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|Release date(s)|| JP June 10, 2010|
EU August 19, 2011
NA April 6, 2012
|Input methods||Wii Remote + Nunchuk, Classic Controller|
|GameIDs||SX4E01, SX4P01, SX4J01|
Xenoblade Chronicles, known in Japan as Xenoblade (ゼノブレイド, Zenobureido), is a console role-playing game, and the first of the Xeno series to make it to a Nintendo console. Originally not intended to be released in North America, a massive fan movement called Operation Rainfall convinced Nintendo to publish it in more regions.
The game follows a young man named Shulk, who wields the titular Xenoblade – an energy blade called the Monado – against the Mechon in order to ultimately save the world. The game world is designed to give the feeling of freedom and scope to the player; the environment is massive and most of it is available for exploration right from the start. Xenoblade uses a real time battle system, allowing the player to control his movement and attacks at will while party members attack automatically.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
"Reading Disc" Screen Taking a Long Time
If Vsync is enabled and External Frame Buffer (XFB) emulation is disabled, the "Reading Disc" screen that is shown while the game is starting will take a long time to finish. This is because the game uses an uncapped framerate during that specific screen. To bypass this issue, you can simply disable Vsync in Dolphin.
Shader Compilation Stuttering
Xenoblade Chronicles is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Modern computers and mobile systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed directly. Shaders have to be generated though, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur.
Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time. Changing your GPU, updating your GPU drivers or updating Dolphin may invalidate the shader cache, requiring it to be rebuilt from scratch.
Missing Screenshots when Saving Game
When saving/loading game, screenshots next to a save file will not show correctly. Disable EFB Copies to Texture Only to fix this.
With D3D, the sky in Makna Forest is glitched, as the ocean texture from the above area is flickering through. Use OpenGL or disable Fast Depth Calculation to prevent this from happening.
Minor Audio Pops
With both DSP HLE and DSP LLE, the audio will have minor pops throughout it, most noticeably in the music. It occurs in all audio backends and there is no way around it at this time. Fortunately it is very minor.
60Hz Mode Not Working in PAL Version
Before, the PAL version always ran at 25FPS, even though it should run at 30FPS when the 60Hz mode is enabled.
The game may freeze randomly (you can play 2-3h without any problem or 30m then freeze). You can't move but the music continues to be played. On. However, this bug doesn't occur on so, theoretically, it was fixed.
OpenGL Missing Effects with "Auto" Internal Resolution
When using either "Auto (window size)" or "Auto (multiple of 640x528)", certain effects will be missing in OpenGL. Usually blur and desaturation effects, used in the opening cinematic, monado visions, and various combat actions. This can be corrected for by setting the Internal Resolution to an integer value (for example: 2x native). D3D is not affected. See . Fixed by .
See the HD Retexture Project. This project aims to get as many textures converted to HD as possible. There are also packs to replace the button icons with HD versions for the Wii Remote, Classic Controller, Xbox360, and PlayStation with HD tutorials that utilize these buttons. The texture pack has full support for all game disc versions.
Only configuration options for the best compatibility where they deviate from defaults are listed. A full list of options is available in the Config template's documentation.
