Super Mario Galaxy 2 Wii U Iso Download Pc. The graph below charts the compatibility with Super Mario Galaxy 2 since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred. Dell2micro mmd/sd controller driver windows 7. Rapidly scanning for out of date drivers, and rapidly obtaining and installing every single. Super Mario Galaxy 2 is a platforming video games for the Nintendo WII.This game developed by Nintendo EAD Tokyo and published by Nintendo. Screenshots: Super Mario Galaxy 2 ISO WII Info: Release Date: May 23, 2010. The Dolphin Emulator compatibility list contains all the games we tested, sorted by how well they work on the emulator. In order to use this Super Mario Galaxy 2 ROM you will need to download a Nintendo Wii emulator. There are emulators for different platforms like Windows, Android, iOS and Mac OS X. The ROM contains the video game files of Super Mario Galaxy 2 and the emulator acts as the game console. To be able to play you must introduce the downloaded ROM in.
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Super Mario Galaxy 2 | |
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Developer(s) | Nintendo EAD Tokyo |
Publisher(s) | Nintendo |
Series | Super Mario Bros, Super Mario Galaxy |
Platform(s) | Wii |
Release date(s) | NA May 23, 2010 JP May 27, 2010 EU June 11, 2010 AUS June 30, 2010 TW December 4, 2010 KO January 20, 2011 |
Genre(s) | Platform |
Mode(s) | Single-player, Co-op (2) |
Input methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
GameIDs | SB4W01, SB4J01, SB4P01, SB4E01, SB4K01 |
See also. | Dolphin Forum thread Search Google |
Super Mario Galaxy 2 is a platforming video game developed by Nintendo for the Wii. It was first announced at E3 2009, and is the sequel to Super Mario Galaxy. It was released in North America on May 23, 2010. The game's levels are galaxies filled with minor planets and worlds. While its gameplay is based on that of its predecessor, the game was updated with gravity effects and new power-ups. It is the fourth original 3D platformer in the Mario series, after Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy.
May 31, 2015 - Super Mario Galaxy Wii U file size (Wii download). For those that are curious, Super Mario Galaxy 2 was about 1.6 GB. For Wii U on the Wii U, a GameFAQs message board topic titled 'super mario galaxy 2 wii u download'. Since its literally a Wii ISO running on your WiiU, it's the exact same requirements as when SMG2 launched several.
The Wii language setting must match an acceptable language for the region of this title being played: Japanese for SB4J; Korean for SB4K; English, Spanish or French for SB4E; English, French, German, Italian, or Spanish for SB4P; and Traditional Chinese for SB4W. Due to region checking built into the game, if an unacceptable language is set emulation hangs.
The Wii Remote slows down when collecting starbits. To remedy this, go to Dolphin Controller Configuration Window and disable (untick) Enable Speaker Data and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time. It's a problem bound to PC hardware and driver, you can also try Bluetooth Passthrough.
Boss roar effects are not visible. See issue 8327.
In D3D12 the red circle around edible items sometimes doesn't appear. Using a savestate and restarting the emulation fixes it temporarily. Fixed by the removal of the D3D12 backend in 5.0-3774.
Project was almost complete but now seems to be abandoned.
Bloom effects do not render correctly with Internal Resolution (IR) > 1.
Using IR > 1x causes fog to be rendered at inappropriate depths. Native internal resolution must be used to avoid this. This can be seen on the save select screen, the ship post the first level, and other areas. Refer issue 9712. Fixed by 5.0-5745, see the Oct 2017 Progress Report for details.
Only configuration options for the best compatibility where they deviate from defaults are listed.
Config | Setting | Notes |
---|---|---|
Anti-Aliasing | SSAA or None | MSAA creates graphical issues in the skybox |
Skip EFB Access from CPU | Off | Required to use Wii Remote in-game (e.g. collect starbits) |
The graph below charts the compatibility with Super Mario Galaxy 2 since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Dell2micro mmd/sd controller driver windows 7. Rapidly scanning for out of date drivers, and rapidly obtaining and installing every single driver at its proper position are features generally shared by every commercial driver scanners accessible via the internet. In the event that your hard drive has already started to display the side effects of a substandard driver (O2Micro Integrated MMC/SD controller is just one example of an vital driver which could be at the root of this), you should take urgent measures to repair your event. Though O2Micro Integrated MMC/SD controller can be necessary for your computers balanced functioning, it's in no way the sole driver your computer is dependent on. Its necessary to be aware that out-of-date drivers effect not just the devices they are accountable for, but in addition additional devices plus the functioning of your networks or os.
