| Progress Continues
We've already had 11825 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: December 2019 and January 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.
Monster Hunter Tri
|Monster Hunter Tri|
|Developer(s)||Capcom Production Studio 1|
|Release date(s)|| JP August 1, 2009|
NA April 20, 2010
EU April 23, 2010
AUS April 29, 2010
|Mode(s)||Single-player, Co-op (2), Online (4)|
|Input methods||Wii Remote + Nunchuk, Classic Controller, USB Keyboard, Wii Speak|
|GameIDs||RMHE08, RMHP08, RMHJ08|
Monster Hunter Tri, known in Japan as Monster Hunter 3, is the third console installment in the Monster Hunter franchise, developed by Capcom and released for the Wii in Japan on August 1, 2009. Monster Hunter Tri was released on April 20 2010 in North America, Europe, and Australia.
Monster Hunter Tri cannot be played online since April 30, 2013, because Capcom shut down the Monster Hunter Tri servers.
By default, Skip EFB CPU Access is enabled for this game. Without it, the character creation menus run extremely slow even on the most powerful systems. But, without EFB CPU Access the custom color selector during character creation does not work. If you wish to use the custom color selector, uncheck Skip EFB CPU Access, use the selector, and then recheck it to resume character creation. See .
- "Skip EFB CPU Access" is not needed for regular gameplay. But it causes no issues other than the custom color selector and greatly improves the character creation menus - hence it's being on by default.
"Skip EFB CPU Access" can be disabled sinceand as the slowdown has been fixed. But Skip EFB CPU Access is still enabled by default.
Blown Out Bloom
The game uses EFB Access to CPU in order to do its bloom effects. Because it is so slow for us to enable that for this case, the bloom will look blown out by default. Unchecking Skip EFB Access to CPU will fix the bloom, but, make the game unplayably slow even on the strongest of computers. The slowdown has been fixed inand .
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Custom color selector|
The graph below charts the compatibility with Monster Hunter Tri 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 2 Duo E7500 @ 2.93GHz||NVIDIA GeForce 430 GT||Perfect at full speed (At 720p, 4x ssa and 16x anisotropic filtering enabled). Speed will drop at about 2-5FPS during battles with many monster on the same screen but will revert back to full speed over time, 27-28FPS in caves full of monsters. Incorrect Bloom rendering is a defect of this revision but can be fixed with patched revisions made by other users which has a shortcut key to disable the bloom.||SpardaDVLking3 (YouTube Account)|
|Windows 7||Intel Core 2 Duo E7500 @ 2.93GHz||NVIDIA GeForce 430 GT||Best revision for this game(At 720p, 4x ssa and 16x anisotropic filtering enabled). Full speed at all areas. Slow downs will only occur when fighting many monsters, at about 1-3FPS drop, only on Moga Woods, other areas are full speed regardless of monster numbers. Lowest possible FPS is 25 but only when fighting many Jaggis, Jaggias and a Geat Jaggi at the same time. Incorrect Bloom rendering is still an issue but can be bypassed by using patched revisions. Use this revision when playing MH3.||SpardaDVLking3 (YouTube Account)|
|Windows 7||Intel Core i3-2100 @ 3.1GHz||ATI Radeon HD 5570||Working flawlessly and at 90% of time at 60FPS otherwise dropping at 55FPS|
|Windows 7||AMD Phenom II 720 BE @ 3.2GHz||ATI Radeon HD 4850||Working good at 30FPS. Some slowdowns with many monsters and in the village||ultramann|
|Windows 7||Intel Core 2 Quad Q9550 @ 3.8GHz||NVIDIA GeForce 9600 GT||Perfect playable: EFB->RAM with Cache enabled and disable CPU-EFB-Access to solve the texture problem. Use HLE to gain +10% FPS||GothicIII|
|Ubuntu 10.10||AMD Phenom II X4 @ 3.2GHz||ATI Radeon HD 4770||Perfect playable: texture problem sometimes. Slow with many monsters and in the village.||Aldo Nogueira|
|Windows 7||Intel Core 2 Duo E7500 @ 2.93GHz||NVIDIA GeForce 430 GT||Perfectly playable at full speed 30FPS even in village (At 720p, 4x ssa and 16x anisotropic filtering enabled). Slows down with many huge monsters at 23-26FPS, in caves with monsters about 23FPS, overclocking should resolve this.||Spardadvlking3 (YouTube account)|
|Lubuntu 11.10||AMD Athlon II X2 @ 2.8GHz||ATI Radeon HD 5770||Perfect playable: Slow with many monsters and in the village.||Theredbaron|
|Windows 7||Intel Core i5-2500K @ 4.5GHz||AMD Radeon HD 6950||Constant 30FPS in OpenGL (4xNativeRes, Per-pixel light, AFx2) Anti-aliasing cause wireframe to show, especially in darker areas (at 4xNative AA doesn't really improve the display in 1080p anyway). AF effect is even less noticeable. Pixel light might look better (or at least different). Some strange sound glitches (rare distant random sounds)||jonhwoods|
|Windows 7||AMD Phenom II X4 955 @ 4GHz||NVIDIA GeForce GTX 560 Ti||Direct3D9, 1920x1080 internal res. Perfect 30FPS. No issues, even without disabling lighting using hotkeys as suggested.||Royerson|
|Windows 7||Intel Core i5-2450M||AMD Radeon HD 7610M||The game runs ok but only 30FPS all the time||Chinmorph|
|Windows 8||Intel Core 2 Quad Q6600 @ 2.4GHz||AMD Radeon HD 6850||PERFECT! AWESOME!!! Game runs more fast than on Wii (FPS: 36 VPS: 60 - 120%)||NoIdea|
- Monster Hunter Tri - HR40 Lagiacrus Solo on Dolphin 5192 (@720p)
- Monster Hunter Tri - HR40 Agnaktor Solo on Dolphin 5192 (@720p)
- Monster Hunter Tri - Deviljho Solo on Dolphin 5192 (@720p)
- Monster Hunter Tri - HR40 Barioth Solo on Dolphin 5192 (@1080p)
- Dolphin Emulator 4.0 - Monster Hunter Tri (1080p HD) - Nintendo Wii
- Monster Hunter 3 - Gameplay Wii 4K 2160p (Dolphin 5.0)