| Progress Continues
We've already had 12074 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: April 2020 Progress Report.
| The Dolphin Emulator Wiki needs your help!
Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin.
The Last Story
|The Last Story|
|Developer(s)||Mistwalker, AQ Interactive|
|Publisher(s)||NA XSEED Games|
|Release date(s)|| JP January 27, 2011|
AUS February 23, 2012
EU February 24, 2012
NA August 14, 2012
|Mode(s)||Single-player, Co-op (6)|
|Input methods||Wii Remote + Nunchuk, Classic Controller|
|GameIDs||SLSJ01, SLSEXJ, SLSP01|
The Last Story (ラストストーリー, Rasuto Sutōrī) is a JRPG for the Wii console from Hironobu Sakaguchi, the creator of Final Fantasy, that lets you take charge of a band of mercenaries and journey with them into a sprawling cinematic adventure. Enjoy the adventure alone in this epic Wii game or jump into online multiplayer modes with up to five other players. Music by veteran Final Fantasy composer Nobou Uematsu.
Shader Compilation Stuttering
The Last Story is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Modern computers and mobile systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed directly. Shaders have to be generated though, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur.
Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since , Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.
Depth of Field Blur
The games' depth of field effect is not emulated properly. During some blur transitions it may flicker, and in some extreme circumstances (such as cinema scenes) it may become distorted and (very rarely) get stuck. Texture cache accuracy on middle can help.
Texture Cache Accuracy can be set fast with modern graphics card,current versions of Dolphin, and the most recent version of Last Story. This has been fixed since at least.
Clothes Textures Missing
With EFB Copies to Texture Only, parts of the body and clothing will be missing, some will be rendered as complete black, and a few pieces will be properly textured. This is related to the game's texture color changing effect, and is only present on the main party characters. Disable EFB Copies to Texture Only to fix this. EFB Copies to Texture Only is disabled by the GameINI prior to.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Asynchronous (Ubershaders)||Fixes stuttering|
The graph below charts the compatibility with The Last Story since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||AMD Phenom X4 965||ATI Radeon HD 4870||Dolphin-r6505_DKTOS_MH3_FifoBs, turn off fifo busy under iso properties, use JITIL not JIT, Use Xaudio as HLE, for graphic use dx9 set to RAM, DOESN'T HANG||IcemanSR|
|Windows 7||Intel Core i5-2500K @ 4.5GHz||AMD Radeon HD 6870||PAL version tested; Used 6505 by Lectrode, which is the speediest build I've tested. The game is fully playable, but suffers from random freezings, despite using JIT or JITIL. (Happens less often with JITIL)||Garteal|
|Linux||Intel Core i5||ATI Radeon HD 5700||Playable (60FPS)||tomtoom|
|Windows 7||Intel Core i5-2500||NVIDIA GeForce 560 Ti||Playable (25-30FPS)||Deathykins|
|Windows 7||Intel Core i7-2600K||NVIDIA GeForce GTX 580||Playable (30FPS, sometimes fall to 21FPS.)||dnishimura|
|Windows 7||Intel Core i5-2450M||AMD Radeon HD 7610M||Playable, 30FPS||Chinmorph|
|Mac OS X 10.8.1||Intel Core i7 @ 2.7GHz||NVIDIA GeForce GT 650M||Playable, 60FPS||TresCoole|
|Windows 7||Intel Core i5-2500K||AMD Radeon HD 5670||The Last Story on Dolphin Emulator||LaImpetoOscuro|
|Windows 7||AMD Phenom II 955 BE @ 3.2GHz||AMD Radeon HD 6850||Playable (30FPS). Slowdown in huge areas (15-30FPS).||ramaGZ.|
|Windows XP||Athlon II X2 215 @ 3.56GHz||NVIDIA GeForce 440||Game completed! FPS at town 11-24Hz, in dungeons 20-30Hz, in rendered video cutscenes - better set "EFB Copies to Texture" to get 27-30Hz. Get random crashes/hangs during savestate save/load. Sometimes fog based lightning (fog of war) work's incorrectly. Also blurring depth set incorrectly (normally it should blur close? and very distant 3D-surfaces). Loading savestate seems to recalculate some variables and fix it.||†.fl.l).|
|Windows 7||AMD APU A10-7700K||AMD Radeon R7 Series||Minor FPS Drops, 2xIR||Zcair|
|Windows 7||Intel Core i5-3570K||AMD Radeon HD 7870||Graphics Settings Lowered to run in full 60FPS||Zcair|
|Windows 8.1||Intel Core i7-2600K @ 4.3GHz||NVIDIA GeForce GTX 680||With internal resolution set to 1x native, runs at 30FPS much at the time. Drops to low 20s occasionally with associated audio skipping, making the game somewhat unplayable. If EFB to RAM is explicitly disabled by editing the game INI (and set to EFB to Texture), the game runs unthrottled, using the same settings, at ~100FPS, but with the missing/garbled texture anomalies described at the top of the page.||Damaniel|
|Windows 7||Intel Core i5-2500K @ 4.2GHz||AMD Radeon HD 6870||JITIL Recompiler, Framelimit: Auto, HLE, OpenAL, D3D, 2.5x Resolution @ 1920x1080p, Widescreen Hack, Aspect Ratio: Force 16:9, AA 2x, AF 8x, Scaled EFB Copy, EFB Copies: RAM, Texture Cache Accuracy: Fast, (Properties -> DISABLE: Idle Skipping, VBeam, Sync GPU, Speed up Disc, ENABLE: Dual Core.) // FPS: 26-30 - VPS: 60 - 100%.||ArchaeA|
|Windows 7||Intel Core i5-4690K @ 4.5GHz||AMD Radeon R9 200 Series||OpenGL, HLE, 3x IR, 0xMSAA, EFB:RAM. Texture accuracy medium still req'd for DoF effect. Playable throughout with small slowdowns in places. Cutscenes often are under 30FPS. Temporarily setting EFB to Texture fixes performance issues, but ruins character textures if they're loaded.||Keller999|
|Windows 10||Intel Core i7-5820K @ 3.3GHz||NVIDIA GeForce GTX 980 Ti||D3D11, 4x IR, 4xMSAA, EFB to RAM, Ubershaders Hybrid. Runs at 30FPS 100% of the time with no serious frame stutter. When the frame limiter is turned off, max framerate is around 45FPS.||Damaniel|