(Tested with X360 Wireless). 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. (Even with 16xQ CSAA, the game runs at 30. Running at 4x Native, 2x AA, and 16x AF,and with EFB to RAM at 1080p Fullscreen. Close. According to the Twitter user @masagratordev, the resolution in the Definitive Edition is the same as Xenoblade Chronicles 2 - dynamic 504p - 720p in docked, and 378p - 540p in handheld. The texture pack has full support for all game disc versions. Played for about 20 hours. 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. DX backend + VBeam hack + 2x native + HD Texture pack + Game on a SSD. There are minor audio cracks and frame-drops with shaders. 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. After a song is played in game, further … Enormous audio cracking, impossible to play with audio. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. 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. Weird bloom scaling/ghosting on high internal resolutions (see, Butter. 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. share. PAL patched to 30FPS both tried fully; 9+ hours in the game. US NTSC version. Using standard Dolphin settings across the board, 1920x1080 fullscreen resolution, Direct3D backend (OpenGL backend works equivalently well). Other than that, no issues, glitches, missing effects or slowdowns whatsoever. No sound problems with HLE. Redmi note 9s (snapdragon 720g) Dolphin (wii emulator) test game: Xenoblade chronicles 30fps fhd (1080p) By the way, the patch isn't lost to time. Only 30% CPU usage even in larger areas. Constant 30% drop in speed when occurred at various speed limits under openGL, Vulkan, and Direct3D. 1. 3-4 months ago I tested with a single SSD and I still had the shader stuttering with identical settings as this version. PAL version tested; Doesn't have crackling sound! can anyone post the best button layout for the wii mote? Overclock (SYS-CLK) is highly recommended Extract XenobladeDE-60fps.zip to the root of your switch's SD card. I m playing Xenoblade on Dolphin with HD texture pack + 60 fps patch. Can you not force NTSC or PAL 60 display on Dolphin? NTSC version. Originally not intended to be released in North America, a massive fan movement called Operation Rainfall convinced Nintendo to publish it in more regions. Descubre los mejores trucos y guías de Xenoblade Chronicles para Wii. PAL version tested; Perfect speed and sound with FPS limit by audio. DX11 is surprisingly faster than DX9 without the HD Textures. Runs at 30FPS, 2.5x native, with 8xAA. Running well some slow down in battle. Audio: DSP LLE recompiler, DSP LLE on Thread, XAudio. I know the 60 FPS code is only for the NA or JP versions of the game, but I was wondering if there was … For Xenoblade Chronicles on the Wii, a GameFAQs message board topic titled "Dolphin won't run (in combat at 30fps)" - Page 2. Great performance with V-Sync on, and little to no performance drops. 4x Native, 4x AA, 1x AF, with HD texture. I found this WIP 60fps gecko code in the HD texture pack thread and it works pretty well. See the Xenoblade Chronicles HD Expansion Pack. EFB to texture break save file thumbnail, set EFB to RAM to fix it but it's slower. Join. 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. In both cases, simply restarting the emulator fixed the issue, and the parts could be played without experiencing the issue again. No sound bug/crackle using HLE on vlakipn build (using XAudio2). Crash on star since around 3.5-600 version.Nothing helps. Looks like the Xenoblade Chronicles 60fps hack is done. 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. GameConfig: Enable Dual Core: Check Enable Idle Skipping: Uncheck, Accurate vBeam: Check. 8x Anisotropic Filter. Fixed by enabling CPU clock override and raising it to 125%. PAL version tested; Plays nearly perfect. You can also use a Dualshock 4 or Xbox One/360 or a Switch pro controller and replace the icons in game to match the controller. After many attempts at trying to find ideal settings, I've found the best I can at the moment. So the patch has no use any more. Graphics: D3D9, Fullscreen, 2x Native, 4xSSAA, 4xAF, Scaled EFB: check, Ignore Format Changes: Check, EFB copies: Texture (Fast), EFB: Virtual. Archived. Now I have absolutely no stuttering, slowdowns, or performance hiccups of any kind, the game plays like it does on the console. It's only happened once; I will update this page if it occurs again. Homs. 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. Otherwise, even if the framerate drops, the audio just keeps on going perfectly. When saving/loading game, screenshots next to a save file will not show correctly. You don't need that 30 FPS patch for PAL anymore, just check "Use PAL60 Mode" in Dolphin. 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. Xenoblade on Dolphin emulator running between 1080p, or 4k with hi resolution texture pack at 60 fps depending on the power of your gaming pc. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Use same general settings as Brumbek. 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. 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. Otherwise, the game runs very well. Using the DirectX backend, 1440p full screen resolution, 3x native, 2xAA. I know it can be done on console via backup loaders, as that's how many people were able to play the game before it made it to the NA region despite not having a TV that supports PAL output. Using the Xbox 360 Button replacement scheme via "Load Custom Textures" under advanced. The Dolphin Emulator Wiki needs your help! 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. 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. Fullspeed. PAL version tested; Only problems were encountered with the sound, the rest of the game works perfect. 