Xenoblade Chronicles Wii Iso Pal Torrent

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Xenoblade Chronicles Wii Iso Pal Torrent 3,9/5 5530 votes
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Xenoblade Chronicles

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 methodsWii Remote + Nunchuk, Classic Controller
Compatibility4
Playable
GameIDsSX4J01, SX4P01, SX4E01
See also..

Dolphin Forum thread
Open Issues

Search Google
Search Wikipedia Step up 1 watch online.

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.

  • 1Emulation Information
  • 2Problems
  • 3Enhancements
    • 3.360 FPS unlock
    • 3.44:3 Support / Letterbox Removal
  • 4Configuration

Emulation Information

'Reading Disc' Screen Taking a Long Time

If Vsync is enabled and Immediately Present XFB is enabled, 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 disable Immediately Present XFB or 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.

Problems

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 (Non-Default Setting)

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.

Random Crashing

In 5.0-683 or newer, the game will crash randomly (though somewhat infrequently) with an invalid opcode due to GPU desynchronization caused by incorrect interrupt timings. This affects both dual core and single code mode, no matter what settings are used. This issue is questionable. Please refer to Xenoblade Compatibility Downgrade for further information until it's fully resolved.

Enhancements

Bloom

When using IR > 1x bloom effects in this title are rendered incorrectly. This can be accounted for with one of the following Gecko codes. Choose one code near the IR you use. If you use an unlisted IR, then it's okay to choose something close to it but not exact (choose x4 or x8 if you're running x6 IR). More details can be found on the Dolphin Forums.

HD Textures

See the Xenoblade Chronicles HD Expansion Pack. 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.

60 FPS unlock

Add this Gecko Code to the game config (Right-click on the game → Properties → Edit Config, paste into the [Gecko] section)

NA

JP

This will unlock 60 FPS mode for everything but movies.You might be forced to overclock the emulated CPU (Options → Configuration → Advanced). Battles may need about a 125% overclock. Discuss at the 60fps development thread

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.

NTSC-U

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed. Alcohol 120 install rebooting.

Graphics

ConfigSettingNotes

Store EFB Copies to Texture Only

OffEnable screenshot when saving/loading

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.