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS Version | CPU | GPU | Result | Tester |
Ishiiruka-427 | Windows 8.1 | Intel Core i7-4790k @ 4.4GHz | NVIDIA GeForce GTX 760 | Super Mario Galaxy 2 @ 60FPS | boooi |
r6569 | Windows 7 | AMD Phenom II x4 @ 3.7GHz | ATI Radeon HD 5770 | Super Mario Galaxy 2 on Dolphin (Wii and GameCube emulator) | pipdjs |
r7310 | Windows 7 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 5450 | Perfect with DX11 Plug-in faster than DX9 in this game, 25~50FPS, disable EFB access increase performance but you're unable to use the star pointer, disable native resolution and EFB scaled copy increase performance | Markon89 |
r7411 | Windows 7 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 3650 | Perfect,30~60VPS | |
r7489 | Windows 7 | Intel Pentium E8400 @ 3.6GHz | NVIDIA GeForce 8800 GT | Perfect with DX9,30-60FPS | LynxOfTime |
r7504 | Windows 7 | Intel Core i3 @ 3.07GHz | NVIDIA GeForce 9500 GT | Perfect in most areas 40-60FPS | |
r7533 | Windows 7 | AMD Athlon 64 X2 3000+ @ 2GHz | NVIDIA GeForce 560 Ti | Visually fine, 50% speed on D3D9 with fog off | Hasney |
r7612 | Windows 7 | Intel Core i7-2600K @ 4GHz | NVIDIA GeForce GTX 570 | Perfect with DX11, 55-60FPS [1080p], Vsync enabled, EFB access enabled, XFB enabled | |
r7671 | Windows 7 | Intel Core i7-930 @ 4GHz | NVIDIA GeForce GTX 470 | Perfect in most areas while using DX11, 50-60FPS, 720p, Vsync enabled, EFB access enabled, 2x Internal Resolution, 16x Anisotropic Filtering, music stops after a few minutes while using DSP HLE, game stutters while using DSP LLE. Anti Aliasing of any kind causes shadows and outlines to not be rendered properly. World 3 is slower than other worlds. | |
3.0-71 | Windows 7 | AMD Phenom II X4 970 @ 3.9GHz | AMD Radeon HD 6870 | DX11, full 1080p (internal res: auto, 1080p at fullscreen), FPS usually at fullspeed, rarely go under 50FPS. Almost perfect emulation, game crashed randomly sometime | Lucario |
r7695 | Windows 7 | Intel Core 2 Quad Q6600 @3.2GHz | NVIDIA GeForce 9600 GT | Playable 50-60FPS on DX9 at 1920x1200, no AA or Anisotropic, internal res. at 2x, DSP-HLE, 40FPS in DSP-LLE (needed for Grand level stars) | alfrix |
3.0-194 | Windows 7 | AMD FX 8120 @ 3.1GHz | AMD Radeon HD 6950 | Playable stable 60FPS at 720p internal resolution. Though CPU speed varies between 60% and 100%(In the most levels its 90%-100%, but in some the speed is about 60%-70% which leads to lagging). At GrandStar-Levels it just worked with DSP-LLE plugin and not with DSP-HLE and XAudio2 back-end. But with DSP-LLE the music lags extremely, that's why I play it with the DSP-HLE plugin unless I'm at GrandStar level. | RnBandCrunk |
3.0-204 | Windows 7 | Intel Core i7-860 @ 1.2GHz | NVIDIA GeForce GT 210 | Playable stable 10FPS at 800x600 internal res at 1.5x no AA or Anisotropic | SXPanda |
3.0-600 | Windows 7 | Intel Core i5-2400 | NVIDIA GeForce GTX 460 | Playable mostly 60FPS with drops to low 50 (minimum 83% game speed) at 1080p internal res at auto no AA LLE sound with vbeam on and idle skipping off to make sound smooth when game drop to 50FPS. | rpglord |
3.0-750 | Ubuntu 12.04.1 | Intel Core i5-3570K @ 4.6GHz | AMD Radeon HD 7850 | Framerate usually block to 30FPS Max with and without filter, upscaling Max and other options it's exactly the same, 30FPS Max, it's very slow, sometimes the game play fullspeed few minutes =( , other game run fullspeed without problem. Maybe because 'Framebuffer errors affect many configurations when using OpenGL' ? Please fix it ! =D | tikilou |
