Star Fox Adventures: Difference between revisions

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{{Infobox VG
{{Infobox VG
|title        = Star Fox Adventures
|image     = [[File:StarfoxAdventuresGC.jpg|300px]]
|image         = [[File:StarfoxAdventuresGC.jpg|300px|Star Fox Adventures]]
|developer = Rare
|developer     = Rare
|publisher = Nintendo
|publisher     = Nintendo
|series   = Star Fox
|series       = ''Star Fox''
|released  = {{vgrelease|NA=September 23, 2002}}{{vgrelease|JP=September 27, 2002|AUS=November 15, 2002|EU|November 22, 2002}}
|genre         = Action-Adventure
|genre     = Action-adventure
|modes         = Single-Player
|modes     = Single-player
|platforms     = [[Nintendo GameCube]]
|input     = GameCube Controller
|input        = GameCube Controller
|forumlink = http://forums.dolphin-emu.org/Thread-gc-star-fox-adventures--25965
}}
}}


'''''Star Fox Adventures''''' is an action-adventure video game developed by Rare and published by Nintendo for the [[Nintendo GameCube]] as part of the ''Star Fox'' series. It was released in North America on 23 September 2002, Japan on 27 September 2002, Australia on 15 November 2002 and Europe on 22 November 2002. It was the final game developed by Rare for a Nintendo home video game system, before the company was acquired as a first-party developer for Microsoft's Xbox division. It is the third game in the series, succeeding ''Star Fox 64''.
'''''Star Fox Adventures''''' is an action-adventure video game developed by Rare and published by Nintendo for the [[Nintendo GameCube]] as part of the ''Star Fox'' series. ''Adventures'' is the third game in the series, succeeding ''[[Star Fox 64]]''. Unlike the other games in the series, ''Star Fox Adventures'' uses many of the same gameplay mechanics as [[The Legend of Zelda: Ocarina of Time]]. Fox is on foot for most of the game and pilots his Arwing only to reach another piece of the planet. Furthermore, he uses a staff instead of a blaster for melee combat, Fox jumps automatically, can talk and interact with NPCs, and receives power-ups throughout the game.
 
== Emulation Information ==
{{Problems/GC Widescreen Auto}}
 
=== Reflections ===
Reflective floors show the reflection offset from where they should be. Instead of being a mirror image beneath Fox's feet, the mirror image is well above his head. Additionally, there is bar along the bottom of the screen that doesn't get any reflections at all. This is not a problem with Dolphin; it occurs even on real GameCubes, but the reflections are so low resolution that it's difficult to notice.
{{image|Starfoxadventures-Reflections.jpg|Fox's reflection is above his head.|br}}
 
=== Shadows ===
In D3D (only on Windows 7 as of {{revision|5.0-5404}}), shadows may appear distorted or even be copied from other objects, such as Fox with an arwing shaped shadow while near the ship. Windows 7 does not support Direct3D 11.1's Windows Display Driver Model 1.2 preventing Dolphin's emulation of the related [https://dolphin-emu.org/blog/2017/10/02/dolphin-progress-report-september-2017/ LogicOps functionality] from working. Use OpenGL or Vulkan to avoid this issue.
<!-- Shared problem with F-Zero GX. View other shared problems at [[Template talk:Problems]]. -->
{{image|Starfoxadventures-Shadow.jpg|Fox with the arwing's shadow|br}}


== Problems ==
== Problems ==
===(Current SVN ~{{revision|7000}}) ===
{{Problems|{{#vardefineecho:problems|
====Graphical Issues====
=== Missing Sounds ===
*Occasional problems with character/object shadows (ex.: Fox, Tricky's ball mysteriously having dinosaur-shaped shadows; shadows in general being incompletely projected onto surfaces)
After Fox says "Wake up! Wake up!", the sound effect of him taking out his staff is missing, as well as the explosion sound effect right after that. Refer {{Issue|11783}}.
====Audio/Video Synchronization====
*Cut-scene audio plays at full speed, regardless of framerate. Text subtitles are shown slightly faster than the framerate.


