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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
|Genre(s)||Horror, Survival horror|
|Input methods||GameCube Controller|
|GameIDs||GEDP01, GEDE01, GEDJ01, GEDW01|
Eternal Darkness: Sanity's Requiem (aka Eternal Darkness: Manukareta 13-nin in Japan) is a psychological horror video game released for the Nintendo GameCube, developed by Canadian developer Silicon Knights and originally planned for the Nintendo 64. It was the first video game published directly by Nintendo, rather than a third-party developer, to be rated M for mature by the Entertainment Software Rating Board.
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.
Blurry Distant Textures
Since, 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 , 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.
Green / Purple Transitions
Before and after a chapter, the screen momentarily turns green or purple. Prior to Hybrid XFB inturn on Real XFB or after disable "Store XFB Copies to Texture Only" to avoid this.
Aspect Ratio Distortion
In Lindsey's chapter the character can sometimes disappear when underneath hanging vines. This can be avoided by turning on Per-Pixel Lighting for this section. Fixed sometime before.
Hang Post Initial Quote
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Solves aspect ratio glitches when pausing|
|Off||Avoid purple transitions|
The graph below charts the compatibility with Eternal Darkness: Sanity's Requiem 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 i7-960||ATI Radeon HD 5870||Hangs after initial quote /w DX9,11 and JIT/JITIL|
|Windows XP||AMD Athlon II x2 215 @ 3.45GHz||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.|
|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.|
|Windows XP||Intel Atom N270 @ 1.6GHz||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|
|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.|
|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.|
|Windows 7||Intel Core i5 @ 2.6GHz||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|
|Windows 7||AMD Phenom II X4 965 @ 3.4GHz||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|
|Windows 7||Intel Core i7 @ 4.5GHz||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|
|Windows 7||AMD Athlon X2 II @ 3.4GHz||NVIDIA GeForce 8800 GT||Emulates perfectly @ 60FPS using Direct 3D11, 4x native and 16x Anisotropics||Tsarchasm|
|Windows 7||AMD Phenom X3 8650 @ 2.3GHz||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.|
|Windows 7||Intel Core i5-4670K @ 4GHz||NVIDIA GeForce GTX 780 Ti||Pretty much flawless at 60FPS. DirectX, 4x native, 0x AA, and 16x AF; audio settings is DSP LLE.||Darthgamer138|
|Windows 7||Intel Core i5-4570 @ 3.2GHz||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.|
|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|
|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|
|Windows 8.1||AMD FX 8320 @ 3.5GHz||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|
|Windows 8.1||Intel Core i7-4770K @ 3.5GHz||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|
|Windows 10||Intel Core i7-920 @ 2.66GHz||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|
|Windows 10||Intel Core i7-3630QM @ 2.4GHz||NVIDIA GeForce GT 635M||Constant 60FPS, using default settings||mbc07|
|Windows 7||Intel Core i7-5930k @ 3.5GHz||NVIDIA GeForce GTX 970||By default hangs after intro poem with 0FPS, (a know issue since ); 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.see||Kepp|
|Windows 10||Intel Core i3-3220 @ 3.3GHz||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|