3.0-787 | Windows 7 | Intel Core i5-2540M @ 2.5GHz | NVIDIA GeForce 635M | Smooth 60FPS playing at 1080p with internal resolution set to 2x, with occasional drops during sequences where Mario flies between planets and high action shots, but generally it stays above 55FPS. Skipping destination alpha pass caused graphical issues, but all other hacks didn't seem to impede visual quality. | SXPanda |
3.5-1363 | Windows 7 | Intel Core i7-2600K @ 4.6GHz | NVIDIA GeForce GTX 590 | Solid 60FPS playing @ 1080p, Auto (Window Size), 4x AA & 16x AF; DX11, Scaled EFB Copy, Disable Fog, Per-Pixel Lighting enabled; Skip EFB access unchecked, EFB Copies -> Texture, Texture Cache -> Fast, all 'other' checked (except Disable Destination Alpha); DSP HLE XAudio2 | Xizer |
3.5-1561 | Windows 8 | Intel Core i5-3570K @ 4.3GHz | NVIDIA GeForce GTX 670 OC | 60FPS, plays like butter at 2560x1440px, 4x internal resolution, 4x AA, 16x AF, HLE XAudio2. For Grand Star levels (LLE required), it'll go down to as low as 75% speed, easily fixed by going DX9 and no AA. Also, game is playable with a Dualshock 3 controller with the right mapping. | |
4.0.2 | Windows 7 | Intel Core i5-3570K | NVIDIA GeForce GTX 560 Ti | Constant 60FPS and perfect audio in 1080p (with 4x internal res). Use DX9, LLE audio, LLE on thread, Vbeam Speed Hack. | Herpderpus |
4.0.2 | Windows 7 | Intel Core i7-4770K @ 4GHz | NVIDIA GeForce GTX 770 | 60FPS and no audio stutter. OpenGL, 1080p (4x Internal) 8xAA, AFx16. Scaled EFB Copy, Force Texture Filtering, Disable Fog, Per-Pixel Lighting. EFB to Texture, Texture Cache to Fast. Other Hacks: Cache Display List, OpenCL Texture Decoder, Fast Depth Calculation, OpenMP Texture Decoder, Vertex Streaming Hack.DPS LLE Recompiler, DPSLLE on Separate Thread, XAudio2 | Mortimer |
4.0.2 | Windows 7 | Intel Core i5-650 @ 3.2GHz | NVIDIA GeForce GTX 560 Ti | 60 - 70FPS DX9 1080p (4x Internal res), No AA and AF at 16x. Scaled EFB copy and Per-Pixel Lighting both checked. | CaptainSunshine |
4.0-1369 | Windows 7 | Intel Core i5-2500K @ 4.5GHz | NVIDIA GeForce GTX 670 | 60FPS all the time with no dips and no sound issues (just volume variation sometimes) using the New DSPHLE plugin introduced in revision 4.0-1300. Finished the game using OpenGL backend with IRx2.5 16xAF and FXAA. No hangs at all. Only a minor graphic bug: the screen goes a bit darker in some scenes when a Boss get's pissed off and expels smoke through his nose or just get furious, but it gets back to normal right after. Here is a video showing the game running with the new HLE plugin. https://www.youtube.com/watch?v=M_3i9j7jiPo | Cole Roddy |
4.0-1603 | Windows 7 | Intel Core i7-3610M @ 2.3GHz | NVIDIA GeForce 650m | 60FPS all the time with almost no dips and no sound issues (sometime slow but playable). Super Mario Galaxy 2 was almost unplayable on this laptop Asus N56VZ until this Dolphin release. | Xellos |
5.0-rc-34 | SteamOS 2.60 | Intel Core i3-4170 @ 3.7GHz | NVIDIA GeForce GTX 750 Ti | OGL, 3x IR, no other enhancements, PAL50, DSP LLE. Runs full speed without slowing down even once. Missing boss motion blur is the only glitch. Use LLE audio or the borked audio levels will detract from the experience. | monojin |
5.0-97 | Windows 7 | Intel Core i7-4790K @ 4.8GHz | NVIDIA GeForce GTX Titan Black | DX11, 60FPS all the time, 5x native resolution, 8xSSAA, AF 16x, Scaled EFB Copy, Per-Pixel Lightning, Custom Full HD texture, HLE XAudio2, Pal 60, Xbox One controller. No graphic bug, sound like original version on Wii, no slowing down, motion blur for boss is missing. no other glitch found. | TheLie |
