The Legend of Zelda: Skyward Sword: Difference between revisions

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{{Infobox VG
{{Infobox VG
|image         = [[File:LoZ Skyward Sword Box Art.jpg|300px]]
|image     = [[File:LoZ Skyward Sword Box Art.jpg|300px]]
|developer     = Nintendo EAD
|developer = Nintendo EAD
|publisher     = Nintendo
|publisher = Nintendo
|series       = ''The Legend of Zelda''
|series   = The Legend of Zelda
|released     = {{vgrelease|EU=November 18, 2011}}{{vgrelease|NA=November 20, 2011}}{{vgrelease|JP=November 23, 2011}}{{vgrelease|RU=November 25, 2011}}
|released = {{vgrelease|EU=November 18, 2011|NA|November 20, 2011}}{{vgrelease|JP=November 23, 2011|KO=November 24, 2011|RU|November 25, 2011}}
|genre         = Action-adventure
|genre     = Action-adventure
|modes         = Single-player
|modes     = Single-player
|input         = Wii MotionPlus + Nunchuk
|input     = Wii MotionPlus + Nunchuk
|forumlink     = http://forums.dolphin-emu.org/Thread-wii-the-legend-of-zelda-skyward-sword--25954
|forumlink = https://forums.dolphin-emu.org/Thread-wii-the-legend-of-zelda-skyward-sword--25954
}}
}}


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Skyward Sword heavily integrates the use of the Wii MotionPlus; swordplay, for instance, is integrated with the controller to a point where the player has one-to-one motion control over Link's sword and its attack directions. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. This also allows for the sword to be integrated into puzzles to a greater extent than in previous titles.
Skyward Sword heavily integrates the use of the Wii MotionPlus; swordplay, for instance, is integrated with the controller to a point where the player has one-to-one motion control over Link's sword and its attack directions. In contrast to earlier installments, battles do not focus solely on timing attacks, but also on their target, such as the direction in which enemies are hit. This also allows for the sword to be integrated into puzzles to a greater extent than in previous titles.
== Emulation Information ==
=== Wii Remote Calibration ===
During sword strikes or other rapid successive movements, the Wii Remote may lose calibration. This can happen even on console, and to help alleviate this the game has a built in automatic calibration whenever it sees the sensor bar, as well as a built in manual calibration feature: press Down on the Wii Remote's Dpad while pointing at the sensor bar will calibrate it anywhere instantly (preferably in a menu, but calling Fi will fix it as well). Use these features any time the motion controls become desynced.
Unfortunately Emulated Bluetooth exhibits this behavior worse than console, making it desync more regularly. [[Bluetooth Passthrough]] however behaves the same as console, and is recommended if you are having trouble with this issue.


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== <s>Map Colors</s> ===
The map is rendered with fewer colored subsections than it should have. Refer {{Issue|9070}}. Fixed in {{revision|5.0-14599}}
{{Image|Legend of Zelda-Skyward Sword Map broken.jpg|Dolphin map, with solid shorelines}}
{{Image|Legend of Zelda-Skyward Sword Map on console.jpg|Proper map. with gradient shorelines|br}}


=== Wii MotionPlus ===
{{Problems/Wii MotionPlus Required}}
Skyward Sword '''''requires''''' the Wii MotionPlus add-on. Dolphin is currently not capable of emulating the Wii MotionPlus; the only way for official Dolphin builds to play this game is to use a real, physical Wii remote with Wii MotionPlus. See {{issue|3446}}.


*Recent Wii Remote Plus models do not pair with Dolphin when using the MS bluetooth stack, the default bluetooth stack on Windows. To pair these Wii Remote Pluses with Dolphin under Windows requires the Toshiba Bluetooth Stack. See the [[Wii Remote Plus (RVL-CNT-01-TR) Connection Guide]] for instructions.
}}}}
 
=== Wii Remote Calibration ===
The Wii Remote will easily lose calibration during swordplay and other rapid movements. There is no true fix for this, but pressing Down on the Wii Remote's Dpad will quickly calibrate it (preferably in a menu, but calling Fi will fix it as well). The [[Wii Remote Plus (RVL-CNT-01-TR) Connection Guide|Toshiba Stack]] and the [https://dolphin-emu.org/blog/2014/08/23/dolphinbar-review/ DolphinBar] are capable of correcting for this error faster thanks to superior bluetooth, but they still get out of sync during heavy movement. Loading a save state while using the Wii Remote's accelerometer/IR functions (e.g. saving a state while flying with the Beetle and loading it) will also cause this. See {{issue|5751}}.


== Enhancements ==
=== Banding ===
=== Banding ===
Banding may be present in shading on characters and surroundings. To fix it, turn on "Force Texture Filtering".
Banding may be present in shading on characters and surroundings when internal resolution (IR) is bigger than 1x. To fix it, set '''Texture Filtering''' to '''Force Linear'''.
{{image|ZeldaSS-BandingAF.jpg|Character shading properly emulated||width=200}}
{{image|ZeldaSS-BandingAF.jpg|Character shading properly emulated||width=200}}
{{image|ZeldaSS-Banding.jpg|Link improperly shaded with banding|br|width=200}}
{{image|ZeldaSS-Banding.jpg|Link improperly shaded with banding|br|width=200}}


=== OpenGL Horizontal Black Line ===
=== Bloom ===
Black line appears when the Internal Resolution is set to "Auto (Window Size)" in OpenGL backend, appearing above the lower right quadrant of the screen. Use a D3D11, or OpenGL with other Internal Resolutions to avoid this problem. The problem is inherent to the hackish nature of fractional scaling and is unlikely to be fixed. See {{issue|6640}}.
As of {{revision|5.0-16786}}, you may use [[Graphics Mods]] to remove the game's bloom. Note, this can cause some visual issues in certain situations (like some cutscenes) but is an option if desired.
 
=== HD Texture Pack ===
* [https://www.henrikomagnifico.com/zelda-skyward-sword-4k Zelda: Skyward Sword 4K] by Henriko Magnifico
* [http://skyward-sword-remastered.tumblr.com/download Skyward Sword Remastered] by Ellie (Farontea) and Zariel with additional credit to Amy Brooks and J0shua
(Remember that the game ID changes depending on the region, and as such the name of the folder downloaded might need to be edited accordingly).


=== Pellets/Arrows Aim ===
=== 4:3 Support ===
Enabling "Skip EFB Access from CPU" can prevent you from aiming properly.
The gecko code below removes the borders but un-stretches some of the windows.
====NTSC-U====
<pre>
040543fc 38600000
0419e238 38600000
045b27ac 3faaf287
C219E298 0000000C
FC20E890 48000009
4800000C 4E800021
3C0EFA35 7C6802A6
FFA00090 C0030000
EC210032 3C60804D
60636158 7C6803A6
4E800021 EC210772
3C60804D 606357DC
7C6803A6 4E800021
4BFFFFC5 7C6802A6
C0030000 EC210024
FFA00890 00000000
C21BBDEC 00000005
7CA51C30 48000009
3F3B13B1 7C8802A6
C0040000 2C050000
40820008 ECA50024
EC040072 00000000
C21BBC7C 00000005
C03F001C 3C608005
60634AD0 7C6803A6
4E800021 2C030000
41820008 C02DBD34
60000000 00000000
</pre>