=== Problems (In older revisions) ===
=== Flickering Silhouetted HUD ===
====<s>Crashing/Freezing</s>====
In Direct3D, the HUD will occasionally flicker silhouettes over it. This usually happens when trying to shoot at a monster with the Fire Blaster (in battle stance).
*When using the DirectX 9 plug-in, the game will crash/freeze right after the Nintendo logo; the OpenGL plug-in causes temporary "freezing" at this point. This bug can be fixed using a custom patch (see below); the DirectX 11 plug-in causes neither issue.
{{image|Star Fox Adventures - Silhouetted HUD.png|Ditto|br}}
*When using the D3D9 plug-in, the emulator will freeze right after the first Arwing level.  Use D3D11 or OpenGL to fix.


====<s>Graphical Issues</s>====
=== Glow Effects ===
*OpenGL plug-in causes texture corruption if <i>Native resolution</i> option is disabled.
Glow effects render poorly with '''EFB Copies to Texture Only''' on all backends. Disable '''EFB Copies to Texture Only''' to fix them.
*Occasional problems with character/object shadows (ex.: Fox, Tricky's ball mysteriously having dinosaur-shaped shadows; shadows in general being incompletely projected onto surfaces)
{{image|Starfoxadventures-Glow1.jpg|Glow is offset and lacks blur with '''EFB Copies to Texture Only'''}}
{{image|Starfoxadventures-Glow2.jpg|Proper emulation|br}}


====<s>Audio/Video Synchronization</s>====
}}}}
Cut-scene audio plays at full speed, regardless of framerate.  Text subtitles are shown slightly faster than the framerate.
 
==Enhancements==
=== HD Texture Pack ===
* [https://forums.dolphin-emu.org/Thread-star-fox-adventures-hd-texture-pack Star Fox Adventures HD Texture Pack by CYB3RTR0N]


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|efb2texonly = Off
|efb2texonlynotes = Needed for correct glow rendering
}}
}}