|
Progress Continues We've already had 13225 updates since Dolphin 5.0. Keep up with Dolphin's continuing progress through the Dolphin Blog: October and November 2020 Progress Report. |
The Dolphin Emulator Wiki needs your help! Dolphin can play thousands of games, and changes are happening all the time. Help us keep up! Join in and help us make this the best resource for Dolphin. |
Super Mario Galaxy | |
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Developer(s) | Nintendo EAD Tokyo |
Publisher(s) | Nintendo |
Series | Super Mario Bros, Super Mario Galaxy |
Platform(s) | Wii |
Release date(s) | JP November 1, 2007 NA November 12, 2007 EU November 16, 2007 AUS November 29, 2007 RU KO September 4, 2008 |
Genre(s) | Platform |
Mode(s) | Single-player, Co-op (2) |
Input methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
GameIDs | RMGP01, RMGK01, RMGJ01, RMGE01, RMGR01, RMGC01 |
See also.. | Dolphin Forum thread |
Super Mario Galaxy is a 3D platform game developed and published by Nintendo for the Wii. It is the third 3D platformer in the Mario series, after Super Mario 64 and Super Mario Sunshine. A sequel, Super Mario Galaxy 2, was released in 2010. The game follows the protagonist, Mario, on a quest to rescue Princess Peach from the game's primary antagonist, Bowser. Levels are galaxies filled with minor planets and worlds, while gameplay is updated with gravity effects and new power-ups. Super Mario Galaxy was first shown at E3 2006 and enjoyed a high level of pre-release awareness. The game has been hailed by several gaming websites as one of the best video games of all time.
Super Mario Galaxy might not start unless the Wii language setting is set to a value matching the region of the game. With Dolphin 5.0-10866 or newer, the language setting will automatically match the region of the game, and there is a new setting (Options > Configuration > General > Allow Mismatched Region Settings) used for optionally disabling this behavior. On older versions of Dolphin (or if Mismatched Region Settings is turned on), you may need to change the Wii language setting manually (Options > Configuration > Wii > System Language) and choose a compatible language by region:
Certain materials that reflect Mario have inverted reflections, refer issue 3106. This issue actually also exists on real hardware, so it's not an emulator bug.
Wii Remote slows down when collecting starbits. To remedy this, go to Dolphin Controller Configuration Window and disable (untick) Enable Speaker Data and this will mute the Wii Remote speaker, fixing the starbit slowdown problem. Seems like it might have something to do with the computer's Bluetooth dongle not granting enough bandwidth for the Wii Remote to receive the sounds and transmit controls at the same time. It's a problem bound to PC hardware and driver. This is fixed by using Bluetooth Passthrough.
In Underwater Cosmic Mario/Luigi Race of Sea Slide Galaxy, the shell that Cosmic Mario/Luigi holds will have messed-up textures. To fix, uncheck 'Store EFB Copies to Texture Only'. See issue 9113.
When taking a photo in the Star Chart, 'Store EFB Copies to Texture only' must be disabled to allow the photo to be saved correctly and displayed on the Wii Message Board.
Boss roar effects are not visible. See issue 8327.
Viewing the sun will cause serious performance hits due to the way EFB is used. This was fixed in 5.0-9741 and 5.0-9735.