|OpenGL||Avoid Makna Forest texture flickering|
|Off||Enable screenshot when saving/loading|
|Off||Avoid Makna Forest texture flickering|
The graph below charts the compatibility with Xenoblade Chronicles since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This game has been tested on the environments listed below:
|Windows 7||Intel Core i5-2500K @ 4.5GHz||NVIDIA GeForce GTX 480||PAL version tested; Perfect apart from very rare sound popping and crackling and very brief load stutter upon entering new areas; Used www.xtemu.com build; Settings were JITIL Recompiler, Lock Threads to Cores, Disable Audio Throttle, XAudio2/48000Hz, have Creative X-Fi sound card||Brumbek|
|Windows 7||Intel Core i5-520M @ 2.4GHz||NVIDIA GeForce GT 330M||PAL version tested; Very playable, sound is a bit choppy when in battles with a lot of enemies; Game runs between 75% and 100% speed. No crashes at approximately 4 hours of gameplay||Thunderbolt|
|Windows 7||AMD Phenom II x3 720 @ 3.5GHz||NVIDIA GeForce GTX 460||PAL version tested; DX11 1080p (Auto x 640x528) with constant 25FPS; Some rare sound crackling; Lock Threads to Cores, Load Native Mipmaps, EFB Scaled Copy, Copy EFB (Texture), Accurate Texture Cache (Safe), Disable Audio Throttle, HLE Dsound/48000Hz||Sergio-Miguel|
|Arch Linux||AMD Phenom X6 @ 3.3GHz||NVIDIA GeForce GTX 460||PAL version tested; Only problems were encountered with the sound, the rest of the game works perfect.||Istar Eldritch|
|Mac OS X 10.7.2 Lion||Intel Core i7 @ 2.93GHz||ATI Radeon HD 5750||PAL version tested; Both background music and cut scene voices crackle occasionally. Lots of tinkering with audio settings to reduce occurrence, e.g. using LLE, disabling audio throttle, etc. Patched to 30FPS works great.||Dantiston|
|Windows 7||Intel Core i7-875K @ 2.93GHz||ATI Radeon HD 5850||PAL patched to 30FPS; 40+ hours in the game. Only one very minor issue : the screenshot next to your save games doesn't appear correctly. Otherwise, as far as I can tell, graphics and audio are perfect. No crackling sound at all, which was the purpose of this HLE Hack build. FPS Limit off, JIT recompiler, lock threads to core, HLE, Enable audio throttle, DSound, Direct3D9.||Tech|
|Windows 7||Intel Core i5-3570K @ 4.2GHz||ATI Radeon HD R9 290||Nearly perfect; runs at a steady 30FPS while patched with the latest version of the HD Texture Pack (March 2014 as of this writing!) Only problems encountered was some problems regarding the HD textures (during the visions, it seems that the icon for the characters are a little squeezed and shifted to the left) and some very infrequent stutters. Great job! Using OpenGL render pipeline with the suggested settings for the HD texture pack.||theswweet|
|Windows 7||AMD Phenom x4 965 @ 3.6GHz||ATI Radeon HD 4870||PAL version tested; Doesn't have crackling sound! But have random hiccups and doesn't support custom texture; Settings were JIT Recompiler, ENABLE Audio Throttle,Set FPS Limit to 25,VBEAM ON,Block merging ON,Directsound/48000Hz,when ever cpu tries to up/down FPS limit and audio throttle fast correct it preventing any crackling sounds have Creative Audigy 2 ZS sound card||IcemanSR|
|Windows 7||Intel Core i5-2500K @ 3.3GHz||AMD Radeon HD 6870||PAL version; Beat the game, it's fully playable, I rarely got the sound distortion, but it resolves itself. The game gets pretty laggy in some battles towards the end of the game. Settings are: D3D9; No-AA (as it causes issues with the game); EFB copies: Virtual and RAM; OpenMP Texture Decoder; and HLE audio with Dsound back-end. JIT compiler.||Garteal|
|Windows Vista||Intel Core i5-750 @ 4GHz||NVIDIA GeForce GTX 460||PAL version tested; Few cutscenes have crackling sound.||X|