== Version Compatibility ==
== Version Compatibility ==
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|3891|****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|6106|****}}
{{VersionCompatibilityVersion|6106|****|}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=6106|OS=Windows Vista x64|CPU=Intel Core 2 Duo P7350 @ 2.0GHz|GPU=nVidia GeForce 9600M GT|result=Almost perfect, minimal graphical/audio errors; runs slowly in open areas (read: areas with lots and lots of polygons), sped up 25-100% by using frame skip of 1; average VPS of 20 without frame skip, avg. VPS of 30 with frame skip of 1.|tester=}}
{{testing/entry|revision=6106|OS=Windows Vista|CPU=Intel Core 2 Duo P7350 @ 2GHz|GPU=NVIDIA GeForce 9600M GT|result=Almost perfect, minimal graphical/audio errors; runs slowly in open areas (read: areas with lots and lots of polygons), sped up 25-100% by using frame skip of 1; average VPS of 20 without frame skip, avg. VPS of 30 with frame skip of 1.|tester=}}
{{testing/entry|revision=7338|OS=Windows 7 x64|CPU=AMD Phenom II X4 955 @ 3.4GHz|GPU=nVidia GeForce 9600GT|result=Almost perfect, minimal graphical/audio errors; runs slowly in open areas (read: areas with lots and lots of polygons).|tester=BluPhoenix}}
{{testing/entry|revision=7283|OS=Windows 7|CPU=Intel Core i3-2310 @ 2.1GHz|GPU=Intel HD Graphics|result=Framerate slowdowns in outdoor environments, cutscenes, or in multi-camera renders (e.g. title screen) 13-60FPS|tester=Honguito98}}
{{testing/entry|revision=7419|OS=Mac OS X 10.6.7|CPU=Intel core i7 2.66GHz|GPU=nVidia GeForce GT 330M 512MB|result=Playable. lots of slowdowns, especially during cut-scenes, making them as much as 3x slower than the audio. Actual gameplay runs smoothly for the most part, couple of slowdowns but not worth complaining. Lastly, the stars in space render as translucent squares, doesn't affect gameplay, just looks funny.|tester=FeelGoodChicken}}
{{testing/entry|revision=7338|OS=Windows 7|CPU=AMD Phenom II X4 955 @ 3.4GHz|GPU=NVIDIA GeForce 9600 GT|result=Almost perfect, minimal graphical/audio errors; runs slowly in open areas (read: areas with lots and lots of polygons).|tester=BluPhoenix}}
{{testing/entry|revision=7690|OS=Windows Vista x64|CPU=Intel Quad|GPU=nVidia 680 GTX|result=Framerate slowdowns in outdoor environments, cut-scenes, or in multi-camera renders (e.g. title screen).  Some save states are not stable; in once case, it is unable to load a certain state directly, but if you use an intermediate state, it loads successfully.|tester=Anonymous}}
{{testing/entry|revision=7419|OS=Mac OS X 10.6.7|CPU=Intel Core i7 @ 2.66GHz|GPU=NVIDIA GeForce GT 330M|result=Playable. lots of slowdowns, especially during cutscenes, making them as much as 3x slower than the audio. Actual gameplay runs smoothly for the most part, couple of slowdowns but not worth complaining. Lastly, the stars in space render as translucent squares, doesn't affect gameplay, just looks funny.|tester=FeelGoodChicken}}
{{testing/entry|revision=3.0|OS=Windows 7|CPU=Intel Pentium E5400 @ 2.7GHz|GPU=NVIDIA GeForce GTX 460|result=Framerate slowdowns in outdoor environments, cutscenes, or in multi-camera renders (e.g. title screen) 13-30FPS|tester=parasite64}}
{{testing/entry|revision=3.0|OS=Windows 7|CPU=Intel Core i3-2100 @ 3.1GHz|GPU=AMD Radeon HD 6450|result=Playable, 15-60FPS, lots of slowdowns, ocasional crashes, sound glitches, 3x slower cutscenes, few graphical glitches.|tester=feargm}}
{{testing/entry|revision=3.0|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=NVIDIA GeForce GTX 570|result=Completely playable when using OpenGL.  Game mostly stays at a constant 60 frames per second with mostly 100% speed.  Shadows are still buggy, subtitles are ahead of dialogue, and music is still missing a few instruments.|tester=BioHazard}}
{{testing/entry|revision=7690|OS=Windows Vista|CPU=Intel Core 2 Quad|GPU=NVIDIA GeForce 680 GTX|result=Framerate slowdowns in outdoor environments, cutscenes, or in multi-camera renders (e.g. title screen).  Some save states are not stable; in once case, it is unable to load a certain state directly, but if you use an intermediate state, it loads successfully.|tester=Anonymous}}
{{testing/entry|revision=3.0-776|OS=Windows 7|CPU=Intel Core i7-2670QM @ 2.2GHz|GPU=NVIDIA GeForce GT 540M|result=Playable, has some minor slowdowns but mostly just requires a GFX card that is discrete.|tester=Speedytech7}}
{{testing/entry|revision=3.0-776|OS=Mac OS X 10.7.4|CPU=Intel Core i7 @ 2.2GHz|GPU=AMD Radeon HD 6750M|result=Playable but slow, 30-60FPS depending on areas. Cut-scenes are particularly slow, resulting in important sound desynchronization during them. Tested with default settings and DSP HLE.|tester=Nolendil}}
{{testing/entry|revision=3.5-141|OS=Windows 7|CPU=AMD Phenom II 955 BE @ 3.2GHz|GPU=AMD Radeon HD 6850|result=Playable. Video and audio are not sync and the first game minutes are slow depending on the area. However, I really don't recommend to start this game on the Dolphin emulator (this game is not playable in my opinion)|tester=ramaGZ}}
{{testing/entry|revision=3.5-1282|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.7GHz|GPU=NVIDIA GeForce GTX 275|result=Very playable. There are still some weird bugs, sound desyncs are improved but not gone, and other various minor stuff, but it ran 60FPS smooth as butter and played very well with New-AX-HLE.|tester=MayImilae}}