=== {{s}}Half of Link/Timestones Aura{{/s}} ===
=== Depth of Field Removal Hack ===
When some time stone effects are on screen, such as during the Lanayru Mining Facility and in the Pirate Stronghold, only part of Link may be visible, with either the floor going through part of him or part of the timestones aura covering him. This only occurs with EFB to Texture, so use EFB to RAM in those sections to avoid the problem. See {{issue|5070}}. Fixed by {{revision|4.0-2626}}, with details in the [https://dolphin-emu.org/blog/2014/08/31/dolphin-progress-report-august-2014/ August Progress Report].
The depth of field effect used in the game can look considerably off on higher resolutions. To remove it, simply pick a Gecko code that matches your revision. To find the revision: Right click the game in Dolphin, go to '''Properties''', then the '''Info''' tab, then refer to the '''Name''' field for Revision. For PAL there is Revision 0, and 1. For NTSC-U There is 0, 1, and 2.
*If you are using any builds from {{revision|3.5-1025}} to {{revision|4.0-146}}, use Direct3D9 to avoid this problem. If you are using any build prior to {{revision|3.5-1025}}, Direct3D9 or OpenGL will work.
{{image|Skywardsword-PirateStronghold.jpg|In some areas the floor is over part of Link}}
{{image|Skywardworking.jpg|Correct emulation|br}}
{{image|TimeWarp_Aura.jpg|Left: North Room area of Lanayru Mining Facility, Right: Link disappears behind time warp Aura|br|width=625}}


=== {{s}}Timestone Transition{{/s}} ===
====NTSC-U====
Aftering activating a timestone, the player will lose control of the game and a transition effect with appear. During that effect, the sky will be completely black if Fast Depth Calculation is enabled. Keep it off and it will render normally on any revision after the merger of tev_fixes_new in {{revision|4.0-1192}}.
<pre>
$Art Style Intensity Modifier for Revision 0, possibly Revision 1 [Anarion]
0257a350 00000000
</pre>


=== {{s}}Crash on Silent Realm Trial{{/s}} ===
<pre>
After {{revision|3.0-772}}, when entering one of the 3 trials in Zelda SS dolphin will crash. Using the OpenGL backend seems to prevent this from happening. See {{issue|5682}}. Fixed by {{revision|4.0-1192}}.
$Art Style Intensity Modifier for Revision 2 [Anarion]
0257aa30 00000000
</pre>


=== {{s}}Sword Missing{{/s}} ===
====PAL====
If "Cache Display Lists" is enabled, Link's sword's blade may disappear. Do not enable "Cache Display Lists" to prevent the problem from occurring. Fixed by the removal of Cache Display Lists in {{revision|4.0-758}}.
<pre>
*If you want to use cache display lists, there is a method that allows it to be on while keeping the sword. First, make sure "Cache Display Lists" is not checked, then load the game. Pull out the sword, then go into the graphics options and enable the "Cache Display Lists". The sword will remain, even after putting away the sword or traveling to other areas. It appears to hold even after resetting emulation. It may however give out at some point, and require a repeat of this procedure.
$Art Style Intensity Modifier for Revision 0 [Anarion]
04593564 00000000
</pre>


=== {{s}}EFB to RAM Painterly Effect{{/s}} ===
<pre>
EFB to RAM displays the "painterly effect" incorrectly, showing up as a bunch of vertical lines instead of the crosshatching pattern it should appear as. Fixed by {{revision|4.0-609}}.
$Art Style Intensity Modifier for Revision 1 [Anarion]
0457ba98 00000000
</pre>


=== {{s}} OpenGL SSAA {{/s}} ===
=== <s>Horizontal Black Line /w Non-Integral Internal Resolution</s> ===
If using SSAA with OpenGL, either through Dolphin or an external system like the NVIDIA control panel, it will have severe graphics distortions. This only occurs when Format Changes are emulated, and this is forced in the GameINI, so the graphics will appear glitched then go away upon opening graphics settings. You could alter the INI or use that trick to turn on "Ignore Format Changes" and get around it, but without format change emulation many objects, such as flowers, grass, banners, etc will never appear. Other forms of OpenGL anti-aliasing are unaffected. See {{issue|6688}}. Fixed in {{revision|4.0-511}}.
A thin (1px) black line appears when the Internal Resolution is set to '''Auto (Window Size)''', appearing above the lower right quadrant of the screen. Use other Internal Resolution settings to avoid this problem, which is inherent to the hackish nature of fractional scaling and is unlikely to be fixed. See {{issue|6640}}. Fixed in {{revision|5.0-5097}}.
{{image|SkywardSword OGLSSAA.jpg|The lower right quadrant is excluded|br}}


== 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
|forcefilter = On
|forcetexturefiltering = Force Linear
|forcefilternotes = Eliminates banding problems
|forcetexturefilteringnotes = Eliminates banding problems at higher IR.
|fastdepth = Off
|fastdepthnotes = Prevents errors during timestone transitions
}}
}}


