.

Rain on Lightning Track

Rain on the Lightning-tracks is broken.

Heat Effect/Blur

Sand Ocean environment cuts speed in half, probably because of the "heat" effect. Said effect is not rendered when "Skip EFB Access from CPU" is on, which makes Sand Ocean run at 100%. When "Skip EFB Access from CPUs" is off, the game seems to be rendering some parts at a lower resolution, resulting in a blur on certain parts of the screen.

Grand Prix

The game tends to crash at random during Grand Prix races with EFB to RAM, but runs fine with EFB to Texture. Work well in last revisions, on GL plugin.

Vehicle Shadows

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. Fixed in recent revisions.

Custom Vehicles

With incomplete/bad disc dumps, custom vehicles don't render cockpits or boosters and crash when you apply emblems, but will race fine.

Story Mode

Story mode crashes the emulator, but has been fixed in r5644.

x64 Linux Crash

Game crashes after saving initial profile occur on certain Linux builds, see issue 2433. This was fixed with r6040.

OSX Loading Bug

The game can't be started when Dual Core mode is ON (at least on iMac and Ubuntu)

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Video Backend OpenGL Avoids map flickering seen with DirectX
Skip EFB Access from CPU On/Off See problems section for issues with each setting.

Version Compatibility

The graph below charts the compatibility with F-Zero GX since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21504 (current)
Δ
Δ
Δ
Δ
Δ
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
r4865 Windows 7 x64 Intel Core 2 Quad Q9505 @ 2.83GHz 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 60 FPS (out of max 60). It's highly recommended to use x64 or IL version, because usual x86 doesn't work yet. Sound and controls work perfectly fine. F-Zero GX (GC) on Dolphin Wii/GC Emulator 720p HD nosound98
r7035 Windows 7 x64 Intel Core 2 Duo E8500 @ 3.16GHz ATI Radeon HD 5850 Slows down to 20 FPS at the start of a race sometimes, but runs at a solid min. 35 FPS during the race
r7612 Windows 7 x64 Intel Quad Core @ 3.33GHz nVidia GeForce 9600 GT Between 40-60 FPS depending the race track, big slow down in sand ocean. Crash when using recording device (Fraps & Xfire) Sonic1993
r7670 Windows 7 x64 Intel Core i5-2500K @ 4.1GHz AMD Radeon HD 6850 Works totally fine. Only slowdown is on Sand Ocean, FPS drops to 42 max. MegaJump
^3.0 Windows 7 x64 Intel Pentium E5400 @ 2.7GHz nVidia GeForce GTX 460 Barely playable, 20-30 FPS parasite64
^3.0 Windows 7 x86 Intel Pentium E5400 @ 2.7GHz AMD Radeon HD 3850 Barely playable on DX9 plugin, native resolution, AA 9x , MMU speed hack, Dual Core On (It's work normal now) 30-45 FPS Dark Bard
3.0-177 Windows 7 x64 Intel Core i5-2500K @ 3.3GHz nVidia GeForce 8800 GT 60 FPS when "Skip EFB Access from CPUs" is off. Shadows are broken. DX9 supports Dual Core. M
3.0-228 Windows 7 x64 AMD Phenom 2 X4 @ 3.2GHz 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
3.0-267 Linux Mint 11 x64 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
3.0-684 Windows 7 x64 AMD FX-4100 @ 4.5GHz 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
3.0-697 Windows 7 x64 AMD FX-4100 @ 4.5GHz 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 30 FPS and 50 FPS.(only in the dolphin-hashless version). Serverbot777
3.0-763 Windows 7 x64 Intel Core i5-760 @ 2.8GHz 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 60 FPS. 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 60 FPS on this rig. CptnOblivious
3.0-787 Windows 7 x64 Intel Core i5-760 @ 2.8GHz nVidia GeForce 560 Ti DirectX 9, dual core, locked threads to cores, 1080p. UPDATE: This revision sees an increase in speed between 6-10 FPS under full loads in the same scenarios as the previous entry. Everything else remains unchanged. CptnOblivious

Gameplay Videos