{{testing/entry|revision=4.0|OS=Windows 8.0|CPU=Intel Core i5-2500K @ 4.3GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Almost perfect. Full speed @ 60FPS @ 3X internal res with only a couple of missing effects. Using OpenGL as backend enable "skip EFB access to CPU" (disables slight glow around fires, but improves the FPS a lot), enable "EFB to texture" (disables another minor glow effect, but also improves FPS) and disable "fast depth calculation" (stops the shadow flickering associated with OpenGL making the shadows next to perfect). Using Xaudio2 the audio is perfectly synced during gameplay. Experienced a de-sync during cutscenes after a while. Don't know how often/reoccurring the audio de-sync is. Played until you get to play as Fox.|tester=knerlington}}
{{testing/entry|revision=4.0-3178|OS=Windows 7|CPU=Intel Core i3-2310M @ 2.1GHz|GPU=NVIDIA GeForce 610M|result=Barely playable. The main menu and most of the cinematics drop down ~30FPS with delayed subtitles. But apart the cinematics, the game was at 45-50FPS.|tester=HauruI}}
{{testing/entry|revision=4.0-4231|OS=Windows 8.1|CPU=Intel Core i7-4710M @ 2.5GHz|GPU=NVIDIA GeForce GTX 860M|result=Full 1080p @ 60FPS with 2xSSAA, set '''EFB to Texture''' and '''Disable CPU Access''' |tester=Honguito98}}
{{testing/entry|revision=4.0-6112|OS=Windows 7|CPU=Intel Core i7-3770K @3.5GHz|GPU=NVIDIA GeForce GTX 770|result=Fully playable at 1080p @60FPS with 8x anti-aliasing and 3x native internal resolution. Also works perfectly in widescreen with the same settings. Some slowdowns during cutscenes, but video/audio are still in sync all the time.|tester=Mangaman1001}}
{{testing/entry|revision=4.0-8342|OS=Windows 7|CPU=Intel Core i3-3220 @ 3GHz|GPU=NVIDIA GeForce GT 640|result=Playable until the end, but I had to use save states a lot due to random FIFO overflown errors which interrupts emulation or even causes black screens. Constant use of save states seemed to even had disabled my memory card for the game, so I had to use save states all the way through anyway. The overflow error seems to mostly happen in cutscenes or in front of fuel cells in clusters. There are some minor slow downs here and there, and like always with CPU intense games like this I had to have Skip EFB Access to CPU enabled. I also had issues with flickering shadows, but it's very minor and it could be due to my settings.|tester=Yugix}}
{{testing/entry|revision=4.0-8417|OS=Windows 7|CPU=Intel Core i7-4790 @ 4GHz|GPU=NVIDIA GeForce GTX 760|result=Tested at 1080p @ 60FPS (3x Native) with 4xSSAA at Main Menu/Thorntail Hollow. Set '''EFB to Texture''' (checked). Gameplay is workable, with a few stutters to ~90-95% emulation speed. Chugs a bit more when there are many particles on the screen. Shadows flicker a lot in my setting which leaves much to be desired, YMMV. Cutscenes have polarizing results- some portions emulate at virtually perfect speed, while 30 seconds later it may drop to < 50% emulation speed. 2xSSAA produces similar results, but gameplay and cutscenes are a more consistent in regards to emulation speed. FIFO overflows occurs randomly during cutscenes; remember to save often.|tester=Lessigen}}
{{testing/entry|revision=4.0-9198|OS=Windows 8.1|CPU=Intel Core i3-4160 @ 3.6GHz|GPU=AMD Radeon R9-270X|result=Tested with Direct3D 11 backend, V-Sync on, 2x native resolution, 4x MSAA anti-aliasing, 4x anisotropic filtering, Scaled EFB Copy, Per-Pixel lighting, Ignore format changes, EFB Copied to Texture Only, Texture cache accuracy set to the middle, Fast Depth Calculation, Progressive Scan and Borderless Fullscreen. Gets a near-steady 55-60fps with a few stuttering. Cut-scenes work fine. Both Direct3D 11 and OpenGL have flickering shadows, but OpenGL only gets 20-40 fps, so use Direct3D instead.|tester=sl1fka}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=Intel Core 2 Quad Q6600 @ 2.4GHz|GPU=NVIDIA GeForce GTX 550 Ti|result=Tested with mostly default settings at 1280x720. Running perfect at 60 FPS during the Krystal intro, lags a lot during cutscenes and where grass and high detailed models (with fur) are shown. Emulation speed goes down to 60% in these cases. Underclocking the CPU down to 30% reduces the frame rate to 20~30 FPS, but emulation speed maintains a steady 100%.|tester=}}
{{testing/entry|revision=5.0-8175|OS=Windows 10|CPU=Intel Core i3-7300HQ @ 2.5GHz|GPU=NVIDIA GeForce GTX 1050|result=Tested at 1x resolution, OpenGL and HLE. Playable with no framedrops. But something occurs that doesn't occurs in 5.0 stable : The music, some sound effects, and voice of Krystal in the intro cinematic does not play, although the following cinematics plays well.|tester=HauruI}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos==
== Gameplay Videos ==
*[http://www.youtube.com/watch?v=e161QzpwXN0 Starfox Adventures 720p Gameplay Video] (uses old version of Dolphin)
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
|vid1=ri8zMPiENFg|cap1=Dolphin Emulator 4.0 - Star Fox Adventures (1080p HD) - Nintendo GameCube
|vid2=lakz7QMD-UI|cap2=Star Fox Adventures on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo GameCube)
|vid3=J4HvU66uJZs|cap3=Dolphin Emulator 5.0 - Star Fox Adventures (1080p HD) - Nintendo GameCube
}}