|Windows 7||Intel Core i5-2500K @ 3.3GHz||NVIDIA GeForce GTX 580||PAL version tested; Plays nearly perfect. Lightning issues with DX11, plays fine with D3D9. Sound distortion occasionally presents with LLE, restarting the game corrects the issue. Use same general settings as Brumbek.||Wolfi|
|Windows 7||Intel Core i7-920 @ 3.2GHz||NVIDIA GeForce GTX 560 Ti||PAL version tested; Plays nearly perfect. Sound distortion is still present and prominent during battles. Happens occasionally during cutscenes. Turning on DSP LLE may or may not fix issue. Use same general settings as Brumbek.||Getz2oo3|
|Windows 7||Intel Core i5-480M @ 2.67GHz||NVIDIA GeForce GT 540M||PAL version tested; Here's my settings: Enable Audio Throttle, JIT Recompiler, Uncheck Lock Threads to Cores, DSP HLE Emulation, DSound(48000Hz), Backend(Direct3D9), Anti-Aliasing(None), Anisotropic Filtering(1x), Uncheck Disable at EFB Copies, Uncheck RAM at EFB Copies, Check Disable at External Frame Buffer, and Check OpenMP Texture Decoder; Now game runs fine from 20 to 25FPS but I was still not contented; Patched the ISO using the PPF-O-MATIC v3.0 to make the PAL version run up to 30FPS; Taskkill(explorer.exe) using the ".bat" method; Used the Game Booster 3.0 by IObit; Now game runs surely from 22 to 30FPS and most of the time with constant 25FPS except when you reach Alcamoth where the environment gets heavy; You will hear crackling sounds when FPS goes below 20 or 23.||Vehn Dreakk|
|Windows 7||Intel Core i7-920 @ 3.8GHz||ATI Radeon HD 5850||PAL version tested; Had some issues with the sound at first using English dialogue, but for some reason this did not occur when setting it to Japanese in the Game Options. It did not always occur however. Other than that the game runs flawless so far.||xRyudo|
|Windows 7||Intel Core e6600 @ 3.15GHz||ATI Radeon HD 5850||PAL patched to 30FPS both tried fully; 9+ hours in the game. So, with 3GHz I generally had no overhead and every big situation could lead to crackling despite HLE Hack or LLE DSP, LLE DSP fared generally a lot more well, when I overclocked to 3.15GHz I had an overhead of about 20% which is nice, this could also because I had far lower memory timings 700MHz @3.15 with 5/5/5/13 (could lower even more, but tends to be more unstable, T2, could imagine T1 gives another speedup but is often very unstable with picky programs) with 3GHz I had 888MHz at 6/6/7/20 and with 2.4GHz I either use 800 or 1066MHz at respective settings. IdleSkipping ON, accurate Vbeam emulation ON (this one helped a lot) also OpenGL gives the best results for me with the least fuck ups and most accurate results, LLE is locked to core, also I assume that with a dual core clocked less than 3GHz you should disable Sound all together if your rig doesn't give you good results, this will also result in a big speedup, for me e6600 @ 3GHz wasn't playable with stable best looking settings and memory management but I still have to try out very low memory timings on less FSB, it could be viable because an increase of 150MHz from 3000 to 3150 shouldn't let me jump from 76/84/96-98% to an even 98-100% (114/126/140 without framelimit/throttle) in big locations or with dozens of monsters. Also patching the PAL version to 30FPS doesn't seem to have a negative FPS impact whatsoever. Also don't cache display lists as it's sometimes needed, EFB copies are needed for caves and other locations (you can disable it safely and only have minor glitches, like no head but hair etcpp)||SunnySalvadore|
|Windows 7||Intel Core i7 @ 3.07GHz||NVIDIA GeForce GTX 570||PAL patched to 30FPS. Runs PERFECTLY at fullspeed 99.5% of the time, some really short(<1sec) slowdowns when too many effects on screen. No sound bug/crackle using HLE on vlakipn build (using XAudio2). EFB to texture break save file thumbnail, set EFB to RAM to fix it but it's slower. SETTINGS : OpenGL back-end, NativeRes x4, AF x16, no AA, Scaled EFB to texture, safest texture cache, per pixel lighting enabled, forced texture filtering, OpenMP enabled, XFB disabled. Be careful not to let the controller disconnect, or you might be unable to reconnect it without closing! (Tested with X360 Wireless)||Skullbot|
