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Eternal Darkness: Sanity's Requiem
|Eternal Darkness: Sanity's Requiem|
|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|
|Input methods||GameCube Controller|
Dolphin Forum thread
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.
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.
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.
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.
This title does not need non-default settings to run properly.
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.
This title has been tested on the environments listed below:
|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|
- Silicon Knights (Developer)
- Nintendo (Publisher)
- North America (Release region)
- Japan (Release region)
- Europe (Release region)
- Australia (Release region)
- Korea (Release region)
- 2002 (Initial release year)
- Horror (Genre)
- Survival horror (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- GameCube Controller (Input supported)
- 5 stars (Rating)
- Native 16:9 widescreen support (GCN)
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU): ATI
- Tested On (CPU): AMD
- Tested On (GPU): NVIDIA
- Tested On (GPU): Intel
- Tested On (Release): 3.0
- Tested On (GPU): AMD
- Tested On (Release): 4.0
- Tested On (Release): 4.0.2
- Tested On (Release): 5.0
- Untested for 10000+ revisions
- GameCube games