5.0-10470(current)
2.0(r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS Version CPU GPU Result Tester
r7414Windows 7Intel Core i5-2500K @ 4.5GHzNVIDIA GeForce GTX 480PAL 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 cardBrumbek
r7414Windows 7Intel Core i5-520M @ 2.4GHzNVIDIA GeForce GT 330MPAL 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 gameplayThunderbolt
3.0Windows 7AMD Phenom II x3 720 @ 3.5GHzNVIDIA GeForce GTX 460PAL 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/48000HzSergio-Miguel
3.0Arch LinuxAMD Phenom X6 @ 3.3GHzNVIDIA GeForce GTX 460PAL version tested; Only problems were encountered with the sound, the rest of the game works perfect.Istar Eldritch
3.0Mac OS X 10.7.2 LionIntel Core i7 @ 2.93GHzATI Radeon HD 5750PAL 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 HackWindows 7Intel Core i7-875K @ 2.93GHzATI Radeon HD 5850PAL 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 HackWindows 7Intel Core i5-3570K @ 4.2GHzATI Radeon HD R9 290Nearly 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
r7714Windows 7AMD Phenom x4 965 @ 3.6GHzATI Radeon HD 4870PAL 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 cardIcemanSR
r7714Windows 7Intel Core i5-2500K @ 3.3GHzAMD Radeon HD 6870PAL 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
r7714Windows VistaIntel Core i5-750 @ 4GHzNVIDIA GeForce GTX 460PAL version tested; Few cutscenes have crackling sound.X
r7719Windows 7Intel Core i5-2500K @ 3.3GHzNVIDIA GeForce GTX 580PAL 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
r7719Windows 7Intel Core i7-920 @ 3.2GHzNVIDIA GeForce GTX 560 TiPAL 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
r7719Windows 7Intel Core i5-480M @ 2.67GHzNVIDIA GeForce GT 540MPAL 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
3.0-201Windows 7Intel Core i7-920 @ 3.8GHzATI Radeon HD 5850PAL 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
3.0-204Windows 7Intel Core e6600 @ 3.15GHzATI Radeon HD 5850PAL 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
3.0-363Windows 7Intel Core i7 @ 3.07GHzNVIDIA GeForce GTX 570PAL 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
3.0-415Windows 7AMD Phenom X4 965 @ 3.6GHzATI Radeon HD 4870PAL 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
3.0-590Windows 8 CPIntel Core i5-2500K @ 3.3GHzAMD Radeon HD 6950PAL version tested; Perfect speed and sound with FPS limit by audio.//
3.0-710Windows 7AMD Athlon II 250 @ 3.8GHzNVIDIA GeForce 9600 GTPAL version tested; Perfect.
3.0-801Windows 7Intel Core i5-3570K @ 4.7NVIDIA GeForce GTX 670NTSC 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.) :DBlitzxgene
3.0-845Windows 7Intel Core i5-2500K @ 4GHzAMD Radeon HD 5770PAL 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
3.5-269Windows 7Intel Core i5-2400 @ 3.1GHzNVIDIA GeForce GTX 570Butter. 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 offHerpderpus
3.5-305Windows 7Intel Core i3-2350M @ 2.3GHzNVIDIA GeForce 410MPlayable 20-25FPS (PAL), the two problems mentioned are still valid (stuttering audio + image backup overview)Dratal
3.5-367Windows 7Intel Core i5-3570K @ 3.4GHzNVIDIA GeForce 560 Ti 448Played 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
3.5-367Windows 7AMD FX-6300 @ 4GHzAMD Radeon HD 7870Played 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
3.5-2296Windows 7Intel Core i5-3470 @ 3.3GHzNVIDIA GeForce 550 TiCrash on star since around 3.5-600 version.Nothing helps.Zecht
4.0Windows 7Intel Core i5-4670NVIDIA GeForce GTX 670PAL 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, 1xAFMorisson
4.0.1Windows 7Intel Core i7-2600K @ 3.4GHzAMD Radeon HD 6800NTSC 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).98.248.145.164
4.0.2Windows 7Intel Core i5-3570KNVIDIA GeForce GTX 650 TiMinor lag only 4xIR/Used DX11 and OpenglZcair
4.0.2Windows 7AMD APU A10-7700KAMD Radeon R7 SeriesMinor lag 2xIR/OpenglZcair
4.0-1857Windows 8Intel Core i7-2600K @ 4.3GHzNVIDIA GeForce GTX 680Best 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
4.0-1963Windows 8.1AMD FX 8320 @ 3.75GHzAMD Radeon HD 7770Perfect 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
4.0-1975Windows 8.1Intel Core i5-750 @ 3.2GHzNVIDIA GeForce GTX 770Running 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
4.0-2227Windows 8.1AMD Phenom II 1090T @ 3.7GHzAMD Radeon 6850Running 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
4.0-2472Mac OS X 10.9.4Intel Core i7-920 @ 2.6GHzNVIDIA GeForce GTX 770Runs 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
4.0-3400Windows 8.1Intel Core i7-4710HQ @ 2.5GHzIntel HD Graphics 4600System 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
4.0-3599Windows 8.1Intel Core i7-4810MQNVIDIA GeForce GTX 860MRuns at an unchanging 30FPS, even at 4x native with 4xAA and 16xAF. Small stutters present when in DX11 backend, however.WulfyStylez
4.0-5565Windows 8.1Intel Core i5-3570KNVIDIA GeForce GTX 670Runs 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 D3DKibosJ
4.0-5977Windows 8.1Intel Core i5-4670K @ 4.4GHzNVIDIA GeForce GTX 970Using 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
4.0-8010Windows 8.1Intel Core i7-3635QM @ 2.4GHzAMD Radeon R9 270XNTSC 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
4.0-8329Windows 8.1Intel Xeon X5690 @ 3.6GHz x2NVIDIA GeForce GTX Titan XPAL 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
4.0-9102Windows 10Intel Core i5-3570k @ 4.2GHzNVIDIA GeForce GTX 970US 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
5.0Windows 8.1AMD FX-8350 @ 4GHzNVIDIA GeForce GTX 970PAL 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
5.0-97Windows 7Intel Core i7-4790k @ 4.8GHzNVIDIA GeForce GTX Titan BlackEnormous audio cracking, impossible to play with audio. Totaly cracking. I try all audio configuration. Sound stop cracking after 30 min.TheLie
5.0-97Windows 7Intel Core i7-930 @ 2.8GHzAMD Radeon R9 270xPlayable, but audio crackle combined with massive slowdown every so often and during battle. Constant 30% drop in speed when occurred at various speed limits under openGL, Vulkan, and Direct3D. Seemed to occur more under DSP HLE sound emulation. Fixed by enabling CPU clock override and raising it to 125%.Ouzbel
5.0-2767Windows 7AMD FX-8350 @ 4GHzNVIDIA GeForce GTX 970PAL 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
5.0-4305Windows 10Intel Core i7-5820K @ 3.3GHzNVIDIA GeForce GTX 960Game runs flawlessly after shader cache is created but valak mountain just locks up and freezes when you reach the area.Brimaster2000

Gameplay Videos

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