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The Legend of Zelda: Skyward Sword
|The Legend of Zelda: Skyward Sword|
|Series||The Legend of Zelda|
|Release date(s)|| EU November 18, 2011|
|Input methods||Wii Remote with Wii Motion Plus + Nunchuk|
|GameIDs||SOUE01, SOUK01, SOUP01, DAXP01, DAXE01, SOUJ01|
The Legend of Zelda: Skyward Sword (ゼルダの伝説 スカイウォードソード, Zeruda no Densetsu: Sukaiwōdo Sōdo) is an action-adventure game for the Wii console and the sixteenth entry in the Legend of Zelda series. Nearly 5 years in development, the Skyward Sword departs from many of the traditional Zelda norms, featuring new controls, a new art style, and formula differences. Skyward Sword requires either the Wii Motion Plus add on or a Wii Remote Plus.
Skyward Sword heavily integrates the use of the Wii Motion Plus; 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 the 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.
Wii Motion Plus
Skyward Sword requires the Wii Motion Plus add-on. Dolphin is currently not capable of emulating the wii motion plus; the only way for official Dolphin builds to play this game is to use a real, physical Wii remote with Wii Motion Plus. See .
- Pre-3.0 revisions of Dolphin had rudimentary Wii Motion Plus emulation, but it does not work properly, lacking calibration and constantly disconnecting.
- Development of proper Wii Motion Plus emulation is underway. See the forum for details.
Anti-aliasing brings the Skyward Sword DOF effect closer to Link, blurring the game more than the developers intended. Keep anti-aliasing off to prevent the problem.
Shadows in the game can flicker when the internal resolution is set to "Auto" with the DX9 back-end. Either use DX9 with a preset internal resolution (example: 3x Native), or use DX11.
With Anisotropic Filtering (AF) at its default 1x, banding may be present in shading on characters and surroundings. Increasing AF to higher values (such as 16x) will correct the problem. It should not cause a performance hit, but may on weaker machines.
"Skip EFB Access to CPU" can provide a useful speedup for this demanding game. However, having the feature on can prevent you from aiming properly. Disable "Skip EFB Access to CPU" to fix.
Links sword may disappear. To insure the sword does not disappear, makes sure "Cache Display Lists" is disabled.
Depth of Field (DoF)
Skyward Sword uses a Depth of Field effect to blur distance objects in a painting like style. Previous revisions displayed banding whenever EFB to Texture was used, requiring EFB to Ram and a significant performance hit; however, as of 3.0-223, Dolphin can run Skyward Sword's DOF effect with EFB to Texture without any problems. See .
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Direct3D 11 or OpenGL||DX9 has issues with shadows|
|Off||Brings the DOF effect closer to Link|
The graph below charts the compatibility with The Legend of Zelda: Skyward Sword 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 i5 2500K @ 3.7GHz||nVidia GeForce GTX 560 Ti||Perfect with 3D11, 1920*1080, without AA, Anisotropic Filter 16x, Native 3x.. But during some dialogues, the game slows...||Sanitarium026|
|Windows 7 x64||Intel Core 2 Duo E8400 @ 3.6GHz||ATI Radeon HD 4870||Works perfectly, 30 fps all the time (D3D11, 1280x1024, 2x Internal Resolution, 4x AA and 16X AF, with "Skip EFB Access to CPU" unticked all the time||TheWing|
|Windows 7 x64||Intel Core i5 2500k @ 3.3GHz||nVidia GeForce GTX 570||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 30 fps 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.||iPoulpe|
|style="white-space:nowrap;Expression error: Unrecognized word "r".||Windows 7 x64||AMD Phenom II X4 955(Black Edition) @ 3.4GHz||nVidia GeForce 560 GTX||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.||SmeagleSmeagle|
|style="white-space:nowrap;Expression error: Unrecognized word "r".||Windows 7 x64||Intel Core i7-2700k @ 4.3 GHz||nVidia GTX 560 Ti||Perfect, played through at 1080p from start to finish with 30 fps. Settings: DX11 renderer, 1920*1080, No AA, 16x Anisotropy, Internal Resolution: Auto (Window Size)||Empyrien|
|Windows 7 x64||Intel Core i7 950 @ 3.07GHz||nVidia GeForce 460||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. 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".
|^||Windows 7 x64||AMD Phenom II @ 3.3GHz||AMD Radeon HD 6850||Game works fine, 30 FPS all times but emulated motion+ does not work 100% at all, waiting for motion+ improvement||Aldaris|
|^||Windows 7 x64||Intel Core i7 930 @ 4.0GHz||nVidia GTX 560 Ti||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.||Invena|
|^||Windows 7 x64||Intel Core i5 2500k||nVidia GTX 570 2.5GB||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.||ermacaz|
|^||Windows 7 x64||AMD Phenom II x4 965BE @ 3.6GHz||AMD Radeon HD 6990 4GB||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||paintball9|
|style="white-space:nowrap;Expression error: Unrecognized word "texcache".||Linux Ubuntu 11.10 x64||Intel Core i5 2500k @ 3.8GHz||nVidia GeForce 9600 GT||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||Eyecreate|
|^||Windows 7 x64||Intel Core i7 950||AMD Radeon HD 6970 2GB||FPS:30 with reglage recommended; 2.5x Native for Full Screen 1920x1080||Franck97|
|^||Windows 7 x64||Intel Core i5 2500k @ 4.9GHz||AMD Radeon HD 5830||Had troubles with FPS so tweaked a few things and managed a constant 30 fps. There are a few graphical glitches, but they only seem to happen during dialogue/cut-scenes. D3D11, 2x Native, 0xAA, 16xAF, Force Texture Filtering, Skip EFB CPU, Ignore Format changes OFF, EFB Copies RAM - Enable Cache ON||Ammorth|
|^||Windows 7 x64||Intel Core 2 Quad Q8300 @ 2.5GHz||ATI Radeon HD 4670||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 30 fps but some time later performance keeps dropping 30-28-26-24 fps in the same area,when i restart emulator fps back to normal 30||Bombado|
|Windows 7 x64||Intel Core i5 2500 @ 3.8GHz||nVidia GeForce GTX 460||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 cut-scenes and on polygon edges. Game looks wonderful in stereo 3D.||zelin|
|Windows 7 x64||Intel Core i7 950 @ 3.27GHz||AMD Radeon HD 6870 x2||Perfect graphics and 30fps everywhere. No problems at all.|
|Linux Ubuntu 10.04||Intel Core i7 965||nVidia GeForce 9400 GT||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.||a8ksh4|
|Windows 7 x64||Intel Core i5 2500K @ 3.9GHz||nVidia GeForce GTX 560 Ti||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 30 FPS. (I'm Using JIT-IL experimental engine)||Sanitarium026|
|^||Windows 7 x64||Intel Core i7 3930K @ 4.0GHz||nVidia GeForce GTX 470||played in 1080p 30 fps constant settings: DX11, 4x native internal resolution, 16x anisotropic filtering and anti-aliasing 9x SSAA. No slow||yama27|
- The Legend of Zelda Skyward Sword (Dolphin)
- Zelda Skyward Sword - 1080P Dolphin Emulation - MAXED Settings - 2-GTX580