Xenoblade Chronicles

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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, 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.

Emulation Information

"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 avoid this issue, you can simply set External Frame Buffer emulation to Virtual or 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.

Since 5.0-4869, this problem can be solved by enabling ubershaders. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-6461, Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.


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.

Texture Flickering

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.


HD Textures

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.

4:3 Support/Letterbox Removal

This game was designed for 16:9 only display resulting in black borders to be added on the top and bottom, but using the Gecko codes below will add support for the standard aspect ratio based on the Wii settings.


C2297740 00000002
806DBDC0 886301C8
60000000 00000000
C244A5DC 00000002
9862FFFF 3803FFFF
60000000 00000000
0444A5E4 38600001
C2350B14 00000004
8A22FFFF 2C110000
4182000C C0A2BEA8
48000008 C0A2BE24
60000000 00000000
C2350BB8 00000006
8A22FFFF 2C110000
40820020 8A220010
2C110001 40820014
C142BE24 3A200000
9A220010 48000008
C142BEA8 00000000
C247FEF0 00000002
3DC04320 91C20000
C3E20000 00000000
C2474A24 00000002
3DC04320 91C20000
C0220000 00000000
C2475FE4 00000002
3DC04320 91C20000
C0220000 00000000
C2485F14 00000002
3DC04320 91C20000
C0220000 00000000
C2485FB0 00000002
3DC04320 91C20000
C0220000 00000000
C2137ACC 00000002
C0C29840 3A200001
9A220010 00000000
C2137AD8 00000009
8A22FFFF 2C110000
40820010 3DC03FAA
61CEAAAB 48000008
3DC03F80 91C20000
C2220000 C0030000
EC110032 D0030000
C003000C EC110032
D003000C 38800001
60000000 00000000
C244E620 00000006
8A22FFFF 2C110000
4082000C 3DC03F40
48000008 3DC03F80
91C20000 C2220000
EC5E0072 EC5100B2
60000000 00000000


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


Config Setting Notes
Video Back End OpenGL Avoid Makna Forest texture flickering
Store EFB Copies to Texture Only Off Enable screenshot when saving/loading
Fast Depth Calculation Off Avoid Makna Forest texture flickering

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.

5.0-14197 (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
r7414 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
r7414 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
3.0 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
3.0 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
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 30FPS works great. Dantiston
3.0-72 HLE Hack 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
3.0-72 HLE Hack 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
r7714 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
r7714 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
r7714 Windows Vista Intel Core i5-750 @ 4GHz NVIDIA GeForce GTX 460 PAL version tested; Few cutscenes have crackling sound. X
r7719 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
r7719 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
r7719 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
3.0-201 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
3.0-204 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
3.0-363 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
3.0-415 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
3.0-590 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. //
3.0-710 Windows 7 AMD Athlon II 250 @ 3.8GHz NVIDIA GeForce 9600 GT PAL version tested; Perfect.
3.0-801 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
3.0-845 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 issue 5781) Animus
3.5-269 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
3.5-305 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
3.5-367 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
3.5-367 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
3.5-2296 Windows 7 Intel Core i5-3470 @ 3.3GHz NVIDIA GeForce 550 Ti Crash on star since around 3.5-600 version.Nothing helps. Zecht
4.0 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
4.0.1 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).
4.0.2 Windows 7 Intel Core i5-3570K NVIDIA GeForce GTX 650 Ti Minor lag only 4xIR/Used DX11 and Opengl Zcair
4.0.2 Windows 7 AMD APU A10-7700K AMD Radeon R7 Series Minor lag 2xIR/Opengl Zcair
4.0-1857 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
4.0-1963 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
4.0-1975 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
4.0-2227 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
4.0-2472 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
4.0-3400 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
4.0-3599 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
4.0-5565 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
4.0-5977 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
4.0-8010 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
4.0-8329 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
4.0-9102 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
5.0 Windows 8.1 AMD FX-8350 @ 4GHz NVIDIA GeForce GTX 970 PAL version was tested. Video backend was OpenGL. Great performance with V-Sync on, and little to no performance drops. However, when V-Sync is enabled, the "Loading Disc" message can take an abnormally long time. When V-Sync isn't on, this game suffers massive tearing on my rig. There are minor audio cracks and frame-drops with shaders. Otherwise, the game runs very well. rggbnnnnn
5.0-97 Windows 7 Intel Core i7-4790k @ 4.8GHz NVIDIA GeForce GTX Titan Black Enormous audio cracking, impossible to play with audio. Totaly cracking. I try all audio configuration. Sound stop cracking after 30 min. TheLie

Gameplay Videos