|Windows 7||AMD Phenom X4 965 @ 3.6GHz||ATI Radeon HD 4870||PAL version tested; Sound works perfect! No hangups or slowdowns; Settings were JIT Recompiler,LLE Recompiler,Set FPS Limit to 25,VBEAM ON,Block merging ON,Directsound/48000Hz,It crashes when emulator is left unattended for 5-6 min's (when gamepad goes in afk mod),So save game before leaving it!Have Creative Audigy 2 ZS sound card.||IcemanSR|
|Windows 8 CP||Intel Core i5-2500K @ 3.3GHz||AMD Radeon HD 6950||PAL version tested; Perfect speed and sound with FPS limit by audio.||//|
|Windows 7||AMD Athlon II 250 @ 3.8GHz||NVIDIA GeForce 9600 GT||PAL version tested; Perfect.|
|Windows 7||Intel Core i5-3570K @ 4.7||NVIDIA GeForce GTX 670||NTSC Version Tested. After many attempts at trying to find ideal settings, I've found the best I can at the moment. Using Enable Dual Core, Enable Idle Skipping, Limiter set to "Audio", JIT Recompiler, Threads locked to cores, DSP LLE, DSP LLE on thread, xAudio2/48000hz. Using the OpenGl backend at 1440p, 4x Native, 8xQ CSAA, 16x Anisotropic Filtering, "Scaled EFB Copy" Checked, "Per-pixel Lighting" Checked, EFB Copies set to "Texture", Texture cache set to the Safest, "External Frame Buffer" Disabled, "Per-Pixel Depth" Checked, "OpenCL Texture Decoder" Checked, "OpenMP Texture Decoder" Checked. Using the Xbox 360 Button replacement scheme via "Load Custom Textures" under advanced. Now the big thing that was keeping my performance held back was enabling Accurate VBeam emulation. With those set to the game defaults instead, the game went from 20-30FPS (stuttering) to almost 30 constant. The first battle upon loading the game will have a framerate dip as the attacks as fired off, but it's smooth sailing for the most part after. Still not perfect, but it's hard to notice if the FPS meter isn't on. After maybe 3 hours of play in one sitting, the audio can become garbled and requires a restart of the emulator. Otherwise, even if the framerate drops, the audio just keeps on going perfectly. It's only happened once; I will update this page if it occurs again. (Even with 16xQ CSAA, the game runs at 30. I just can't notice the jump so I leave it at 8xQ. This game needs a more powerful CPU to be 30 constant at absolutely all times, unless there is a setting I've overlooked.) :D||Blitzxgene|
|Windows 7||Intel Core i5-2500K @ 4GHz||AMD Radeon HD 5770||PAL version with 60VPS patch and HLE Patch applied. Used DX9, 4x resolution, no AA, 16 AF, EFB copies to Texture. Fullspeed. No graphical issues except: 1. Flickering on very distant objects 2. Weird bloom scaling/ghosting on high internal resolutions (see )||Animus|
|Windows 7||Intel Core i5-2400 @ 3.1GHz||NVIDIA GeForce GTX 570||Butter. Constant 30FPS, *except* for barely noticable pauses when entering new areas (texture access slowdown) . No audio problems. Game config: check Enable Dual Core, uncheck Enable Idle Skipping, check Accurate VBeam, uncheck DSP HLE emulation. General config: Enable Dual Core, Framelimit - Audio, JIT Recompiler. Audio: DSP LLE recompiler, DSP LLE on Thread, XAudio. Graphics: D3D9, Fullscreen, Auto Aspect Ratio, 4x Native, 16x AI Filtering, Scaled EFB Copy, Ignore Format Changes, EFB Copies - RAM - Enable Cache, EFB On - Virtual. Anything not specifically listed is unchecked/turned off||Herpderpus|
|Windows 7||Intel Core i3-2350M @ 2.3GHz||NVIDIA GeForce 410M||Playable 20-25FPS (PAL), the two problems mentioned are still valid (stuttering audio + image backup overview)||Dratal|
