The Legend of Zelda: Twilight Princess (GC)

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The Legend of Zelda: Twilight Princess
TheLegendOfZeldaTwilightPrincessGC.jpg
Developer(s) Nintendo EAD
Publisher(s) Nintendo
Series The Legend of Zelda
Release date(s) JP December 2, 2006
NA December 11, 2006
EU December 15, 2006
AUS December 19, 2006
Genre(s) Action-adventure
Mode(s) Single-player
Input methods GameCube Controller
Compatibility 4PlayableEdit rating: The Legend of Zelda: Twilight Princess (GC)
See also...

Wii Version
Dolphin Forum thread
Search Google
Wikipedia page

In The Legend of Zelda: Twilight Princess, the next chapter in The Legend of Zelda series, Link can transform into a wolf to scour the darkened land of Hyrule. With the help of Midna, a mysterious being, you must guide Link through hordes of foul creatures and challenging bosses using new moves and a new horseback combat system. Many puzzles stand between Link and the fulfillment of his quest, so you must sharpen your wits as you hunt for weapons and items.

The GameCube version isn't mirrored like the Wii version and has free camera control. The GameCube version lacks motion controls while the Wii version does not support the GameCube controller. Although it can be patched from 4:3 to 16:9 (see Patches below), there's no native widescreen support, unlike the Wii version.

Patches[edit]

Aspect Ratio Fix[edit]

Dolphin's Widescreen Hack will cause reflections to be buggy and certain objects to disappear at the edges of the screen. The following AR codes work as a widescreen patch without causing these issues. The only side effects being the HUD getting slightly stretched and reflections of the game world on water being glitchy. Make sure that "Enable Cheats" is checked under the "Config, General" tab. Aswell as the "Aspect Ratio" under the "Graphics, General" tab being set to "Auto" and "Widescreen Hack" in the "Graphics, Enhancements" tab being unchecked.

4.3 Aspect Ratio[edit]

NTSC[edit]
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PAL[edit]
044558DC 3faaaaaa
NTSC-J[edit]
0444DA64 3faaaaaa

16.10 Aspect Ratio[edit]

NTSC[edit]
0445391C 3fcccccd
PAL[edit]
044558DC 3fcccccd
NTSC-J[edit]
0444DA64 3fcccccd


16:9 Aspect Ratio[edit]

NTSC[edit]
0445391C 3FE38E39
PAL[edit]
044558DC 3FE38E39
NTSC-J[edit]
0444DA64 3FE38E39

HD Texture Pack[edit]

https://forums.dolphin-emu.org/Thread-twilight-princess-hd-texture-pack

Problems[edit]

Sound Issues[edit]

Sound problems may occur with the DSP HLE audio plugin. To correct these problems, use DSP LLE, but this may cause lag.

Minimap[edit]

  • On Direct3D api, minimap will have some noise artifacts if Anti-Aliasing or Anistoropic Filtering or Texture Filtering are enabled. Disable all 3 in order to get "clean" map. For OpenGL, disable Anti-Aliasing. Tested on 4.0-5222.
  • The ZTP hack can also cause issues with the minimap.

Bloom Ghosting[edit]

Due to the low resolution bloom, a "ghost" image will appear around certain objects in areas with high amounts of bloom. There is no known solution, other than to disable bloom completely using an AR code found here.

Sun Rays[edit]

Twilight Princess uses a ray effect at various points throughout the game, most notably at windows and the fountains. The effect is very easily broken. How it is broken depends on the backend used:

  • D3D - Anti-aliasing and an Internal Resolution above 1x Native damage the effect
  • OpenGL - The GLSL merge (3.5-1025) greatly improves the effect in OpenGL. It is now only affected by Anisotropic Filtering and an Internal Resolution above 1x Native.

Hyrule Field Slow Down[edit]

As the player progress through the game, Hyrule Field will become progressively slower. See issue 720 and issue 2499. Previously, the "ZTP Hack" could be used to improve this issue. This patch has since been integrated into to the game's ini file. The NA and EU releases were fixed by 4.0-1767, but JP is not yet fixed, refer issue 7825.

Custom Textures Scent Bug[edit]

While using custom textures, scent trails seen by wolf link can disappear. This isn't an issue until the player has to navigate Snowpeak, so switching back to default textures for the time being can solve this one. This issue has had little testing, and may be texture pack specific.

