Difference between revisions of "Xenoblade Chronicles"

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(Stutter during battles: OpenGL still has stutters on my machine, and not just in battles, but anywhere. It's not even using all of my GPU or CPU (GPU at 49%, no CPU thread is at 100%))
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|gfxbackend = OpenGL
|gfxbackend = OpenGL
|gfxbackendnotes = Avoid stuttering
|gfxbackendnotes = May avoid stuttering
|gfxbackend = DirectX 9
|gfxbackendnotes = Compatible with HD Texture Pack, use only if OpenGL does not reduce stuttering
|efbcopy = RAM
|efbcopy = RAM
|efbcopynotes = Enable screenshot when saving/loading
|efbcopynotes = Enable screenshot when saving/loading

Revision as of 23:21, 30 November 2013

Xenoblade Chronicles
Xenoblade Chronicles Cover.jpg
Developer(s) Monolith Soft
Publisher(s) Nintendo
Platform(s) Wii
Release date(s) JP June 10, 2010
EU August 19, 2011
NA April 6, 2012
Genre(s) Action, Role-playing
Mode(s) Single-player
Input methods Wii Remote + Nunchuk, Classic Controller
Compatibility 4Stars4.pngEdit rating: Xenoblade Chronicles
GameIDs SX4J01, SX4P01, SX4E01
See also...

Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Xenoblade Chronicles, known in Japan as Xenoblade (ゼノブレイド, Zenobureido), is a console role-playing game published by Nintendo and developed by Monolith Soft for the Wii. With the Xeno series traditionally being a PlayStation exclusive, Xenoblade is the first of the 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.


30 FPS Patch for PAL

There is a patch to make the PAL version run at 30 FPS rather than its default 25 FPS. This makes gameplay smoother and matches the original JAP version's 30 FPS. Download the patch here. You may wish to back up your original .iso game image before applying the patch.

  • NOTE: You should only apply this patch if you can maintain a stable 25 FPS.

XBox 360 Button Icons

A texture pack has been made to allow the user to replace all Wii button icons in the game with XBox 360 icons. The pack contains one NTSC pack and three different PAL XBox 360 button icon types. A forum post with pictures on the Xenoblade Dolphin forum thread can be found here. The file can be downloaded here. Be sure to install whichever pack to your Dolphin install directory. Also, you MUST click "Load Custom Textures" under the "Advanced" tab of the "Graphics" configuration window.

HD Textures

See the HD Texture Project.


Missing screenshots when saving game

When saving/loading game, screenshots next to a save file will not show correctly. Set EFB Copies to RAM to fix this.

Stutter during battles

With D3D, the game stutters during battles or when entering a new area. OpenGL may not suffer from this problem, depending on your graphics card. It may resolve this problem.

  • In 4.0-314, a change was made to Dolphin that unified components of D3D and OpenGL. The unfortunate side effect of this was bringing the stuttering issues in D3D over into OpenGL. For this and other regressions, the change was undone in 4.0-330.

Minor audio pops

With both DSP HLE and DSP LLE, the audio will have minor pops throughout it, most noticibly in the music. It occurs in all audio backends and there is no way around it at this time. Fortunately it is very minor.

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 issue 6788. Fixed by r4.0--418.


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


Config Setting Notes
Video Back End DirectX 9 Compatible with HD Texture Pack, use only if OpenGL does not reduce stuttering

Version Compatibility

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

5.0-15586 (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.


This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r7714 Windows 7 x64 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
^r7414 Windows 7 x64 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 x64 build; Settings were JITIL Recompiler, Lock Threads to Cores, Disable Audio Throttle, XAudio2/48000Hz, have Creative X-Fi sound card Brumbek
^r7414 Windows 7 x64 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
^3.0 Windows 7 x64 AMD Phenom II x3 720 @ 3.5GHz nVidia GeForce GTX 460 PAL version tested; DX11 1080p (Auto x 640x528) with constant 25 FPS; 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
^3.0 Arch Linux x86_64 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
^3.0 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 30 FPS works great. Dantiston
r7714 Windows 7 x64 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
r7714 Windows Vista x64 Intel Core i5-750 @ 4GHz nVidia GeForce GTX 460 PAL version tested; Few cutscenes have crackling sound. X
r7719 Windows 7 x64 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
r7719 Windows 7 x64 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
r7719 Windows 7 x86 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 25 FPS but I was still not contented; Patched the ISO using the PPF-O-MATIC v3.0 to make the PAL version run up to 30 FPS; Taskkill(explorer.exe) using the ".bat" method; Used the Game Booster 3.0 by IObit; Now game runs surely from 22 to 30 FPS and most of the time with constant 25 FPS except when you reach Alcamoth where the environment gets heavy; You will hear crackling sounds when FPS goes below 20 or 23. Vehn Dreakk
3.0-201 Windows 7 x64 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
^3.0-72 HLE Hack Windows 7 x64 Intel Core i7-875k @ 2.93GHz ATI Radeon HD 5850 PAL patched to 30 FPS; 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
3.0-204 Windows 7 x64 Intel Core e6600 @ 3.15GHz ATI Radeon HD 5850 PAL patched to 30 FPS 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 30 FPS 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
3.0-363 Windows 7 x64 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
3.0-415 Windows 7 x64 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
3.0-590 Windows 8 CP x64 Intel Core i5-2500K @ 3.3GHz AMD Radeon HD 6950 PAL version tested; Perfect speed and sound with FPS limit by audio. //
3.0-710 Windows 7 x64 AMD Athlon II 250 @ 3.8GHz nVidia GeForce 9600GT PAL version tested; Perfect.
3.0-801 Windows 7 x64 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 20-30 FPS (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
3.0-845 Windows 7 x64 Intel Core i5-2500K @ 4GHz AMD Radeon HD 5770 PAL version with 60 VPS 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 issue 5781) Animus
3.5-305 Windows 7 x64 Intel Core i3-2350K @ 2.3GHz nVidia GeForce 410M Playable 20-25 FPS (PAL), the two problems mentioned are still valid (stuttering audio + image backup overview) Dratal
^3.5-269 Windows 7 x64 Intel Core i5-2400 @ 3.1GHz nVidia GeForce GTX 570 Butter. Constant 30 FPS, *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. quaestor
3.5-367 Windows 7 x64 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
3.5-2296 Windows 7 x64 Intel Core i5-3470 @ 3.3GHz nVidia GeForce 550 Ti Crash on star since around 3.5-600 version.Nothing helps. Zecht
4.0.1 Windows 7 x64 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 30 FPS constant except for occasional slowdowns (to 25 FPS) in fights when multiple enemies use special abilities. When overclocked to around 4.4/4.5Ghz, lag spikes go away (4.3 Ghz has half second 28 fps drops).

Gameplay Videos