[[Category:GameCube games]]
[[Category:GameCube games]]
[[Category:Action-adventure games]]

Revision as of 05:31, 13 April 2020

Star Fox Adventures
StarfoxAdventuresGC.jpg
Developer(s) Rare
Publisher(s) Nintendo
Series Star Fox
Platform(s) GameCube
Release date(s) NA September 23, 2002
JP September 27, 2002
AUS November 15, 2002
EU November 22, 2002
Genre(s) Action-adventure
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 4Stars4.pngEdit rating: Star Fox Adventures
Playable
GameIDs
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Star Fox Adventures is an action-adventure video game developed by Rare and published by Nintendo for the Nintendo GameCube as part of the Star Fox series. Adventures is the third game in the series, succeeding Star Fox 64. Unlike the other games in the series, Star Fox Adventures uses many of the same gameplay mechanics as The Legend of Zelda: Ocarina of Time. Fox is on foot for most of the game and pilots his Arwing only to reach another piece of the planet. Furthermore, he uses a staff instead of a blaster for melee combat, Fox jumps automatically, can talk and interact with NPCs, and receives power-ups throughout the game.

Emulation Information

16:9

Star Fox Adventures 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.

Reflections

Reflective floors show the reflection offset from where they should be. Instead of being a mirror image beneath Fox's feet, the mirror image is well above his head. Additionally, there is bar along the bottom of the screen that doesn't get any reflections at all. This is not a problem with Dolphin; it occurs even on real GameCubes, but the reflections are so low resolution that it's difficult to notice.

Shadows

In D3D (only on Windows 7 as of 5.0-5404), shadows may appear distorted or even be copied from other objects, such as Fox with an arwing shaped shadow while near the ship. Windows 7 does not support Direct3D 11.1's Windows Display Driver Model 1.2 preventing Dolphin's emulation of the related LogicOps functionality from working. Use OpenGL or Vulkan to avoid this issue.

Problems

Missing Sounds

After Fox says "Wake up! Wake up!", the sound effect of him taking out his staff is missing, as well as the explosion sound effect right after that. Refer issue 11783.

Flickering Silhouetted HUD

In Direct3D, the HUD will occasionally flicker silhouettes over it. This usually happens when trying to shoot at a monster with the Fire Blaster (in battle stance).

Glow Effects

Glow effects render poorly with EFB Copies to Texture Only on all backends. Disable EFB Copies to Texture Only to fix them.