D3D Darkness[edit]

With the D3D graphics backend the lens flare from the sun is glitched. When looking at the sun through trees of buildings, part of the effect shows through, displaying a small lens flare and an overall darkening of the screen. Only the D3D backend has this problem, so use OpenGL to avoid it. See issue 5999. Fixed by 4.0-1487.

Configuration[edit]

Only configuration options for the best compatibility where they deviate from defaults are listed. Please see the performance guide for an overview of performance related settings. A full list of options is available at Template:Config/doc


Audio

Config Setting Notes

DSP Emulator Engine

LLE Resolves a variety of sound issues, but this may cause lag.


Version Compatibility[edit]

The graph below charts the compatibility with The Legend of Zelda: Twilight Princess (GC) since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

4.0-7145 (current)
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[edit]

This game has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r6271 Windows 7 x64 Intel Core 2 Duo E7500 @ 2.93GHz ATI Radeon HD 4850 Fully playable and no slowdown in Hyrule Field (only when ZTP hack is enabled, otherwise you will get only 10FPS).
r6758 Mac OS X 10.6.8 Intel Core 2 Duo @ 2.13GHz NVIDIA GeForce 9400M Fully playable, but by far the slowest game I've tested. Most areas run around ~7-17FPS, even houses and save screen. Dungeons fare better; ~20-30FPS in most rooms (strangely this excludes the Goron Mines). Map is extremely glitchy without proper settings. Hyrule Field is only ~9FPS, ZTP hack doesn't help at all Ac
r6800 Windows XP SP3 x86 Intel Atom N270 @ 1.6GHz Intel GMA 945 (GMA 950) Very playable 8-10FPS. Disable Lighting and sound Off for best performance. LORPAL
r6815 Windows 7 x86 Intel Core 2 Quad @ 2.4GHz ATI Radeon HD 4870 Fully playable in dungeons and in other areas but still slowdown in Hyrule Field (ZTP hack is enabled it helps but not so much, you obtain 15FPS).
r6887 Windows Vista x86 Intel Core 2 Duo T8100 @ 2.2GHz ATI Mobility Radeon HD 3470 Fully playable in dungeons and in other areas but still slowdown in Hyrule Field (ZTP hack is enabled it helps but not so much, you obtain 15FPS).
r6912 Windows 7 x64 Intel Core i5-2500K @ 4.2GHz ATI Radeon HD 5770 x2 Fully playable in all areas at 30FPS
r7435 Windows 7 x64 AMD Phenom X4 955 @ 3.2GHz ATI Radeon HD 4870 Works perfectly without any slowdowns Shachi
r7450 Linux Debian Wheezy Intel Core 2 Duo @ 2.88GHz ATI Radeon HD 4850 Works, but slower than when running on Windows
r7583 Windows 7 x64 Intel Pentium E2200 @ 2.2GHz NVIDIA GeForce 7100 GT Fully playable in all areas, except in Hyrule Field
r7590 Windows 7 x64 Intel Core i7-950 @ 3.27GHz AMD Radeon HD 6870 x2 Fully playable in all areas at 30FPS
r7607 Windows 7 x64 AMD Phenom II X2 555 @ 3.8GHz NVIDIA GeForce 9800 GT Fully playable in all areas at 30FPS @ 720p+vsync no slowdowns in Hyrule Field (ZTP Hack disabled)
r7607 Windows 7 x64 AMD Athlon II X2 620 @ 2.6GHz ATI Radeon HD 4870 Fully Playable @ 25-30FPS Shyvo
3.0 Windows 7 x64 AMD Phenom II X4 @ 3GHz AMD Radeon HD 6970 Mostly okay. Some random crashes. Slowdown to around 20FPS on Hyrule field with ZTP hack activated. Ending has no music whatsoever. No Pistons
3.0 Windows XP x86 AMD Phenom II X2 545 @ 3.1GHz NVIDIA GeForce 8600 GT Fully playable, some slowdowns on Hyrule's Field and Faron's forest. 30FPS with OpenGL plugin and suggested settings from this page. luken
r7661 Windows 7 x64 Intel Core i7-950 @ 3.07GHz ATI Radeon HD 5770 Unfortunately, this doesn't fair much better than my testing of the Wii version. Resizing, maximizing/minimizing the game window causes the EXACT same errors regarding D3D shading, with the same ridiculous amount of error spam, followed by Dolphin crashing. For some reason, however, maximizing the window when the Nintendo and Dolby logos were occurring, it didn't error spam or crash. That's somewhat of an improvement over my Wii experience I suppose. Schala