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. After a good amount of testing with graphical options, found that DX9 and DX11 are the best choices. Only configuration options for the best compatibility where they deviate from defaults are listed. Seems to maintain full frame rate with zero audio lag or skipping using HLE. Totaly cracking. Internal Resolution 2.5x, 8 Sample Anti-Aliasing. And about your PC, you've got amazing specs, so you shouldn't have any trouble at all. This title has been tested on the environments listed below: Compatibility can be assumed to align with the indicated revisions. You might be forced to overclock the emulated CPU (Options → Configuration → Advanced). Use same general settings as Brumbek. Since 5.0-6461, Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. PAL version tested; Sound works perfect! I have a PAL version of Xenoblade Chronicles. Using OpenGL render pipeline with the suggested settings for the HD texture pack. Ultimate serían nada más y nada menos que Pyra y Mythra de Xenoblade Chronicles 2. I think r/DolphinEmulator would be a better place to ask this question. Other than that the game runs flawless so far. Game config: Mostly Dolphin defaults, with 'VBeam speed hack' and 'Enable block merging' checked. Video backend was OpenGL. I used D3D. I thought that was the reason why the patch was removed from its wiki page. A pesar de todos los comentarios negativos por parte de la comunidad, el juego rápidamente se agotó en Japón, donde los fans no han podido … 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). Works equally well with high resolution texture pack, as long as texture cache accuracy is set to 'Fast'. No other tweaks made - Audio is fluid with zero stuttering and frame rate is rock solid. Ingame. Patched to 30FPS works great. Copy to texture disabled and fast transfer disc rate enabled. After maybe 3 hours of play in one sitting, the audio can become garbled and requires a restart of the emulator. As the poll states which is the best way to play Xenoblade Chronicles? Sound stop cracking after 30 min. Additional hardware details: The game is located on a SSD. Disabled Enable Idle Skipping, HLE Audio and Frame Limit = Audio, Game Setting VBEAM Hack. Other settings default. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Any help would be greatly appreciated. Using the PAL Version with the 30FPS Patch. No audio problems. It did not always occur however. Can't even find the 30fps patch for that matter. DX12 paired with a single SSD do solve the majority of the stutter caused by shader compiling. 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. In windowed mode frame rate drops some during some battle parts, usually first time flashy animation since the emulation start. Please refer to Xenoblade Compatibility Downgrade for further information until it's fully resolved. When V-Sync isn't on, this game suffers massive tearing on my rig. 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. RELEASE [MOD] Xenoblade Chronicles: Definitive Edition - 60fps redforge , Jun 20, 2020 , in forum: Switch - ROM Hacking, Saves, Translations & Tools Replies: Open Issues Xenoblade Chronicles takes place on the frozen bodies of two warring titans, the Bionis and the Mechonis. 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. Join in and help us make this the best resource for Dolphin. Runs at 30FPS continuously, but only at 1x native (increasing to 2x native drops frame rate to the low 20s). JIT compiler. 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. General config: Enable Dual Core, Framelimit - Audio, JIT Recompiler. (The patch basically tricks Dolphin into launching in a different video mode by pretending the game is Japanese.). 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. https://forums.dolphin-emu.org/Thread-xenoblade-chronicles-60-fps-test?highlight=xenoblade, PS: By the way, didn't the 60Hz PAL patch become unnecessary after certain changes in how Dolphin handles PAL modes? Now, the 30 FPS patch is irrelevant if you have the NTSC-J or NTSC-U versions of the game (they run at 30 FPS natively). DX11. Game config: check Enable Dual Core, uncheck Enable Idle Skipping, check Accurate VBeam, uncheck DSP HLE emulation. With D3D, the sky in Makna Forest is glitched, as the ocean texture from the above area is flickering through. When using IR > 1x bloom effects in this title are rendered incorrectly. Nearly perfect; runs at a steady 30FPS while patched with the latest version of the HD Texture Pack (March 2014 as of this writing!) Small stutters present when exiting character menu (only happens when exiting this menu) other than that VERY rare stutters with D3D. 982. hyping XC: Definitive Edition. level 1. Happens occasionally during cutscenes. For Xenoblade Chronicles on the Wii, a GameFAQs message board topic titled "Dolphin won't run (in combat at 30fps)". Reply. Unfortunately, the patch is probably lost to time. Posted by 3 years ago. FPS Limit off, JIT recompiler, lock threads to core, HLE, Enable audio throttle, DSound, Direct3D9. Can be partially fixed by using this workaround. Disable EFB Copies to Texture Only to fix this. Since 5.0-4869, this problem can be solved by enabling ubershaders. System is a Lenovo Y50 gaming laptop. There was a 30 FPS patch for the PAL version, but dolphin now supports the PAL60 mode, and the game itself renders at 30 FPS in this mode. Turning on DSP LLE may or may not fix issue. Xenoblade Chronicles - USA (Wii) ... 60000000 00000000 C244B460 00000001 //Run Speed 38000002 00000000 22CA54C0 00000000 //Check once 04CA54C0 3F000000 //60 FPS speed E0000000 80008000 ... Japan (Wii) Console: Dolphin - Wii Size: 3.6GB GAME Download Link Here ENG Menu Texture v0.11 (10/10/2020) Download Link Here Dolphin Forum thread Emulator is running using the new DX12 API with 6x native resolution and default settings. Using the OGL backend, I experience very rare stutters but usually at the start of booting the game.