Project was almost complete but now seems to be abandoned.
In the galaxy overview, Bloom effects are applied. These are not displayed correctly if a higher IR than 'Native (640x528)' is used. To display Bloom effects correctly, the improvement 'Scaled EFB copy' must be deactivated.
Only configuration options for the best compatibility where they deviate from defaults are listed.
Config | Setting | Notes |
---|---|---|
Store EFB Copies to Texture Only | Off | Support Wii Message Board images; fix Cosmic Mario/Luigi Shell |
The graph below charts the compatibility with Super Mario Galaxy since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS Version | CPU | GPU | Result | Tester |
r6505 | Windows 7 | Intel Core i7-930 @ 3.8GHz | NVIDIA GeForce GTX 580 | Super Mario Galaxy on Dolphin (720P) Full Speed | PSConsoleGamer |
Ishiiruka-420 | Windows 7 | Intel Core i5-4460 @ 3.2GHz | NVIDIA GeForce GTX 660 Ti | Played a few stages in the 2nd galaxy, using an HD texture pack. Excellent performance! 60FPS with rare, small FPS drops (that's just the nature of emulation). Here are my settings and DualShock 4 config: http://i.imgur.com/upIOz11.png | Jodeth |
r6505 | Windows 7 | Intel Core i7-930 @ 3.8GHz | NVIDIA GeForce GTX 580 | Super Mario Galaxy on Dolphin (720P) Full Speed | PSConsoleGamer |
r6782 | Windows 7 | Intel Core 2 Duo 6700 | ATI Radeon HD 4800 | 30FPS | |
r7310 | Windows 7 | Intel Pentium E5300 @ 2.6GHz | ATI Radeon HD 5450 | Playable 30-35FPS(PAL)--> 50-65% speed with DX9 plugin,Open CL,Disable fog you can have a speed up of 5-6FPS with EFB to CPU access disable but you're unable to use the star pointer, reduce the resolution to have more speed | Markon89 |
r7409 | Windows 7 | Intel Core 2 Quad Q9550 @ 3.8GHz | NVIDIA GeForce 9600 GT | 80%-100% FPS with LLE, HLE runs full-speed, but has sound issues | GothicIII |
r7413 | Windows 7 | Intel Core 2 Duo E6750 @ 2.66GHz | NVIDIA GeForce 460 GTX | 50% - 70% in DX9 with settings described in this wiki + Frameskip 1 in 1280*720; 75% - 100% in DX11 with same settings and Frameskip 1 in 1680*1050 | AssAsSin |
3.0 | Windows 7 | Intel Core i7-920 @ 4GHz | AMD Radeon HD 5770 | Runs at full speed about 85%-90% of the time there are slow downs in certain parts of galaxys it depends some have more then others and slow down in more drastic way but fully playable and enjoyable. For graphics Using dx9 rendering with 2 times native resolution 1xAF everything else at stock. For DSP using LLE recompiler which is needed for music not to cut out. Using dsound backend and 48000hz. LLE of thread gives big boost in speed but makes the game very unstable with constant freezing. In the game properties I have accurate VBeam Emulation check on gives a speed boost and Disable Wii Remote speaker is checked. | DJHeadshot |
r7670 | Windows 7 | Intel Core i5-2500K @ 4.1GHz | AMD Radeon HD 6850 | Runs 100% at 1x Native. Music occasionally will stop. | MegaJump |
3.0-201 | Windows 7 | Intel Core i5-2410M @ 2.3GHz | NVIDIA GeForce GT 525M | The game itself is seriously epic, but only Direct3D 11 can run the game with shadows. Direct3D 9 and OpenGL leaves the shadows imprinted in the same spot it appeared from save states. Aside from that, the FPS ranges from 30-60 depending on how many things are on the screen. | Doubled-revolutions |