Enhancements

HD Texture Pack

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Store EFB Copies to Texture Only Off Needed for correct glow rendering

Version Compatibility

The graph below charts the compatibility with Star Fox Adventures since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21270 (current)
Δ
Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r6106 Windows Vista Intel Core 2 Duo P7350 @ 2GHz NVIDIA GeForce 9600M GT Almost perfect, minimal graphical/audio errors; runs slowly in open areas (read: areas with lots and lots of polygons), sped up 25-100% by using frame skip of 1; average VPS of 20 without frame skip, avg. VPS of 30 with frame skip of 1.
r7283 Windows 7 Intel Core i3-2310 @ 2.1GHz Intel HD Graphics Framerate slowdowns in outdoor environments, cutscenes, or in multi-camera renders (e.g. title screen) 13-60FPS Honguito98
r7338 Windows 7 AMD Phenom II X4 955 @ 3.4GHz NVIDIA GeForce 9600 GT Almost perfect, minimal graphical/audio errors; runs slowly in open areas (read: areas with lots and lots of polygons). BluPhoenix
r7419 Mac OS X 10.6.7 Intel Core i7 @ 2.66GHz NVIDIA GeForce GT 330M Playable. lots of slowdowns, especially during cutscenes, making them as much as 3x slower than the audio. Actual gameplay runs smoothly for the most part, couple of slowdowns but not worth complaining. Lastly, the stars in space render as translucent squares, doesn't affect gameplay, just looks funny. FeelGoodChicken
3.0 Windows 7 Intel Pentium E5400 @ 2.7GHz NVIDIA GeForce GTX 460 Framerate slowdowns in outdoor environments, cutscenes, or in multi-camera renders (e.g. title screen) 13-30FPS parasite64
3.0 Windows 7 Intel Core i3-2100 @ 3.1GHz AMD Radeon HD 6450 Playable, 15-60FPS, lots of slowdowns, ocasional crashes, sound glitches, 3x slower cutscenes, few graphical glitches. feargm
3.0 Windows 7 Intel Core i5-2500K @ 3.3GHz NVIDIA GeForce GTX 570 Completely playable when using OpenGL. Game mostly stays at a constant 60 frames per second with mostly 100% speed. Shadows are still buggy, subtitles are ahead of dialogue, and music is still missing a few instruments. BioHazard
r7690 Windows Vista Intel Core 2 Quad NVIDIA GeForce 680 GTX Framerate slowdowns in outdoor environments, cutscenes, or in multi-camera renders (e.g. title screen). Some save states are not stable; in once case, it is unable to load a certain state directly, but if you use an intermediate state, it loads successfully. Anonymous
3.0-776 Windows 7 Intel Core i7-2670QM @ 2.2GHz NVIDIA GeForce GT 540M Playable, has some minor slowdowns but mostly just requires a GFX card that is discrete. Speedytech7
3.0-776 Mac OS X 10.7.4 Intel Core i7 @ 2.2GHz AMD Radeon HD 6750M Playable but slow, 30-60FPS depending on areas. Cut-scenes are particularly slow, resulting in important sound desynchronization during them. Tested with default settings and DSP HLE. Nolendil
3.5-141 Windows 7 AMD Phenom II 955 BE @ 3.2GHz AMD Radeon HD 6850 Playable. Video and audio are not sync and the first game minutes are slow depending on the area. However, I really don't recommend to start this game on the Dolphin emulator (this game is not playable in my opinion) ramaGZ
3.5-1282 Windows 7 Intel Core i5-3570K @ 4.7GHz NVIDIA GeForce GTX 275 Very playable. There are still some weird bugs, sound desyncs are improved but not gone, and other various minor stuff, but it ran 60FPS smooth as butter and played very well with New-AX-HLE. MayImilae
4.0 Windows 8.0 Intel Core i5-2500K @ 4.3GHz NVIDIA GeForce GTX 660 Ti Almost perfect. Full speed @ 60FPS @ 3X internal res with only a couple of missing effects. Using OpenGL as backend enable "skip EFB access to CPU" (disables slight glow around fires, but improves the FPS a lot), enable "EFB to texture" (disables another minor glow effect, but also improves FPS) and disable "fast depth calculation" (stops the shadow flickering associated with OpenGL making the shadows next to perfect). Using Xaudio2 the audio is perfectly synced during gameplay. Experienced a de-sync during cutscenes after a while. Don't know how often/reoccurring the audio de-sync is. Played until you get to play as Fox. knerlington