Line 76: Line 123:
{{VersionCompatibilityVersion|3.0-774|****|Silent Realm Trial crashing starts}}
{{VersionCompatibilityVersion|3.0-774|****|Silent Realm Trial crashing starts}}
{{VersionCompatibilityVersion|4.0-1192|****|Silent Realm Trial crashing fixed}}
{{VersionCompatibilityVersion|4.0-1192|****|Silent Realm Trial crashing fixed}}
{{VersionCompatibilityVersion|5.0-14599|*****|Map bug fixed}}
{{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=7718|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.7GHz|GPU=NVIDIA GeForce GTX 560 Ti|result= Perfect with 3D11, 1920*1080, without AA, Anisotropic Filter 16x, Native 3x.. But during some dialogues, the game slows...|tester=Sanitarium026}}
{{testing/entry|revision=3.0-1|OS=Ubuntu 11.10|CPU=Intel Core i5-2500K @ 3.8 GHz|GPU=NVIDIA GeForce 9600 GT|result=Texcache-rewrite branch. Works fairly well keeping at about 30FPS except in "busy" areas where it can lost about 5FPS. Sometimes has a funny issues where menus fall down to 10FPS, but moves back to 30 when in game. Can't think of any outstanding graphical issues I can identify. Real Motion+, OpenGL, 2x Native, 0xAA, 16xAF, Skip EFB CPU OFF, EFB Copies RAM OFF, EFB Copies Virtual ON|tester=Eyecreate}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core 2 Duo E8400 @ 3.6GHz|GPU=ATI Radeon HD 4870|result=Works perfectly, 30FPS all the time (D3D11, 1280x1024, 2x Internal Resolution, 4x AA and 16X AF, with "Skip EFB Access to CPU" unticked all the time|tester=TheWing}}
{{testing/entry|revision=7718|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.7 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result= Perfect with 3D11, 1920*1080, without AA, Anisotropic Filter 16x, Native 3x.. But during some dialogues, the game slows...|tester=Sanitarium026}}
{{testing/entry|revision=7719|OS=Mac OS X 10.7.2|CPU=Intel Core i7 @ 3.4GHz|GPU=AMD Radeon HD 6970|result=Works perfectly, 30FPS all the time, OpenGL plugin, 3x Native Internal Resolution,Anisotropic Filtering 16x, AA off. Skip EFB Access from CPU disabled.|tester=raphael}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core 2 Duo E8400 @ 3.6 GHz|GPU=ATI Radeon HD 4870|result=Works perfectly, 30FPS all the time (D3D11, 1280x1024, 2x Internal Resolution, 4x AA and 16X AF, with "Skip EFB Access to CPU" unticked all the time|tester=TheWing}}
{{testing/entry|revision=7719|OS=Mac OS X 10.6.8|CPU=Intel Core 2 Duo @ 3.06GHz|GPU=ATI Radeon HD 4670|result=25-30FPS, OpenGL plugin 2x Native Internal Resolution,Anisotropic Filtering 16x, AA off. I kept skip EFB Access from CPU enabled for a performance boost, without it enabled all areas dropped about 5FPS. This of course hinders aiming for the slingshot and bow and arrow, so I disabled it for a select few areas. Overall fully playable with all other suggested settings.|tester=gowsenberry}}
{{testing/entry|revision=7719|OS=Mac OS X 10.7.2|CPU=Intel Core i7 @ 3.4 GHz|GPU=AMD Radeon HD 6970|result=Works perfectly, 30FPS all the time, OpenGL plugin, 3x Native Internal Resolution,Anisotropic Filtering 16x, AA off. Skip EFB Access from CPU disabled.|tester=raphael}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3GHz|GPU=NVIDIA GeForce GTX 570|result=I'm using D3D11, 1920*1080, 4x Internal Resolution, no AA, 16x AF, with "Skip EFB Access to CPU" unchecked. The game works perfectly with a solid 30FPS all the time and no issues. Little detail: to obtain a perfect control of WiiMotion+ with my internal Bluetooth device (included on my motherboard P7P68 Pro REV 3.1) and fix the slowness of the pointer, I had to turn my PC tower to have the device in front of me. Since this change, the accuracy is like on Wii.|tester=iPoulpe}}
{{testing/entry|revision=7719|OS=Mac OS X 10.6.8|CPU=Intel Core 2 Duo @ 3.06 GHz|GPU=ATI Radeon HD 4670|result=25-30FPS, OpenGL plugin 2x Native Internal Resolution,Anisotropic Filtering 16x, AA off. I kept skip EFB Access from CPU enabled for a performance boost, without it enabled all areas dropped about 5FPS. This of course hinders aiming for the slingshot and bow and arrow, so I disabled it for a select few areas. Overall fully playable with all other suggested settings.|tester=gowsenberry}}
{{testing/entry|revision=r7719|OS=Windows 7|CPU=AMD Phenom II X4 955(Black Edition) @ 3.4GHz|GPU=NVIDIA GeForce 560 GTX|result=30FPS all times. Works great! 1080P, D3D11, Internal Resolution 3x(1920x1584), No AA, 16x Anisotropic Filtering, Force Texture Filtering, unchecked Skip EFB Access from CPU, EFB copies disabled.|tester=SmeagleSmeagle}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3 GHz|GPU=NVIDIA GeForce GTX 570|result=I'm using D3D11, 1920*1080, 4x Internal Resolution, no AA, 16x AF, with "Skip EFB Access to CPU" unchecked. The game works perfectly with a solid 30FPS all the time and no issues. Little detail: to obtain a perfect control of WiiMotion+ with my internal Bluetooth device (included on my motherboard P7P68 Pro REV 3.1) and fix the slowness of the pointer, I had to turn my PC tower to have the device in front of me. Since this change, the accuracy is like on Wii.|tester=iPoulpe}}
{{testing/entry|revision=r7719|OS=Windows 7|CPU=Intel Core i7-2700K @ 4.3GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Perfect, played through at 1080p from start to finish with 30FPS. Settings: DX11 renderer, 1920*1080, No AA, 16x Anisotropy, Internal Resolution: Auto (Window Size)|tester=Empyrien}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=AMD Phenom II X4 955(Black Edition) @ 3.4 GHz|GPU=NVIDIA GeForce 560 GTX|result=30FPS all times. Works great! 1080P, D3D11, Internal Resolution 3x(1920x1584), No AA, 16x Anisotropic Filtering, Force Texture Filtering, unchecked Skip EFB Access from CPU, EFB copies disabled.|tester=SmeagleSmeagle}}
{{testing/entry|revision=7729|OS=Windows 7|CPU=Intel Core i7 @ 4.1GHz|GPU=NVIDIA GeForce GTX 460|result=Works near perfectly, Some scenes slow down to 25-30FPS but gameplay is near perfect. (D3D11, 3X Native, and 16X AF, with Skip EFB Access to CPU ON. Force Texture Filtering ON, Scaled EFB Copy ON|tester=Dormantreign}}
{{testing/entry|revision=7719|OS=Windows 7|CPU=Intel Core i7-2700K @ 4.3 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Perfect, played through at 1080p from start to finish with 30FPS. Settings: DX11 renderer, 1920*1080, No AA, 16x Anisotropy, Internal Resolution: Auto (Window Size)|tester=Empyrien}}
{{testing/entry|revision=7729|OS=Windows 7|CPU=Intel Core i7 @ 4.1 GHz|GPU=NVIDIA GeForce GTX 460|result=Works near perfectly, Some scenes slow down to 25-30FPS but gameplay is near perfect. (D3D11, 3X Native, and 16X AF, with Skip EFB Access to CPU ON. Force Texture Filtering ON, Scaled EFB Copy ON|tester=Dormantreign}}
{{testing/entry|revision=7729|OS=Windows 8|CPU=Intel Core i5-2500|GPU=NVIDIA GeForce GTX 580|result=Works on 30FPS all the time (1920x1080, D3D11, 4X Native, 16X AF, 2x FXAA via driver, Fore Texture Filtering On, OpenMP on).|tester=Chrisblue}}