r7669 Windows 7 x64 AMD Phenom II X4 @ 3.2GHz NVIDIA GeForce 9600 GT Fully playable @ 30FPS on OpenGL without any errors Shyvo
r7695 Windows 7 x64 Intel Core i5 @ 2.27GHz ATI Radeon HD 5450 Fully playable, PERFECT!!!. IguanaMasterz
r7714 Windows 7 x64 Intel Core i3-370M @ 2.4GHz AMD Radeon HD 6370M Fully playable: No slowdowns, no known glitches.
r7719 Windows 7 x64 Intel Core i3-2100 @ 3.1GHz NVIDIA GeForce GTS 450 Fully Playable @ 29-30FPS on DX9 with 4xSSAA and DSP HLE(Slows down to about 23-28FPS with DSP LLE on Hyrule Field). Also when Hyrule Field is about 65% complete(before 3rd dungeon) frame rate drops to 24-28FPS in Hyrule Field only. Exa
3.0 Linux Ubuntu 12.04 Intel Core i7-3770 NVIDIA GeForce GTX 560 Awesome 30FPS all game no slowdowns and fully playable. Scaled 3x resolution and everything is great.
3.0-96 Linux Sabayon Intel Core 2 Duo E6420 @ 2.13GHz NVIDIA GeForce GT 430 Playable, but slower the larger the current area is. This is noticeable everywhere, but only the forest is a bit slow (I don't mind), and Hyrule Field is very slow (which is annoying). If you're not in Hyrule Field, it works very well overall. Sound works nicely, too, but adapts to the game's speed (so in the slow areas it will be playing slower). Use suggested settings from this page, otherwise you get graphics bugs. State saves work! If you get crashes (happened for me once), try switching between the experimental and non-experimental JIT. scummos
3.0-187 Windows 7 x64 Intel Core i5-2500K @ 4.8GHz NVIDIA GeForce GTX 560 Ti Perfectly ~30FPS (60Hz) with Direct X (3D11), 1920*1080, 16/9 Hack, Internal Resolution x4 (maximum), Anti-Aliasing 4x (quality 16), Anisotropic 16x (maximum). Just Water effects with 16/9 widescreen bug (it does not matter) Sanitarium026
3.0-204 Windows 7 x64 Intel Core i7-870 @ 2.93GHz NVIDIA GeForce GTX 470 Perfectly ~30FPS (60Hz) 1920*1080, Default settings and the following: MMU speed hack + ZTP hack + custom projection hack, Anti-Aliasing 4x, Anisotropic 1x, Everything works great. Been playing half the game and the only freezes are random when howling as a wolf (solved by saving state before howling and retrying several times). Small issue: Music volume is much higher than SFX salkinrawr
3.0-235 Windows 7 x64 Intel Core i5-2500K @ 3.3GHz NVIDIA GeForce GTX 560 Ti 30FPS almost all the time, will dip to 25 in Hyrule Field, dips to 20 in some intense combat scenes. Sound glitches fixed by using DSP LLE recompiler. Does not freeze at howling stones or howling at grass with MMU Speed Hack, which does not make FPS drop. Can use anti-aliasing with little impact on performance. Second dungeon completed with no game breaking issues so far. drhead
3.0-235 Mac OS X 10.7.3 Intel Core i5 @ 2.7GHz AMD Radeon HD 6770M Fully playable with constant 100% speed and 30FPS at 2.5x Native resolution. Swiftwinter
3.0-306 Windows 7 x64 AMD Phenom II X6 1090t @ 3.68GHz AMD Radeon HD 5850 30FPS almost all the time, occasionally dipping to 28-29 on busy scenes with very rare lows of 25. Hyrule field is 29-30. Froze once on howling stones but worked grand after a restart. Got as far as return to Ordon after kakariko, fully playable, no major graphical glitches. Used settings shown on this page and graphics are set as OpenGL, 2x native mode, 2x anti-aliasing, 1x anisotropic. No post-processing, OpenCL texture decoder set, cache display lists set, openmp texture decoder set. Tsukiko
3.0-369 Windows 7 x64 Intel Core i5-2500 @ 3.8GHz NVIDIA GeForce GTX 460 Running at mostly 30FPS, occasionally dipping down to around 27-28 in Hyrule Field. Using D3D9 at 1080p and on JITIL experimental recompiler, DSP HLE, 2x native internal resolution, 9x SSAA AA and 16x AF. EFB copies to RAM, disable External Frame Buffer, check Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder and Enable Progressive Scan. penguinswithpie