3.0-415 | Mac OS X 10.6.8 | Intel Core 2 Duo @ 2.13GHz | NVIDIA GeForce 9400M | Strangely, this is the only game where graphics are rendered better by turning lighting off. On makes most items look closer to original (glow), but Mario looks all weird with white patches on him. Game is completely playable, though slow; about 50-60%. Update: literally no music at all if not using LLE, which also reduces speed by 20-30%. Seriously. | Ac |
3.0-600 | Windows 7 | Intel Core i5-3570K @ 4.2GHz | NVIDIA GeForce GTX 275 | Runs great. With DX9, DSP LLE on thread, EFB to Tex, 3X native res, and 1080p; I get 100% speed. | MayImilae |
3.0-688 | Windows 8 RP | Intel Core i7-3770K @ 4.2GHz | AMD Radeon HD 7970 | DX9, 1080p, 4x internal resolution + above tweaks, DSP LLE (on thread), Lock Threads to Cores, Real Wii Remote. Game runs fullspeed all the time and looks absolutely gorgeous! | Alucryd |
3.0-688 | Mac OS X 10.7.3 | Intel Core i5 @ 2.5GHz | AMD Radeon HD 6750M | Very Slow 50-60% Playable. Runs OK at 1080p. Music plays for a few minutes then goes off. | JPS58 |
3.0-690 | Windows 7 | AMD Phenom 960T X4 @ 5.033GHz | AMD Radeon HD 6950 | OpenGL, 1680x1050, 3x internal resolution, Anti-Aliasing 16xQCSAA, Anisotropic 16x, Scale EFB copy, DSP LLE (on thread), EFB Copy to texture, OpenMP, OpenCL, Disable Per pixel depth, Real Wii Remote. Game runs fullspeed 100%,it looks awesome! | ChrisGamer |
3.0-799 | Windows XP | Intel Core 2 Duo E8400 @ 3GHz | NVIDIA GeForce 7300 LE | 35-20FPS Average. Seriously horrible slowdown issues, And Dolphin was actually on the verge of crashing one time when slowdown became really bad at the Beach Bowl Galaxy, Because my GPU got desynced. | |
3.0-845 | Windows 7 | Intel Core i5-2500K @ 4GHz | AMD Radeon HD 5770 | Fullspeed with Skip EFB Access from CPU ON (checked). However you'll have to switch it OFF in places where you forced to pull stars (will be slower). | Animus |
4.0 | Windows 8 | Intel Core i7-4700MQ @ 3.4GHz | NVIDIA GeForce GT 750M | Managed to get 1080p at nearly 60FPS at all times on Lenovo y510p. I use a cooling pad. DX9, LLE with to Thread checked, DSound. Vsync, 16xAS, no AA, scaled EFB, ignore format, skip CPU unchecked, EFB to RAM with caching checked speeds up in most cases in this game. all 'other' hacks checked except disable alpha. 3x IR. | Bobby |
4.0 | Windows 7 | Intel Core 2 Quad Q6600 @ 2.4GHz | NVIDIA GeForce GT 210 | High FPS at low resolutions, 35-45FPS | |
4.0 | Windows 7 | Intel Core i5-3470 @ 3.2GHz | AMD Radeon HD 7870 | Full HD 1080p 60FPS with HLE audio plugin (~40FPS with LLE) + 4xAA, OpenGL, default settings and real Wii Remote | |
4.0.2 | Windows 7 | Intel Core i7-4770 @ 3.4GHz | AMD Radeon HD 7770 | Played the entire game and made videos of all 120 stars. Watch all the videos here: LINK to video playlist where I collect all 120 stars using Dolphin (1080p) | FreeEmulator |
4.0-817 | Windows 7 | Intel Core i5-2500K @ 4.4GHz | NVIDIA GeForce GTX 570 | In RMGK01(KOR Region), Wii Remote Cursor Twitching/Refresh cut off problem(when seems 'in-game overload', not Dolphin or system) is still remain since 2.0-xxx to now. it's Huge problem to can't play the game even frame late is perfect, i think it's some of lock or code change(for Anti Piracy/Emulating) gap from before Release Region's version (during 1 Years). it's same case like Twilight Princess (Wii) KOR Version(RZDK01) (this one is 2 and half Years), default settings and real Wii Remote plus | hong620 |
4.0-1857 | Windows 8.1 | Intel Core i5-3570K @ 4.2GHz | AMD Radeon R9 270 | Runs at 55-60FPS with these settings: Framelimit Audio, DSP LLE, DSP LLE on Seperate Thread, OpenGL, V-Sync, 3x Native Internal Resolution, 16x Anisotropic Filtering, Virtual External Frame Buffer, OpenMP Texture Decoder, Emulated Wii Remote | Argonitious |