{{testing/entry|revision=7729|OS=Windows 8|CPU=Intel Core i5-2500|GPU=NVIDIA GeForce GTX 580|result=Works on 30FPS all the time (1920x1080, D3D11, 4X Native, 16X AF, 2x FXAA via driver, Fore Texture Filtering On, OpenMP on).|tester=Chrisblue}}
{{testing/entry|revision=7729|OS=Windows 7|CPU=Intel Core i7 @ 4.1GHz|GPU=NVIDIA GeForce GTX 460|result=Works near perfectly, Some scenes slow down to 25-30FPS but gameplay is near perfect. (D3D11, 3X Native, and 16X AF, with Skip EFB Access to CPU ON. Force Texture Filtering ON, Scaled EFB Copy ON|tester=Dormantreign}}
{{testing/entry|revision=7729|OS=Windows 7|CPU=Intel Core i7 @ 4.1 GHz|GPU=NVIDIA GeForce GTX 460|result=Works near perfectly, Some scenes slow down to 25-30FPS but gameplay is near perfect. (D3D11, 3X Native, and 16X AF, with Skip EFB Access to CPU ON. Force Texture Filtering ON, Scaled EFB Copy ON|tester=Dormantreign}}
{{testing/entry|revision=3.0-199|OS=Windows 7|CPU=Intel Core i7-930 @ 4.0GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Direct 3D11, 1920*1080, Anisotropic Filtering 16x, Skip EFB Access from CPU, EFB Copies set to RAM, Cache enabled. Depth of field banding issues resolved, shader issues resolved, very minimal slowdowns. Using a real WiiMote with MotionPlus built in, along with a wireless sensor bar.|tester=Invena}}
{{testing/entry|revision=3.0-199|OS=Windows 7|CPU=Intel Core i7-930 @ 4.0 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Direct 3D11, 1920*1080, Anisotropic Filtering 16x, Skip EFB Access from CPU, EFB Copies set to RAM, Cache enabled. Depth of field banding issues resolved, shader issues resolved, very minimal slowdowns. Using a real Wii Remote with MotionPlus built in, along with a wireless sensor bar.|tester=Invena}}
{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=Intel Core i5-2500K|GPU=NVIDIA GeForce GTX 570|result=Direct 3D9, 1920*1080, Anisotropic Filtering 0-16x, Skip EFB Access from CPU, EFB Copies set to RAM, Cache enabled. Severe banding regardless of AF, AA, skip EFB access, EFB copies to ram/texture. Using a real WiiMote+ with stock sensor bar.|tester=ermacaz}}
{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.3 GHz|GPU=NVIDIA GeForce GTX 570|result=Direct 3D9, 1920*1080, Anisotropic Filtering 0-16x, Skip EFB Access from CPU, EFB Copies set to RAM, Cache enabled. Severe banding regardless of AF, AA, skip EFB access, EFB copies to ram/texture. Using a real Wii Remote+ with stock sensor bar.|tester=ermacaz}}
{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=AMD Phenom II x4 965BE @ 3.6GHz|GPU=AMD Radeon HD 6990|result=Direct 3D11, 1920*1080 4x Native, Anisotropic Filtering 16x, AA off, Skip EFB Access from CPU disabled, EFB Copies (Severe banding but full speed on Texture, Perfect visuals but 9FPS on RAM). Using a real WiiMote+. Sensor bar only used for initial calibration|tester=paintball9}}
{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=AMD Phenom II X4 965BE @ 3.6 GHz|GPU=AMD Radeon HD 6990|result=Direct 3D11, 1920*1080 4x Native, Anisotropic Filtering 16x, AA off, Skip EFB Access from CPU disabled, EFB Copies (Severe banding but full speed on Texture, Perfect visuals but 9FPS on RAM). Using a real Wii Remote+. Sensor bar only used for initial calibration|tester=paintball9}}
{{testing/entry|revision=3.0.1|OS=Linux Ubuntu 11.10|CPU=Intel Core i5-2500K @ 3.8GHz|GPU=NVIDIA GeForce 9600 GT|result=Texcache-rewrite branch. Works fairly well keeping at about 30FPS except in "busy" areas where it can lost about 5FPS. Sometimes has a funny issues where menus fall down to 10FPS, but moves back to 30 when in game. Can't think of any outstanding graphical issues I can identify. Real Motion+, OpenGL, 2x Native, 0xAA, 16xAF, Skip EFB CPU OFF, EFB Copies RAM OFF, EFB Copies Virtual ON|tester=Eyecreate}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i7-950 @ 3.06 GHz|GPU=AMD Radeon HD 6970|result=30FPS with reglage recommended; 2.5x Native for Full Screen 1920x1080|tester=Franck97}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i7-950|GPU=AMD Radeon HD 6970|result=30FPS with reglage recommended; 2.5x Native for Full Screen 1920x1080|tester=Franck97}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.9 GHz|GPU=AMD Radeon HD 5830|result=Had troubles with FPS so tweaked a few things and managed a constant 30FPS. There are a few graphical glitches, but they only seem to happen during dialogue/cutscenes. D3D11, 2x Native, 0xAA, 16xAF, Force Texture Filtering, Skip EFB CPU, Ignore Format changes OFF, EFB Copies RAM - Enable Cache ON |tester=Ammorth}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.9GHz|GPU=AMD Radeon HD 5830|result=Had troubles with FPS so tweaked a few things and managed a constant 30FPS. There are a few graphical glitches, but they only seem to happen during dialogue/cutscenes. D3D11, 2x Native, 0xAA, 16xAF, Force Texture Filtering, Skip EFB CPU, Ignore Format changes OFF, EFB Copies RAM - Enable Cache ON |tester=Ammorth}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i7-3930K @ 4 GHz|GPU=NVIDIA GeForce GTX 470|result=played in 1080p 30FPS constant settings: DX11, 4x native internal resolution, 16x anisotropic filtering and anti-aliasing 8x. No slow|tester=yama27}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core i7-3930K @ 4GHz|GPU=NVIDIA GeForce GTX 470|result=played in 1080p 30FPS constant settings: DX11, 4x native internal resolution, 16x anisotropic filtering and anti-aliasing 8x. No slow|tester=yama27}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core 2 Quad Q8300 @ 2.5 GHz|GPU=ATI Radeon HD 4670|result=20-30FPS,D3D9, 1920*1080, Anisotropic Filtering 16x, AA off, 1x native,Skip EFB Access,EFB copies to texture, i have strange issue in some areas i have 30FPS but some time later performance keeps dropping 30-28-26-24FPS in the same area,when i restart emulator FPS back to normal 30|tester=Bombado}}
{{testing/entry|revision=3.0-204|OS=Windows 7|CPU=Intel Core 2 Quad Q8300 @ 2.5GHz|GPU=ATI Radeon HD 4670|result=20-30FPS,D3D9, 1920*1080, Anisotropic Filtering 16x, AA off, 1x native,Skip EFB Access,EFB copies to texture, i have strange issue in some areas i have 30FPS but some time later performance keeps dropping 30-28-26-24FPS in the same area,when i restart emulator FPS back to normal 30|tester=Bombado}}
{{testing/entry|revision=3.0-208|OS=Windows 7|CPU=Intel Core i7-950 @ 3.07 GHz|GPU=NVIDIA GeForce 460|result=1920*1080, No AA, 16x Anisotropy, 3x native int. res, EFB to Texture.
{{testing/entry|revision=3.0-208|OS=Windows 7|CPU=Intel Core i7-950 @ 3.07GHz|GPU=NVIDIA GeForce 460|result=1920*1080, No AA, 16x Anisotropy, 3x native int. res, EFB to Texture.
D3D11: Works well except when there are timestones in the loaded area, where Link will render behind objects and the terrain if it is within a certain distance of the camera.
D3D11: Works well except when there are timestones in the loaded area, where Link will render behind objects and the terrain if it is within a certain distance of the camera.