3.0-371 Windows 7 x64 AMD Phenom II x4 955 BE @ 3.2GHz AMD Radeon HD 6950 Runs between 27 and 30FPS. Some slowdowns here and there as well as a freeze once an hour or so. Game still freezes at howling stones. I have to use the MMU + MMUSpeedhack method to bypass this. Other than that, runs fine with ZTP Hack, 1x Native 9x SSAA x16 AF, Force Texture Filtering, Per-Pixel Lighting, EFB copies to ram, disable External Frame Buffer, Fast Mipmaps, Disable Per-Pixel Depth, OpenMP Texture Coder, Cache Display Lists, and the settings used in the problem section of this article. gtrhitman
3.0-371 Windows 7 x86 Intel Core i5-750 @ 2.67GHz NVIDIA GeForce GTX 460 Fully playable (and enjoyable!) with 27-31FPS, except I didn't fix the intro making garbage audio, but reloading a save did the trick for the rest of my play through so far. Rarely hear an unusual beeping noise in game, but nothing too annoying. Also, before configuring Dolphin accordingly, during the intro, both characters had body parts/clothing flashing bright yellow occasionally; no idea how i fixed it but it's gone. Using JIT Recompiler with D3Dlevel at 9, EFB copies RAM w/o Cache enabled. Texture Cache Accuracy is at Fast. EFB is at Virtual, else the output was very low-res. I also skip EFB Access from CPU and no glitches happened so far when enabled. Force Texture Filtering is enabled. Framelimit is at Auto and Limit by FPS is off. Audio Back-end is DSound with DTK music enabled. Overall, using most settings recommended for optimal results. MrBucket
3.0-371 Windows 7 x86 Intel Core i3-530 @ 2.93GHz NVIDIA GeForce GTX 550 Ti Roughly a constant 30FPS. There are slowdowns in big/busy areas, but so far the FPS never went below 20. Tested using D3D9 video back-end, 1920x1080 resolution, 3x native internal resolution, no AA, 16x AF, EFB copy to texture (My game always freezes when using EFB copy to RAM for some reason.), texture cache accuracy is fast, no XFB, and skip EFB access from CPU is on. ZTP speedhack is enabled, and I get 23-27FPS on Hyrule Field, with no slowdowns. I haven't experienced any issues with the audio. XAudio2 with DTK music enabled. Orang
3.0-458 Mac OS X 10.8 Intel Core i7 @ 2.6GHz NVIDIA GeForce GT 650M Works at 30FPS, 100% most of the time, only dropping slightly in Hyrule Field when it's fully open. However the dark character glitch is glaringly obvious in twilight zones and in the evening. Ac
3.0-458 Mac OS X 10.8 Intel Core i7 @ 2.6GHz Intel HD 4000 Force-swapping to integrated GPU almost works as well but slows down significantly in some parts of Hyrule Field. However all lighting glitches are gone. I don't know what to choose, faster speed or no graphical glitches. Ac
3.0-555 Windows 7 x64 Intel Core 2 Quad Q6600 @ 2.7GHz AMD Radeon HD 6850 Enabled Open CL Texture decoder, ~50% speedup, no glitches Me
3.0-636 Windows 7 x64 Intel Core i7-950 CPU @ 3.06GHz NVIDIA GeForce GTX 470 Fully Playable with average 95-100% lowest ever was 88%. zorga
3.0-637 Windows 7 x64 Intel Core i7-2600 CPU @ 3.4GHz AMD Radeon HD 6900 Slowed to 20% on moving screens using Direct3D9, but upon switching to OpenGL runs perfectly Mark
3.0-717 Windows 7 x64 Intel Core 2 Q9550 @3.5GHz ATI Radeon HD 4870 Fully playable but the music on HLE is not right (missing instruments). Not really noticeable unless you played on a real GC before. LLE has perfect music but on my system it works a bit slow. LLE on thread makes the game crash within a few seconds. Herpderpus
3.0-721 Windows 7 x64 Intel Core i3-370M @ 2.4GHz Intel HD Graphics Still testing. So far smooth gameplay through the beginning. Have not made it to Hyrule field yet but game runs around 90-100% with some minimal settings. Basic glitches include map and water on widescreen hack. Spock6742