4.0-3178 Windows 7 Intel Core i3-2310M @ 2.1GHz NVIDIA GeForce 610M Barely playable. The main menu and most of the cinematics drop down ~30FPS with delayed subtitles. But apart the cinematics, the game was at 45-50FPS. HauruI
4.0-4231 Windows 8.1 Intel Core i7-4710M @ 2.5GHz NVIDIA GeForce GTX 860M Full 1080p @ 60FPS with 2xSSAA, set EFB to Texture and Disable CPU Access Honguito98
4.0-6112 Windows 7 Intel Core i7-3770K @3.5GHz NVIDIA GeForce GTX 770 Fully playable at 1080p @60FPS with 8x anti-aliasing and 3x native internal resolution. Also works perfectly in widescreen with the same settings. Some slowdowns during cutscenes, but video/audio are still in sync all the time. Mangaman1001
4.0-8342 Windows 7 Intel Core i3-3220 @ 3GHz NVIDIA GeForce GT 640 Playable until the end, but I had to use save states a lot due to random FIFO overflown errors which interrupts emulation or even causes black screens. Constant use of save states seemed to even had disabled my memory card for the game, so I had to use save states all the way through anyway. The overflow error seems to mostly happen in cutscenes or in front of fuel cells in clusters. There are some minor slow downs here and there, and like always with CPU intense games like this I had to have Skip EFB Access to CPU enabled. I also had issues with flickering shadows, but it's very minor and it could be due to my settings. Yugix
4.0-8417 Windows 7 Intel Core i7-4790 @ 4GHz NVIDIA GeForce GTX 760 Tested at 1080p @ 60FPS (3x Native) with 4xSSAA at Main Menu/Thorntail Hollow. Set EFB to Texture (checked). Gameplay is workable, with a few stutters to ~90-95% emulation speed. Chugs a bit more when there are many particles on the screen. Shadows flicker a lot in my setting which leaves much to be desired, YMMV. Cutscenes have polarizing results- some portions emulate at virtually perfect speed, while 30 seconds later it may drop to < 50% emulation speed. 2xSSAA produces similar results, but gameplay and cutscenes are a more consistent in regards to emulation speed. FIFO overflows occurs randomly during cutscenes; remember to save often. Lessigen
4.0-9198 Windows 8.1 Intel Core i3-4160 @ 3.6GHz AMD Radeon R9-270X Tested with Direct3D 11 backend, V-Sync on, 2x native resolution, 4x MSAA anti-aliasing, 4x anisotropic filtering, Scaled EFB Copy, Per-Pixel lighting, Ignore format changes, EFB Copied to Texture Only, Texture cache accuracy set to the middle, Fast Depth Calculation, Progressive Scan and Borderless Fullscreen. Gets a near-steady 55-60fps with a few stuttering. Cut-scenes work fine. Both Direct3D 11 and OpenGL have flickering shadows, but OpenGL only gets 20-40 fps, so use Direct3D instead. sl1fka
5.0 Windows 10 Intel Core 2 Quad Q6600 @ 2.4GHz NVIDIA GeForce GTX 550 Ti Tested with mostly default settings at 1280x720. Running perfect at 60 FPS during the Krystal intro, lags a lot during cutscenes and where grass and high detailed models (with fur) are shown. Emulation speed goes down to 60% in these cases. Underclocking the CPU down to 30% reduces the frame rate to 20~30 FPS, but emulation speed maintains a steady 100%.
5.0-8175 Windows 10 Intel Core i3-7300HQ @ 2.5GHz NVIDIA GeForce GTX 1050 Tested at 1x resolution, OpenGL and HLE. Playable with no framedrops. But something occurs that doesn't occurs in 5.0 stable : The music, some sound effects, and voice of Krystal in the intro cinematic does not play, although the following cinematics plays well. HauruI

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