OpenGL: Also works well, except dynamic meshes (That is, the piles of sand that are around in Lanayuru) don't render at all. The only way to spot them is by looking for strange artifacts in the DoF "bands". |tester=LimEJET}}
OpenGL: Also works well, except dynamic meshes (That is, the piles of sand that are around in Lanayuru) don't render at all. The only way to spot them is by looking for strange artifacts in the DoF "bands". |tester=LimEJET}}
{{testing/entry|revision=3.0-223|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.8GHz|GPU=NVIDIA GeForce GTX 460|result=30FPS constant. D3D9, 1600x1200, 2.5x Native, 16X AF, No AA, EFB Texture. 3D Vision enabled, 19% separation in NVIDIA Control Panel, convergence set so that Link is at screen depth. 3D Vision has issues with water reflections, but lowering the separation minimizes this problem. Also, some minor double image problems in cutscenes and on polygon edges. Game looks wonderful in stereo 3D.|tester=zelin}}
{{testing/entry|revision=3.0-223|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.8 GHz|GPU=NVIDIA GeForce GTX 460|result=30FPS constant. D3D9, 1600x1200, 2.5x Native, 16X AF, No AA, EFB Texture. 3D Vision enabled, 19% separation in NVIDIA Control Panel, convergence set so that Link is at screen depth. 3D Vision has issues with water reflections, but lowering the separation minimizes this problem. Also, some minor double image problems in cutscenes and on polygon edges. Game looks wonderful in stereo 3D.|tester=zelin}}
{{testing/entry|revision=3.0-223|OS=Windows 7|CPU=Intel Core i7-950 @ 3.27GHz|GPU=AMD Radeon HD 6870 x2|result=Perfect graphics and 30FPS everywhere. No problems at all.|tester=}}
{{testing/entry|revision=3.0-223|OS=Windows 7|CPU=Intel Core i7-950 @ 3.27 GHz|GPU=AMD Radeon HD 6870 x2|result=Perfect graphics and 30FPS everywhere. No problems at all.|tester=}}
{{testing/entry|revision=3.0-224|OS=Linux Ubuntu 10.04|CPU=Intel Core i7-965|GPU=NVIDIA GeForce 9400 GT|result=15-30FPS, totally playable. Infrequent crashing, not enough to ruin the gameplay. - Enable dual core, lock threads to cores, 1x Native res, No anti-aliasing, 1x anisotropic, etc.|tester=a8ksh4}}
{{testing/entry|revision=3.0-224|OS=Ubuntu 10.04|CPU=Intel Core i7-965|GPU=NVIDIA GeForce 9400 GT|result=15-30FPS, totally playable. Infrequent crashing, not enough to ruin the gameplay. - Enable dual core, lock threads to cores, 1x Native res, No anti-aliasing, 1x anisotropic, etc.|tester=a8ksh4}}
{{testing/entry|revision=3.0-243|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.5GHz|GPU=NVIDIA GeForce GTX 570|result=Motion+ branch. Runs perfectly. Upgraded from a 955 BE and the improvement is enormous. It may dip below 30 at stock speeds (especially at night in Skyloft), but with an easily-achievable overclock (given a capable cooling system), it can run 30FPS through hell and high water.|tester=Anonymous}}
{{testing/entry|revision=3.0-243|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.5 GHz|GPU=NVIDIA GeForce GTX 570|result=Motion+ branch. Runs perfectly. Upgraded from a 955 BE and the improvement is enormous. It may dip below 30 at stock speeds (especially at night in Skyloft), but with an easily-achievable overclock (given a capable cooling system), it can run 30FPS through hell and high water.|tester=Anonymous}}
{{testing/entry|revision=3.0-260|OS=Linux 3.0|CPU=Intel Core 2 Duo E6420 @ 2.7GHz|GPU=NVIDIA GeForce GTX 420|result=Motion+ branch. 2x IR, 20FPS in Skyloft, 21-26FPS outside, 24-30FPS in dungeons. No reproducible crashes, graphics issues or any other issues with the OpenGL plugin. Game is fully playable with the emulated motion+ controls. A few selected points in the game are very difficult with those, tough.|tester=scummos}}
{{testing/entry|revision=3.0-260|OS=Linux 3.0|CPU=Intel Core 2 Duo E6420 @ 2.7 GHz|GPU=NVIDIA GeForce GTX 420|result=Motion+ branch. 2x IR, 20FPS in Skyloft, 21-26FPS outside, 24-30FPS in dungeons. No reproducible crashes, graphics issues or any other issues with the OpenGL plugin. Game is fully playable with the emulated motion+ controls. A few selected points in the game are very difficult with those, tough.|tester=scummos}}
{{testing/entry|revision=3.0-314|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.9GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Perfect With OpenGL, 1920*1080p, 2.5x or 3x Native (internal resolution), 2x AA, 16x AF, with OpenMP & OpenCL ON, Cache on Texture (not RAM). NO slows ! constant 30FPS. (I'm Using JITIL experimental engine)|tester=Sanitarium026}}
{{testing/entry|revision=3.0-314|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.9 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Perfect With OpenGL, 1920*1080p, 2.5x or 3x Native (internal resolution), 2x AA, 16x AF, with OpenMP & OpenCL ON, Cache on Texture (not RAM). NO slows ! constant 30FPS. (I'm Using JITIL experimental engine)|tester=Sanitarium026}}
{{testing/entry|revision=3.0-370|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.5GHz|GPU=ATI Radeon HD 4890|result=Haven't beaten it yet (at Lanayru's mining facility) but so far the game has played almost flawlessly, some slight lag here and there, but a lot of the time it's smooth. A few graphical glitches that are very minor. D3D9, 1080p 3x native, no AA, 8x AF, Skip EFB CPU off, EFB Copies "Texture", using DSP LLE recompiler.|tester=meta087}}
{{testing/entry|revision=3.0-370|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.5 GHz|GPU=ATI Radeon HD 4890|result=Haven't beaten it yet (at Lanayru's mining facility) but so far the game has played almost flawlessly, some slight lag here and there, but a lot of the time it's smooth. A few graphical glitches that are very minor. D3D9, 1080p 3x native, no AA, 8x AF, Skip EFB CPU off, EFB Copies "Texture", using DSP LLE recompiler.|tester=meta087}}
{{testing/entry|revision=3.0-371|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.8GHz|GPU=NVIDIA GeForce GTX 460|result=Plays at 30FPS 100%. D3D11, 1920x1200. 3x Native, 16X AF, 8 samples (quality level 32) AA. No slowdowns. Character distorted when viewed in front of water and the usual doubling of character images during cutscenes.|tester=penguinswithpie}}
{{testing/entry|revision=3.0-371|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.8 GHz|GPU=NVIDIA GeForce GTX 460|result=Plays at 30FPS 100%. D3D11, 1920x1200. 3x Native, 16X AF, 8 samples (quality level 32) AA. No slowdowns. Character distorted when viewed in front of water and the usual doubling of character images during cutscenes.|tester=penguinswithpie}}
{{testing/entry|revision=3.0-371|OS=Windows 7|CPU=Intel Core i7-2600K @ 3.4GHz|GPU=NVIDIA GeForce GTX 570|result=Broken Graphics when using DX11 when inside the Pirate stronghold dungeon. Link appears to be sunk up to his waistline to the ground. Using DX9 with version 3.0-681 will solve this issue.|tester=Cry30}}