3.0-735 Windows 7 x64 Intel Core i5-2500K @ 4.2GHz NVIDIA GeForce GTX 560 Ti Fully Playable 30FPS. The game will run fine on a nice (no bottlenecks) Core i5-2500K build on DSP HLE, checked in dolphin options as well as in the game options (accessed by right clicking it), but as far as my experience goes, DSP LLE requires a bit OC on the turbo boost. jtafurth
3.0-752 Windows 7 x64 Intel Core i7-950 @ 3.06GHz NVIDIA GeForce GTX 580 The mini-game inside "STAR Tent" (Castle-Town, West Road) cannot start, with the error msg:"BackPath: Currently only supporting reads". Version 3.0-692 is OK on that. Nos
3.0-766 Windows 7 x64 Intel Core 2 Quad Q6700 @ 3.01GHz AMD Radeon HD 4890 Overall runs well with 28-30FPS in most areas. Hyrule field slows down to between 15-20FPS, and a few other places (such as Hyrule castle town) are also slow, but so far completely playable. However, I have only been able to run it using DSP HLE - using LLE, performance is so poor the game is unplayable (and LLE on thread just makes it crash). As a result, audio volume levels vary wildly from what they're meant to be, and occasionally the sound glitches out completely, requiring a full restart of the game to fix - not regularly enough to be a really major problem though. Bob2004
3.0-774 Linux Debian Wheezy x86_64 Intel Core i7-2700 @ 3.4GHz NVIDIA GeForce GTX 550 Ti Runs well, fully playable at 30FPS and 100% speed. Only slight slowdown in Hyrule Field (slows to approx. 90% speed). The rest of the game runs well with no other problems. In a strange note, running with ZTP Hack disabled actually makes Hyrule Field faster (90% with it disabled as opposed to 60%-70% enabled). Zed
3.5 Windows 7 x64 AMD Phenom II x6 1100T @ 3.7GHz NVIDIA GeForce 660 Ti Works at 30FPS and 100% speed aside from the popular Hyrule Field slowdown. Playing on any SSAA setting and Anisotropic Filtering setting resulted in an extremely smooth experience with no problems at all. Rhyno
3.5 Windows 7 x64 AMD Phenom II x4 945 @ 3GHz NVIDIA GeForce GTX 650 Ti Full speed 30FPS slowdown only on Hyrule field to 22FPS (when overclock cpu to 3.3GHz getting 27FPS on Hyrule field) on other areas some minor slowdowns on busy scene 28 29FPS EFB copies to texture minimap works great for me no garbage with EFB to texture directx9 beckend audio HLE OpenMP and OpenCL texture decoder enabled, ticked scaled EFB copies disable per-pixel depth ignore format changes 1680x1050 res internal resolution 2.5X NATIVE AF 16x Mirocroatia
3.5 Windows 7 x64 AMD FX-6300 @ 3.5GHz NVIDIA GeForce GTX 650 Ti The game runs at full 30FPS most of the time. In heavy areas like Gerudo Desert the FPS can drop slightly to 27FPS when a lot is happening on the screen otherwise they run on 30FPS. The fully unlocked Hyrule Field drops to 18-20FPS (overclocking the CPU to 4.1GHz brings a slight boost of 2FPS to about 21 but isn't really worth it; ZTP hack is recommended, without it Hyrule Field runs at only 14 (!) FPS). EFB setting is set to Texture however there aren't any problems with the minimap or anywhere else in the game (unless you change the setting while the game is running). AA is turned off and AF is set to 1x. Otherwise completely playable. TowerTowel
3.5-329 Windows 7 x64 Intel Core i5-3570K NVIDIA GeForce 560Ti 448 I use LLE sound emulation because HLE fails to play some notes and instruments in music (not noticeable if you don't pay attention and don't know how the music sounds on a real GC). Even with ZTP Hack, there is a FPS drop in Hyrule field even on my system when the field is fully "unlocked" (tested with complete save). I haven't noticed any graphical glitch so far, except the one that happens if you use Widescreen Hack (weird distortion on the sides of the screen when there is water or other special effects displayed). Herpderpus
4.0 Windows 7 x64 Intel Core i5-3570K @ 3.6GHz AMD Radeon HD 7850 With ZTP Hack Enabled, and DirectX9 Backend, Runs Perfectly Caboose700
