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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
|Input methods||Wii Remote, Wii Remote + Nunchuk, Classic Controller, USB keyboard, Microphone|
|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.
Incorrect Bloom Rendering
This title does not need non-default settings to run properly.
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 x64||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 2-5 FPS during battles with many monster on the same screen but will revert back to full speed over time, 27-28 FPS 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 x64||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 1-3 FPS 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 x64||Intel Core i3-2100 @ 3.1GHz||ATI Radeon HD 5570||Working flawlessly and at 90% of time at 60 FPS otherwise dropping at 55 FPS|
|Windows 7 x64||AMD Phenom II 720 BE @ 3.2GHz||ATI Radeon HD 4850||Working good at 30 FPS. Some slowdowns with many monsters and in the village||ultramann|
|Windows 7 x64||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|
|Linux x86_64 (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 x64||Intel Core 2 Duo E7500 @ 2.93GHz||nVidia GeForce 430 GT||Perfectly playable at full speed 30 FPS even in village (At 720p, 4x ssa and 16x anisotropic filtering enabled). Slows down with many huge monsters at 23-26 FPS, in caves with monsters about 23 FPS, overclocking should resolve this.||Spardadvlking3 (YouTube account)|
|Linux x86_64 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 x64||Intel Core i5-2500K @ 4.5GHz||AMD Radeon HD 6950||Constant 30 FPS 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 x64||AMD Phenom II X4 955 @ 4GHz||nVidia GeForce GTX 560 Ti||Direct3D9, 1920x1080 internal res. Perfect 30 FPS. No issues, even without disabling lighting using hotkeys as suggested.||Royerson|
|Windows 7 x64||Intel Core i5-2450M||AMD Radeon HD 7610M||The game runs ok but only 30 FPS all the time||Chinmorph|