|Windows 7||Intel Core i5-3570K @ 3.4GHz||NVIDIA GeForce 560 Ti 448||Played a few hours with NTSC version, works fine, audio is perfect with LLE and I have no slowdowns on my system without any advanced tweaking. HD textures and button textures work fine for me (remember to enable "load custom textures" in the video plugin).||Herpderpus|
|Windows 7||AMD FX-6300 @ 4GHz||AMD Radeon HD 7870||Played for about 20 hours. Fully playable so far with FPS dipping from 30 to around 25 in bigger battles. No sound problems with HLE. GameConfig: Enable Dual Core: Check Enable Idle Skipping: Uncheck, Accurate vBeam: Check. General Config: Enable Dual Core: Check, Enable Idle Skipping: Uncheck Framelimiter: Audio, JIT Recompiler. Audio: HLE Emulation. Graphics: D3D9, Fullscreen, 2x Native, 4xSSAA, 4xAF, Scaled EFB: check, Ignore Format Changes: Check, EFB copies: Texture (Fast), EFB: Virtual.||Kalitsu|
|Windows 7||Intel Core i5-3470 @ 3.3GHz||NVIDIA GeForce 550 Ti||Crash on star since around 3.5-600 version.Nothing helps.||Zecht|
|Windows 7||Intel Core i5-4670||NVIDIA GeForce GTX 670||PAL version tested; slight sound issues (crackling every now and then, very minor), so far (2 hours into the game) no other issues - rocksolid 30FPS/60 VFPS at 2560x1600 with 4x Internal Resolution; JIT Recompiler, OpenGL, no AA, 1xAF||Morisson|
|Windows 7||Intel Core i7-2600K @ 3.4GHz||AMD Radeon HD 6800||NTSC version. After a good amount of testing with graphical options, found that DX9 and DX11 are the best choices. DX11 does not support HD Texture patch, and OpenGL does not work properly with the GPU (all kinds of graphical corruption). Set anti-aliasing to none and filtering to 1x, then in your graphics driver control panel, tell it to override application settings with 24xSSAA and 16xAF. DX11 is surprisingly faster than DX9 without the HD Textures. Generally 30FPS constant except for occasional slowdowns (to 25FPS) in fights when multiple enemies use special abilities. When overclocked to around 4.4/4.5GHz, lag spikes go away (4.3GHz has half second 28FPS drops).||184.108.40.206|
|Windows 7||Intel Core i5-3570K||NVIDIA GeForce GTX 650 Ti||Minor lag only 4xIR/Used DX11 and Opengl||Zcair|
|Windows 7||AMD APU A10-7700K||AMD Radeon R7 Series||Minor lag 2xIR/Opengl||Zcair|
|Windows 8||Intel Core i7-2600K @ 4.3GHz||NVIDIA GeForce GTX 680||Best it's ever played. Seems to maintain full frame rate with zero audio lag or skipping using HLE. Game config: Mostly Dolphin defaults, with 'VBeam speed hack' and 'Enable block merging' checked. Using the DirectX backend, 1440p full screen resolution, 3x native, 2xAA. Works equally well with high resolution texture pack, as long as texture cache accuracy is set to 'Fast'.||Damaniel|
|Windows 8.1||AMD FX 8320 @ 3.75GHz||AMD Radeon HD 7770||Perfect at constant 30FPS with PAL patched version. Perfect HLE Audio. DX backend + VBeam hack + 2x native + HD Texture pack + Game on a SSD. Only 30% CPU usage even in larger areas.||NecroSare|
|Windows 8.1||Intel Core i5-750 @ 3.2GHz||NVIDIA GeForce GTX 770||Running flawlessly with minimal adjustments. Internal Resolution 2.5x, 8 Sample Anti-Aliasing. 16x Anisotropic Filter. No other tweaks made - Audio is fluid with zero stuttering and frame rate is rock solid.||Getz2oo3|
|Windows 8.1||AMD Phenom II 1090T @ 3.7GHz||AMD Radeon 6850||Running well some slow down in battle. Internal Resolution 3x, No Anti-Aliasing. 8x Anisotropic Filter. Disabled Enable Idle Skipping, HLE Audio and Frame Limit = Audio, Game Setting VBEAM Hack. this stopped any audio stuttering during battles.||Damo|
|Mac OS X 10.9.4||Intel Core i7-920 @ 2.6GHz||NVIDIA GeForce GTX 770||Runs great in full screen. 4x Native, 4x AA, 1x AF, with HD texture. Other settings default. In windowed mode frame rate drops some during some battle parts, usually first time flashy animation since the emulation start.||Douten|
