| Progress Continues
We've already had 11673 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.
|Developer(s)||Namco Bandai Games, Nintendo Australia|
|Publisher(s)||Namco Bandai Games|
|Release date(s)|| JP March 27, 2003|
NA August 27, 2003
EU September 26, 2003
|Mode(s)||Single-player, Multiplayer (2)|
|Input methods||GameCube Controller|
|GameIDs||GRSPAF, GRSEAF, GRSJAF|
Soulcalibur II (ソウルキャリバーII, Sōrukyaribā Tsū) is a fighting game developed and published by Namco and the third installment in the Soul series. Soul Calibur is the name of the holy sword, created to battle the evil sword Soul Edge, which the games' story-lines revolve around.
Soulcalibur II 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.
Missing Fade Effects
Fade-in effects for the game's title screen, as well as fade-in, fade-out transitions between matches in arcade mode, are missing.
No configuration changes are known to affect compatibility for this title.
The graph below charts the compatibility with Soulcalibur II 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 i5-750||ATI Radeon HD 5870||Youtube3D : Soul Calibur 2 3D.HD720p (dolphin + iz3d driver)||BlackSharkfr|
|Kubuntu 11.10||AMD Phenom II X4 955 BE||NVIDIA GeForce GT 440||Perfect|
|Windows 7||Intel Core i7||NVIDIA GeForce GTX 260||Perfect|
|Windows 7||Intel Core i5-760 @ 2.8GHz||NVIDIA GeForce GTX 460||Perfect constant 60FPS in HD||momosnake7|
|Windows 7||Intel Core i3-530||AMD Radeon HD 6850||Major problems inand up (to at least ). Worked perfectly in .||Yoshimitsu|
|Windows Vista||Intel Mobile Core 2 Duo T @ 2.26GHz||NVIDIA GeForce 9400M||Runs constantly with 60FPS but has texture glitches in menu and in game particles||Samake03|
|Windows 7||Intel Core 2 Duo E7400 @ 3GHz||NVIDIA GeForce 8800 GT||Many graphical issues with DX9 and DX11. OpenGL recommended||Sanitarium026|
|Windows 7||Intel Core i5-2500K @ 3.7GHz||NVIDIA GeForce GTX 560 Ti||Perfectly ~50FPS with 3D9, 4X native, Anti-Aliasing 4X SSAA, anisotropic 16X , Use JIT-IL (experimental), EFB : Texture, and Force 16/9 without Widescreen Hack, set 16/9 in the game options||Sanitarium026|
|Windows 7||Intel Core i7-2670QM @ 2.20GHz||NVIDIA GeForce GTX 560M||Perfect. NTSC-U is running great thus far with 9x SSAA, 1x Anisotropic and Per-Pixel lighting while fullscreen at 1920x1080 Resolution on JIT-IL (Experimental), EFB to RAM with Cache enabled. Only occasional slowdowns when stuff on screen gets too busy.||Phazon Lord|
|Windows 7||Intel Core i7 @ 2.8GHz||AMD Radeon HD 6900||Game does not run. Fiddled with settings with no results.||CaptainOblivious|
|Windows 7||Intel Core i3-2350 @ 2.3GHz||NVIDIA GeForce 410M||Game does not run with JIT recompiler (in mode 50Hz only) otherwise no problem with OpenGL anyway.||Dratal|
|Windows 7||Intel Core i5-3210m||NVIDIA GeForce GT 620m||Runs perfect at a constant 60FPS with 4x AA and 1.5x resolution. OpenGL seems to work best.|
|Windows 7||AMD Phenom II X4 975 BE @ 4.12GHz||AMD R9 290||Tested with D3D11, DSP LLE, Skip idle, Virtual EFB, OpenMP texture decoder, EFB to texture, fullscreen running at 1680x1050, increased internal resolution to 2.5x native (1600x1320), scaled EFB copies, all other hacks/options disabled. Runs fine, no visible glitches, sounds is crystal, however, experiences slowdowns and regularly drops downwards of ~41FPS depending on how much is going on on-screen. NTSC version tested. Using progressive scan grinds the game down to approximately 30FPS (heavily slowed-down).||incassum|
|Windows 7||AMD Phenom II X4 965 BE @ 3.6GHz||AMD Radeon HD 5870||Tested with D3D11, DSP LLE, Skip idle, Virtual EFB, OpenMP texture decoder, EFB to texture, fullscreen running at 1920x1080, increased internal resolution to 3x native (1920x1584), scaled EFB copies, hide mouse cursor, all other hacks/options disabled. Runs fine, no visible glitches, sounds is crystal, however, experiences slowdowns and regularly drops downwards of ~41FPS depending on how much is going on on-screen. NTSC version tested. Using progressive scan grinds the game down to approximately 30FPS (heavily slowed-down)||incassum|
|Ubuntu 14.04||Intel Core i3-3220 @ 3.3GHz||NVIDIA GeForce GTX 650||Perfect with default settings. Graphics and cutscenes/replays all look great and in-game after one or two matches of minor stutter it stabilizes out to a smooth 100% consistently. Widescreen Hack also works well for this game though it may cause stage lighting issues. I was able to complete all of Weapon Master mode across multiple revisions without any problems.||Xerxes|
|Arch Linux||Intel Core i7-4712MQ @ 3.2GHz||NVIDIA GeForce GTX 860M||Smooth Game @ 60FPS. 2.5x IR||HowardTheDolphin|
|Windows 10||Intel Core i5-4690K @ 4.1GHz||NVIDIA Geforce GTX 660 Ti||Perfect at constant 60FPS. Direct X11, DSP LLE, Resolution x3, 4x MSAA, Anisotropic 16x, Scaled EFB Copy, Force texture filtering, Per-pixel lighting, Skip EFB Acess from CPU, Ignore Format Changes, Store EFB copies to texture only, Texture cache accuracy=Fast, Disable External Frame Buffer(XFB) and Disable Bounding Box.||Caso Aislado|
|Windows 10||Intel Core i7-7700k||NVIDIA GeForce 980 Ti||Perfect aside from missing transition effects. Auto resolution also kept switching back and forth between 4:3 and 16:9 randomly so I just set force 16:9.||IceStrike256|