{{testing/entry|revision=3.0-371|OS=Windows 7|CPU=Intel Core i7-2600K @ 3.4 GHz|GPU=NVIDIA GeForce GTX 570|result=Broken Graphics when using DX11 when inside the Pirate stronghold dungeon. Link appears to be sunk up to his waistline to the ground. Using DX9 with version 3.0-681 will solve this issue.|tester=Cry30}}
{{testing/entry|revision=3.0-397|OS=Windows 7|CPU=AMD Phenom II X6 1100T @ 3.3GHz|GPU=AMD Radeon HD 6850|result=Game works fine, 30FPS almost every time, close to perfection with just a little of audio glitches, if u are out of range of a time shift orb link disappear or is "cut off" out of the screen in place with a time shift orb or a TS stone but the game is still playable.|tester=Aldaris}}
{{testing/entry|revision=3.0-397|OS=Windows 7|CPU=AMD Phenom II X6 1100T @ 3.3 GHz|GPU=AMD Radeon HD 6850|result=Game works fine, 30FPS almost every time, close to perfection with just a little of audio glitches, if u are out of range of a time shift orb link disappear or is "cut off" out of the screen in place with a time shift orb or a TS stone but the game is still playable.|tester=Aldaris}}
{{testing/entry|revision=3.0-397|OS=Windows 7|CPU=AMD Phenom II X4 960T @ 3.8GHz|GPU=AMD Radeon HD 6870|result=Works great, 30FPS most all of the time since overclocking to 3.8GHz, turned off turboboost; also JITIL Experimental Recompiler (improved performance); Other Settings: 3x Native, AA: None, AF 4x, Unchecked Skip EFB Access from CPU, EFB Copies = Texture (I have not finished the game, but w/ AF, looks better than my real disc on real Wii).|tester=DiBBKa}}
{{testing/entry|revision=3.0-397|OS=Windows 7|CPU=AMD Phenom II X4 960T @ 3.8 GHz|GPU=AMD Radeon HD 6870|result=Works great, 30FPS most all of the time since overclocking to 3.8 GHz, turned off turboboost; also JITIL Experimental Recompiler (improved performance); Other Settings: 3x Native, AA: None, AF 4x, Unchecked Skip EFB Access from CPU, EFB Copies = Texture (I have not finished the game, but w/ AF, looks better than my real disc on real Wii).|tester=DiBBKa}}
{{testing/entry|revision=3.0-458|OS=Windows 7|CPU=Intel Core i7-2637M @ 1.7GHz|GPU=NVIDIA GeForce GT 540M|result=Played through the whole game now on my Alienware M11xR3. Game runs smooth with 25 - 30FPS except in large open areas where it can drop down to 15 - 20FPS. The game is totally playable this way. Settings: Direct3D11, 1366 x 768, V-sync, 1x Internal resolution, No AA, 2x filtering. Used a real Wii Remote with Motion+.|tester=DomiStyle}}
{{testing/entry|revision=3.0-458|OS=Windows 7|CPU=Intel Core i7-2637M @ 1.7 GHz|GPU=NVIDIA GeForce GT 540M|result=Played through the whole game now on my Alienware M11xR3. Game runs smooth with 25 - 30FPS except in large open areas where it can drop down to 15 - 20FPS. The game is totally playable this way. Settings: Direct3D11, 1366 x 768, V-sync, 1x Internal resolution, No AA, 2x filtering. Used a real Wii Remote with Motion+.|tester=DomiStyle}}
{{testing/entry|revision=3.0-506|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.3GHz|GPU=AMD Radeon HD 5850 x2|result=Game had stuttering and slowdowns during battles using dsound and DX11 plugin. But after switching to xaudio2 (resolves stuttering) and OpenGL(resolves slowdown), game runs flawlessly at 30FPS all the time no matter the in game situation. No graphical or any glitches so far at 29hours into the game. Using real wii remote with following settings: JITIL experimental, 1080p at 3x internal resolution (setting to auto causes shadow glitch), OpenCL and OpenMP, vsync, 16xAF, 0AA.|tester=LaysBBQ}}
{{testing/entry|revision=3.0-506|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.3 GHz|GPU=AMD Radeon HD 5850 x2|result=Game had stuttering and slowdowns during battles using dsound and DX11 plugin. But after switching to xaudio2 (resolves stuttering) and OpenGL(resolves slowdown), game runs flawlessly at 30FPS all the time no matter the in game situation. No graphical or any glitches so far at 29hours into the game. Using real wii remote with following settings: JITIL experimental, 1080p at 3x internal resolution (setting to auto causes shadow glitch), OpenCL and OpenMP, vsync, 16xAF, 0AA.|tester=LaysBBQ}}
{{testing/entry|revision=3.0-589|OS=Windows 7|CPU=Intel Core i5-760 @ 3.66GHz|GPU=NVIDIA GeForce GTX 470|result=Runs at full speed in all situations with settings: 2560 x 1440 @ 4x internal resolution, AA none, AF 16x, skip EFB unchecked, OpenMP checked, DSP HLE, XAudio2; using a real Wii Remote plus and Toshiba stack. DSP HLE sometimes results in audio glitches during cut scenes. With DSP LLE (on own thread) enabled, speed regularly drops to 90%, resulting in audio stutter.|tester=tuna}}
{{testing/entry|revision=3.0-589|OS=Windows 7|CPU=Intel Core i5-760 @ 3.66 GHz|GPU=NVIDIA GeForce GTX 470|result=Runs at full speed in all situations with settings: 2560 x 1440 @ 4x internal resolution, AA none, AF 16x, skip EFB unchecked, OpenMP checked, DSP HLE, XAudio2; using a real Wii Remote plus and Toshiba stack. DSP HLE sometimes results in audio glitches during cut scenes. With DSP LLE (on own thread) enabled, speed regularly drops to 90%, resulting in audio stutter.|tester=tuna}}
{{testing/entry|revision=3.0-592|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.7GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=With new rev of Dolphin, the game runs Perfectly (Speed 100% VPS:60) with OpenGL (3x Native internal resolution, 1920*1080p, 16X AF, 4x AA, OpenCL & OpenMP ON, Texture, XAudio2 HLE.|tester=Sanitarium026}}
{{testing/entry|revision=3.0-592|OS=Windows 7|CPU=Intel Core i5-2500K @ 3.7 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=With new rev of Dolphin, the game runs Perfectly (Speed 100% VPS:60) with OpenGL (3x Native internal resolution, 1920*1080p, 16X AF, 4x AA, OpenCL & OpenMP ON, Texture, XAudio2 HLE.|tester=Sanitarium026}}
{{testing/entry|revision=3.0-631|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.7GHz|GPU=NVIDIA GeForce GTX 275|result=Fullspeed and runs great. DX11 and DSP-LLE will lag in some scenes at stock speeds, but a strong overclock (4.5GHz give or take) can power through it. At 4.7GHz it runs beautifully even with LLE.|tester=MaJoR}}
{{testing/entry|revision=3.0-631|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.7 GHz|GPU=NVIDIA GeForce GTX 275|result=Fullspeed and runs great. DX11 and DSP-LLE will lag in some scenes at stock speeds, but a strong overclock (4.5 GHz give or take) can power through it. At 4.7 GHz it runs beautifully even with LLE.|tester=MayImilae}}
{{testing/entry|revision=3.0-681|OS=Windows 7|CPU=Intel Core i7-2600K @ 3.4GHz|GPU=NVIDIA GeForce GTX 570|result=Broken Graphics when using DX11 when inside the Pirate stronghold dungeon. Link appears to be sunk up to his waistline to the ground. Using DX9 with version 3.0-681 will solve this issue. After I beat the Abyssal Leviathan boss, stuck on black screen after hitting the goddess symbol with skyward sword. This issue is not present on version 3.0-413.|tester=Cry30}}