4.0 Windows 7 x64 Intel Core i7-4770K @ 3.5GHz AMD Radeon R9 270X Playable in nearly all parts of the game at full screen 1080p widescreen (not using the built-in widescreen hack), with 4x Internal Resolution, Anti-Aliasing off, 16x Anisotropic Filtering, EFB Copies set to RAM, Texture Cache accuracy set to Safe, and using the DSP LLE Recompiler to accurately emulate audio. The only main areas of slowdown are Gerudo Desert, (27-28FPS), Faron Woods (28-30FPS) and Hyrule Field (17-19FPS). When first exploring Hyrule Field, the game runs full speed, but by the end of the game (full field map explored) the framerate is dropped significantly. All of these framerates were achieved also while recording with Fraps for my Let's Play (http://youtu.be/H9VChIRI-vA?t=15s). There are a couple of freezes while recording in some of the episodes, but I'm pretty sure it's just my computer. ImAFutureGuitarHero
4.0.1 Windows 7 x64 Intel Core i5-3570K @ 4.4GHz NVIDIA GeForce GTX 460 OpenGL backend has performance issues but DirectX 11 runs fine. Bloom is not rendered correctly. Shadows render low resolution. Frame rate is not consistent. Game is playable but doesn't look very good. Heat effect is rendered blurry and low resolution. Kilobytez95
4.0.1 Windows 7 x64 Intel Core i5-2500K @ 3.3GHz NVIDIA GeForce GTX 560 Ti DirectX 11 performs better than OpenGL. HLE DSP has problems but LLE DSP causes slowdowns. Game is just playable (drops to 25FPS) with DirectX11 and LLE DSP. Dtech
4.0.2 Windows 7 x64 Intel Celeron G1610 @ 2.6GHz Intel HD Graphics I've been retrieving Epona. I couldn't get the minimap to work properly though. No other bug. Almost playable : 20FPS hivaoa
4.0.2 Windows 8.1 x64 Intel Core-i7 @ 3GHz NVIDIA GeForce GT 745m Not using the mipmap due to frame loss required to run it properly. As long as I make sure that I am running the game from my NVIDIA card and not my Intel card it is otherwise perfectly playable to 4xNative. Playable : 30FPS Lieko
4.0.2 Windows 7 x64 Intel Core-i5-4670K @ 3.8GHz NVIDIA GeForce GTX 760 Runs quite nicely, no lag as far I played, but make copies of your saves!! Sometimes while loadings, Dolphin crashes and the ENTIRE card goes corrupted. Widescreen hack also glitches graphical effects. Bloom effect goes buggy if you go above native resolution MagicrafT
4.0.2 Windows 7 x64 Intel Core-i5-3450 @ 3.1GHz NVIDIA GeForce GTS 450 Runs perfectly to up to 3x Standard Resolution on this mid-range computer. I have standard settings in Dolphin. There is just one performance issue I could report so far (being about the middle of the game): If you have the standard DSP on HLE, there won't be any lag in the game, but the music is louder than FX sounds, which sometimes can be annoying. If you use DSP LLE, the loudness of FX and music is reproduced like it should be, but I experienced alot of lag in almost any sequence and on fields around Hyrule - I don't have these issues on DSP HLE though. I run at 3x native resolution, setting it to 1x native doesn't change the lags in any way on DSP LLE. So I stayed with HLE. Heimdall
4.0.2 Windows 8.1 x64 Intel Core-i7 @ 2.1GHz Intel HD 4000 Is fully playable. Hyrule Field slowdown is severe, provided fix for later versions made it worse. xxxAceBlade
4.0.2 Windows 8.1 x86 AMD Athlon 64 X2 4200+ NVIDIA GeForce 6150 SE No playable ~6-8FPS Ticamus
4.0-2069 Windows 8.1 x64 Intel Core-i7 3770K @ 3.9GHz AMD Radeon HD 6970 Game runs smooth at 2.5X Res @ 4 AA and 16x AF, Must use EFB Copies to RAM with High Accuracy for Minimap to work. DSP LLE Recomp causes random crashes. Ralstig
4.0-4889 Windows 7 x64 Intel Core i7-4710 NVIDIA GeForce GTX 860M The game ran great all the way through to the end. Some slight audio imperfections in a handful of tracks because of HLE. The game was completed in 2x native resolution with everything else set to default. ANDY

Gameplay Videos[edit]