4.0-3599 | Windows 7 | Intel Core i5-4690K @ 4.2GHz | AMD Radeon HD 7750 | Perfect emulation (minus Wii Remote speaker). 2 player works great too. 3x Native, No AA, 16x AF, DSP LLE on thread. | Keller999 |
4.0-5875 | Windows 8.1 | Intel Core i7-4790K @ 4.4GHz | NVIDIA GeForce GTX 760 | 60FPS all time with some slowdowns to 50FPS | boooi |
5.0-rc-34 | SteamOS 2.60 | Intel Core i3-4170 @ 3.7GHz | NVIDIA GeForce GTX 750 Ti | OGL, 3x IR, no other enhancements, NTSC-U, DSP LLE. Slight slowdowns in busy situations, and the boss motion blur effect is still missing, but otherwise perfect. Use LLE audio or the borked audio levels will detract from the experience. | monojin |
4.0-6953 | Windows 10 | Intel Core i5-3570K @ 4.5GHz | NVIDIA GeForce GTX 970 | Vitalicks | |
4.0-8120 | Windows 7 | AMD Phenom II X4 @ 3.7GHz | NVIDIA GeForce GTX 660 | Almost perfect! The only small tiny issue I have detected was the missing motion blur effect during the roar shock wave which can be seen in boss fights e.g. Dino Piranha scream after the egg shell broke. Instead of the motion blur wave the screen just gets a bit darker. | Kenny |
5.0 | Windows 10 | Intel Pentium G3258 @ 4GHz | AMD Radeon RX 480 | DirectX 12 16GB RAM 1080p Have Fun, 60 FPS Constantly (Ishiiruka Dolphin) | Xbrox |
5.0 | Windows 10 | Intel Core i7-3770 @ 4GHz | NVIDIA GeForce GTX 680 | It runs bloody perfect on this Build. With the new features of Dolphin 5.0 there are only two or three noticeable bugs left. I can play the game at constant full speed in 1080p without a problem. | DerFetteVonGamer |
5.0 | Windows 10 | Intel Core i5 4460 | NVIDIA GeForce GTX 960 | Runs perfectly on DX12, 60FPS 100% speed. Minor slowdowns during bosses/super intensive areas with DX11/OpenGL. | destersmek |
5.0 | macOS 10.12 | Intel Core i5 @ 2.7GHz | Intel Iris 6100 | Playable at 50-60% speed. Using default settings, whenever you are moving between the planets or the space is within camera's reach, FPS drops significantly. The sound is constantly stuttering. Having more than 5 starbits on screen leads to unbearable performance drops. | DevilDimon |
5.0 | Windows 10 | Intel Core i5-6200 @ 2.3GHz | Intel | Completely playable ONLY IF YOU TICK 'Skip EFB access from CPU', without ticking this you will get frequent and big frame drops, (See section above though, this options prevents you from selecting level so you have to toggle it on and off when playing). 60fps@720p DirectX12. Some times you get a very small frame drop and audio stutter but no biggie, reduce resolution to native if you are picky. | Myusername |
5.0 | Windows 10 | Intel Core i7-6700k @ 4.5GHz | NVIDIA GeForce GTX 1060 | Runs at a smooth 1080p 60FPS on DX12 with 8x MSAA and High-resolution texturepack. The only problem I've seen is a crazy amount of lag from the screen distortion you get when you jump into icy-cold water. Other than that, the game runs and looks great, almost like an official remake of the game. | PokerulerPlayz |
5.0-10413 | Windows 10 | Intel Core i5-4670K @ 4.3GHz | NVIDIA GeForce GTX 1060 | 110FPS with Dual core, D3D12, 3x IR, 4x SSAA, 16x Anisoptropic filtering, HLE audio + Cubeb and EFB to texture only. Some visual issues (Same as wiki) but runs smoothly. Looking at the sun and jumping in icy-cold water don't cause massive lag anymore, though fps still dips a bit. | Miksel12 |
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