{{testing/entry|revision=3.0-681|OS=Windows 7|CPU=Intel Core i7-2600K @ 3.4 GHz|GPU=NVIDIA GeForce GTX 570|result=Broken Graphics when using DX11 when inside the Pirate stronghold dungeon. Link appears to be sunk up to his waistline to the ground. Using DX9 with version 3.0-681 will solve this issue. After I beat the Abyssal Leviathan boss, stuck on black screen after hitting the goddess symbol with skyward sword. This issue is not present on version 3.0-413.|tester=Cry30}}
{{testing/entry|revision=3.0-716|OS=Windows 7|CPU=Intel Core i5-650 @ 3.2GHz|GPU=NVIDIA GeForce GTS 250|result=Using DX9, almost 30FPS for all the game, just drop around 20 at some open areas. Using XAudio2, audio is perfect with no glitches. Freeze on black screen after getting the claw. Thanks to Cry30 in the previous comment, using an old build ({{revision|3.0-413}}) the game doesn't freeze.|tester=dr4g0n3}}
{{testing/entry|revision=3.0-716|OS=Windows 7|CPU=Intel Core i5-650 @ 3.2 GHz|GPU=NVIDIA GeForce GTS 250|result=Using DX9, almost 30FPS for all the game, just drop around 20 at some open areas. Using XAudio2, audio is perfect with no glitches. Freeze on black screen after getting the claw. Thanks to Cry30 in the previous comment, using an old build ({{revision|3.0-413}}) the game doesn't freeze.|tester=dr4g0n3}}
{{testing/entry|revision=3.0-735|OS=Windows 7|CPU=Intel Core i7-2600 @ 3.4GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Works almost perfect. Doesn't drop below 30FPS with 3x Internal Resolution and No AA Enabled. Has some sound issues with Background music, but the game is perfectly playable in 1920x1080.|tester=Anonymus}}
{{testing/entry|revision=3.0-735|OS=Windows 7|CPU=Intel Core i7-2600 @ 3.4 GHz|GPU=NVIDIA GeForce GTX 560 Ti|result=Works almost perfect. Doesn't drop below 30FPS with 3x Internal Resolution and No AA Enabled. Has some sound issues with Background music, but the game is perfectly playable in 1920x1080.|tester=Anonymus}}
{{testing/entry|revision=3.0-766|OS=Windows 7|CPU=Intel Core i7-920 @ 2.66GHz|GPU=NVIDIA GeForce GTX 480|result=Was working fine with perfect speed, some issues with background music (it sometimes starts to loop some short sequence) but freezes on black screen when entering the second boss chamber (Scaldera). Played it through with an older version of the emu, and next area seems to work again.|tester=etnmich}}
{{testing/entry|revision=3.0-766|OS=Windows 7|CPU=Intel Core i7-920 @ 2.66 GHz|GPU=NVIDIA GeForce GTX 480|result=Was working fine with perfect speed, some issues with background music (it sometimes starts to loop some short sequence) but freezes on black screen when entering the second boss chamber (Scaldera). Played it through with an older version of the emu, and next area seems to work again.|tester=etnmich}}
{{testing/entry|revision=3.0-766|OS=Windows 7|CPU=Intel Core i7-2500K @ 5.9GHz|GPU=AMD Radeon 6870|result=Runs perfectly fine with some audio sounds miss place perfect at 60FPS|tester=CCDavid}}
{{testing/entry|revision=3.0-766|OS=Windows 7|CPU=Intel Core i7-2500K @ 5.9 GHz|GPU=AMD Radeon 6870|result=Runs perfectly fine with some audio sounds miss place perfect at 60FPS|tester=CCDavid}}
{{testing/entry|revision=3.0-842|OS=Windows 7 Ultimate|CPU=AMD Phenom II X4 975 Black Edition @ 4.0GHz|GPU=AMD Radeon HD 6850|result=Runs @ ~30FPS in D3D9, 1920x1080, auto-scale, no AA, no anisotropic filtering. Fails to load next areas when loading save states created inside some buildings and on the flying overmap. Occasional sound corruption, spewing out sped-up, scratchy audio from other parts of the game.|tester=tengokujin}}
{{testing/entry|revision=3.0-842|OS=Windows 7 Ultimate|CPU=AMD Phenom II X4 975 Black Edition @ 4.0 GHz|GPU=AMD Radeon HD 6850|result=Runs @ ~30FPS in D3D9, 1920x1080, auto-scale, no AA, no anisotropic filtering. Fails to load next areas when loading save states created inside some buildings and on the flying overmap. Occasional sound corruption, spewing out sped-up, scratchy audio from other parts of the game.|tester=tengokujin}}
{{testing/entry|revision=3.0-878|OS=Windows 8|CPU=Intel Core 2 Duo P8600|GPU=ATI Radeon HD 4850M|result=25-30FPS, 1920x1080, DX11. Fully Playable, sound problems sometimes (1 in 2 hours playing). (Parfaitement jouable, quelques problèmes de son parfois (1 sur 2h de jeu pour ma part).)|tester=Val83}}
{{testing/entry|revision=3.0-878|OS=Windows 8|CPU=Intel Core 2 Duo P8600|GPU=ATI Radeon HD 4850M|result=25-30FPS, 1920x1080, DX11. Fully Playable, sound problems sometimes (1 in 2 hours playing). (Parfaitement jouable, quelques problèmes de son parfois (1 sur 2h de jeu pour ma part).)|tester=Val83}}
{{testing/entry|revision=3.5-134|OS=Windows 7|CPU=AMD Phenom II X4 965 @ 3.8GHz|GPU=NVIDIA GeForce GTX 460|result=Runs @ ~25-29FPS in D3D9, 3x Native, no AA, 4x Anisotropic Filtering, Experimental JITIL recompiler for speed boost, dsp lle on thread enabled, force texture filtering, widescreen hack, open mp texture decoder. Occasional sound corruption. There is some slowdown but its not noticable, the game is perfectly playable. |tester=slw22}}
{{testing/entry|revision=3.5-134|OS=Windows 7|CPU=AMD Phenom II X4 965 @ 3.8 GHz|GPU=NVIDIA GeForce GTX 460|result=Runs @ ~25-29FPS in D3D9, 3x Native, no AA, 4x Anisotropic Filtering, Experimental JITIL recompiler for speed boost, dsp lle on thread enabled, force texture filtering, widescreen hack, open mp texture decoder. Occasional sound corruption. There is some slowdown but its not noticable, the game is perfectly playable. |tester=slw22}}
{{testing/entry|revision=3.5-607|OS=Windows 7|CPU=Intel Core i7-2630QM @ 2.9GHz|GPU=NVIDIA GeForce 560M|result=Perfect. 30FPS/60VPS nearly all the time. Some areas where a lot of an area can be seen still lag a little (25FPS) but it's a rare, barely noticeable occasion. Using all of the suggested options on this page but with D3D9 instead of OpenGL, and with HLE instead of LLE. The game works fine on HLE as far as I can tell.|tester=Vgf89}}
{{testing/entry|revision=3.5-607|OS=Windows 7|CPU=Intel Core i7-2630QM @ 2.9 GHz|GPU=NVIDIA GeForce 560M|result=Perfect. 30FPS/60VPS nearly all the time. Some areas where a lot of an area can be seen still lag a little (25FPS) but it's a rare, barely noticeable occasion. Using all of the suggested options on this page but with D3D9 instead of OpenGL, and with HLE instead of LLE. The game works fine on HLE as far as I can tell.|tester=Vgf89}}
{{testing/entry|revision=4.0|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.2GHz|GPU=AMD Radeon HD 7870|result=Seems to work, imported my save from actual Wii so might update later, no frame drops or graphic glitches, running via DirectX9, no AA or anything too fancy, 1600x900 res, 3x Internal Resolution.|tester=sitton76}}
{{testing/entry|revision=4.0|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.2 GHz|GPU=AMD Radeon HD 7870|result=Seems to work, imported my save from actual Wii so might update later, no frame drops or graphic glitches, running via DirectX9, no AA or anything too fancy, 1600x900 res, 3x Internal Resolution.|tester=sitton76}}