|Windows 8.1||Intel Core i7-4710HQ @ 2.5GHz||Intel HD Graphics 4600||System is a Lenovo Y50 gaming laptop. Runs at 30FPS continuously, but only at 1x native (increasing to 2x native drops frame rate to the low 20s). Using standard Dolphin settings across the board, 1920x1080 fullscreen resolution, Direct3D backend (OpenGL backend works equivalently well). There are stutter/lag issues when entering menus or viewing tutorial panels when running from the internal (non-SSD) hard drive; running the image from a USB 3.0 flash drive eliminates these entirely.||Damaniel|
|Windows 8.1||Intel Core i7-4810MQ||NVIDIA GeForce GTX 860M||Runs at an unchanging 30FPS, even at 4x native with 4xAA and 16xAF. Small stutters present when in DX11 backend, however.||WulfyStylez|
|Windows 8.1||Intel Core i5-3570K||NVIDIA GeForce GTX 670||Runs at 30FPS, 2.5x native, with 8xAA. Small stutters present when exiting character menu (only happens when exiting this menu) other than that VERY rare stutters with D3D||KibosJ|
|Windows 8.1||Intel Core i5-4670K @ 4.4GHz||NVIDIA GeForce GTX 970||Using the PAL Version with the 30FPS Patch. Constant 30FPS even with the HD Texture Pack and in heavy battles. Running at 4x Native, 2x AA, and 16x AF,and with EFB to RAM at 1080p Fullscreen. Using the OGL backend, I experience very rare stutters but usually at the start of booting the game.||telebucky|
|Windows 8.1||Intel Core i7-3635QM @ 2.4GHz||AMD Radeon R9 270X||NTSC version. Runs perfectly fine in D3D, never dropped a frame below solid 30 on 4x native, v-sync on and with the HD pack installed. OpenGL however is constantly stuttering, whenever the game is loading new areas/textures. I've experienced two seemingly random slowdowns with halved FPS. One during a bossfight and one in the field. In both cases, simply restarting the emulator fixed the issue, and the parts could be played without experiencing the issue again. Besides that, the sky texture in Makna forest glitched out. Switching to OpenGL fixed the flickering, but due to the poor performance, D3D was preferable to me in this case. Other than that, no issues, glitches, missing effects or slowdowns whatsoever.||Calorie_Mate|
|Windows 8.1||Intel Xeon X5690 @ 3.6GHz x2||NVIDIA GeForce GTX Titan X||PAL version. Additional hardware details: 2x 512GB Samsung 850 Pro in RAID 0 on an LSI 9361-8i yielding 1200MBps read/write. 3-4 months ago I tested with a single SSD and I still had the shader stuttering with identical settings as this version. Now I have absolutely no stuttering, slowdowns, or performance hiccups of any kind, the game plays like it does on the console. I used D3D. 3x Native, and 4x SSAA, anything higher seemed like overkill for a huge performance hit. The only other thing I noticed compared to my previous test, is that the initial "Reading Disc..." is displayed for 30-90 seconds instead of instantly disappearing. I should note that these 2 CPUs do not support AVX, and OpenGL was still stuttery with identical settings.||HakanaiSeishin|
|Windows 10||Intel Core i5-3570k @ 4.2GHz||NVIDIA GeForce GTX 970||US NTSC version. Additional hardware details: The game is located on a SSD. Emulator is running using the new DX12 API with 6x native resolution and default settings. Copy to texture disabled and fast transfer disc rate enabled. DX12 paired with a single SSD do solve the majority of the stutter caused by shader compiling. There are no tearing with vsync off in this release. Exclusive fullscreen may be broken for DX12.||Tamodolo|
- Xenoblade JP HD Gameplay 1B (Dolphin Emulator @ 720p)
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- Xenoblade PAL HD Intro (Dolphin Emulator @ 1080p)
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- Xenoblade PAL HD - A protective mother (Dolphin Emulator @ 720p)
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