{{testing/entry|revision=4.0-156|OS=Windows 7|CPU=Intel Core i7 @ 2.6GHz|GPU=NVIDIA GeForce GT 650M|result=Up to the Lanayru Mining Facility, so far so good with full speed at all times while at native resolution. Blowing it up to 1440x900 is still mostly full speed but with slowdown in large areas like the Sky. DOF glitch present, can't fix it, but it's not a big deal. As a result almost all textures besides a few objects look extremely muddy.|tester=Ac}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=AMD Phenom II X6 1055T @ 3.2 GHz|GPU=AMD Radeon 6970|result=Running DX11 and HLE audio, 2x Native Resolution, 1x AF and No AA with suggested hacks. Large areas or regions with many NPCs may drop framerate to 22-25FPS. Sound always matches frame rate. Smaller maps and dungeon areas are at ~30FPS. Very playable overall. |tester=Airsoftsoldrecn9}}
{{testing/entry|revision=4.0.2|OS=Windows 7|CPU=AMD Phenom II X6 1055T @ 3.2GHz|GPU=AMD Radeon 6970|result=Running DX11 and HLE audio, 2x Native Resolution, 1x AF and No AA with suggested hacks. Large areas or regions with many NPCs may drop framerate to 22-25FPS. Sound always matches frame rate. Smaller maps and dungeon areas are at ~30FPS. Very playable overall. |tester=Airsoftsoldrecn9}}
{{testing/entry|revision=4.0-156|OS=Windows 7|CPU=Intel Core i7 @ 2.6 GHz|GPU=NVIDIA GeForce GT 650M|result=Up to the Lanayru Mining Facility, so far so good with full speed at all times while at native resolution. Blowing it up to 1440x900 is still mostly full speed but with slowdown in large areas like the Sky. DOF glitch present, can't fix it, but it's not a big deal. As a result almost all textures besides a few objects look extremely muddy.|tester=Ac}}
{{testing/entry|revision=4.0-3532|OS=Windows 7|CPU=Intel Core i7-4770K @ 3.5GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=Running OpenGL and Xaudio2. Some minor drops here and there but it is almost perfect.|tester=BillyAlt}}
{{testing/entry|revision=4.0-3532|OS=Windows 7|CPU=Intel Core i7-4770K @ 3.5 GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=Running OpenGL and Xaudio2. Some minor drops here and there but it is almost perfect.|tester=BillyAlt}}
{{testing/entry|revision=4.0-4163|OS=Linux Ubuntu 14.04.1 LTS|CPU=AMD A8-5600K @ 3.6GHz|GPU=NVIDIA GeForce GTX 770|result=Running defaults and mostly playable. A few small slowdowns and sound glitches when NPCs pop-up with animations. The cut scenes seems to be where these slowdowns manifest. Overall, will continue to play an almost perfect emulated game.|tester=daved314}}
{{testing/entry|revision=4.0-4163|OS=Ubuntu 14.04.1 LTS|CPU=AMD A8-5600K @ 3.6 GHz|GPU=NVIDIA GeForce GTX 770|result=Running defaults and mostly playable. A few small slowdowns and sound glitches when NPCs pop-up with animations. The cut scenes seems to be where these slowdowns manifest. Overall, will continue to play an almost perfect emulated game.|tester=daved314}}
{{testing/entry|revision=4.0-4654|OS=Windows 8|CPU=Intel Core 2 Quad Q6600 @ 2.4GHz|GPU=AMD Radeon HD 6850|result=VERY GOOD, sometime small sound glitch, but it's not critical.|tester=NoIdea}}
{{testing/entry|revision=4.0-4654|OS=Windows 8|CPU=Intel Core 2 Quad Q6600 @ 2.4 GHz|GPU=AMD Radeon HD 6850|result=VERY GOOD, sometime small sound glitch, but it's not critical.|tester=NoIdea}}
{{testing/entry|revision=4.0-8052|OS=Ubuntu 15.10 (Linux 4.2.0)|CPU=Intel Pentium G3258 @ 4.2GHz|GPU=NVIDIA GeForce GTX 660|result=Works perfectly at full speed at 3x native resolution, 2xMSAA, 16xAF, Fast Depth off and Force Texture Filtering on. Audio seems to be perfect even with HLE. SS looks absolutely stunning in 1080p!|tester=Léo}}
{{testing/entry|revision=4.0-8052|OS=Ubuntu 15.10|CPU=Intel Pentium G3258 @ 4.2 GHz|GPU=NVIDIA GeForce GTX 660|result=Works perfectly at full speed at 3x native resolution, 2xMSAA, 16xAF, Fast Depth off and Force Texture Filtering on. Audio seems to be perfect even with HLE. SS looks absolutely stunning in 1080p!|tester=Léo}}
{{testing/entry|revision=4.0-9442|OS=Windows 8.1|CPU=Intel Core i5-3230M @ 2.6 GHz|GPU=ATI Radeon HD 7670M|result=D3D: Mantained stable 30FPS at 1.5x resolution throughout without glitching of any kinds. Slowdowns on first loadings, sometimes on saving, but no crashes. Don't even try using AA as even 2x tanks it more than raising resolution. OpenGL seemed to have problems when hits connected, causing short freeze each time. Even on a Dolphinbar, could not mantain stable audio through Wii Remote. Skyward Sword can actually be enjoyed on a 2013 mid-range laptop!|tester=TKJK}}
{{testing/entry|revision=5.0-1066|OS=Windows 7|CPU=Intel Pentium G620 @ 2.6 GHz|GPU=Intel HD Graphics|result=Perfecto, 30 FPS estables con una resolucion de 800x600, Sinc-V. Baja un poco los FPS en areas abiertas, pero por lo general va a 30 fijo.|tester=Sky & Wave}}
{{testing/entry|revision=5.0-1328|OS=Windows 10|CPU=AMD Phenom II X6 1090T @ 3.2 GHz|GPU=AMD R9 280|result=Running at 3x internal resolution, 2xSMAA and 16xAF. Runs great; a few minor stutters. |tester=Sam3}}
{{testing/entry|revision=5.0-2245|OS=Windows 10|CPU=Intel Core i5-6600K @ 4.2 GHz|GPU=NVIDIA GeForce GTX 1070|result=30FPS at 3x internal resolution, 8xSSAA and 16xAF. Minor stutters when new stuff and sounds getting loaded, even on SSDs.|tester=WallK}}
{{testing/entry|revision=5.0-2245|OS=Windows 10|CPU=AMD FX-8320e @ 4 GHz|GPU=AMD Radeon HD 7870|result=30FPS at 3x internal resolution, 8xSSAA and 16xAF. Hitches as new stuff is cached, to be expected.|tester=Tosslehoff}}
{{testing/entry|revision=5.0-14344|OS=Windows 10|CPU=Intel Core i5-7200U @ 2.5 GHz|GPU=Intel HD Graphics 620|result=Playable.|tester=Jack}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
{{VideoGallery
|vid1=XDdqAHGq71o|cap1=The Legend of Zelda Skyward Sword (Dolphin)
|vid1=Gv4Z4Lf7T0A|cap1=4K UHD Dolphin 5.0 Zelda: Skyward Sword Gameplay (4K 2160p60) UHD TEXTURE
|vid2=68_AmTPfgpg|cap2=Zelda Skyward Sword - 1080P Dolphin Emulation - MAXED Settings - 2-GTS (5)80
|vid2=LzDtziGQOEs|cap2=Skyward Sword (with HD textures) Dolphin 5.0 vs Wii Comparison - The Retro Byte (2160p)
|vid3=4T8jiKuGmmw|cap3=Dolphin Emulator 4.0 - The Legend of Zelda: Skyward Sword (1080p HD) - Nintendo Wii
|vid3=J4atzPexCSE|cap3=Dolphin 5.0-7391 4k IR - Zelda: Skyward Sword Gameplay (1440p60)
|vid4=68_AmTPfgpg|cap4=Zelda Skyward Sword - 1080P Dolphin Emulation - MAXED Settings - 2-GTX 580 (r7719)
|vid5=p45MZP2lwnc|cap5=The Legend of Zelda: Skyward Sword (HD Texture Pack) - Dolphin Emulator 5.0-12219 - Nintendo Wii
|vid6=p45MZP2lwnc|cap6=The Legend of Zelda: Skyward Sword Wii HD Gameplay (Dolphin 5.0-18231)
 
}}
}}


== See also ==
{{Navigation/Zelda}}
*[http://www.gameranx.com/updates/id/3701/article/skyward-sword-pc-screenshots-surface/ Gameranx:Skyward Sword Stunning PC Screenshots Surface]
 
{{Navigation Zelda}}


[[Category:Wii games]]
[[Category:Wii games]]
[[Category:Wii MotionPlus Required]]
[[Category:Wii MotionPlus Required]]
[[Category:Games with texture packs]]