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==Native==
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<div style="overflow-x:auto;width:100%">
 
{| class="wikitable" style="text-align:center;width:100%"
 
! scope="col"|Name
 
! scope="col"|Platform(s)
 
! scope="col"|Latest version
 
! scope="col"|[[#Enhancements|Enhancements]]
 
! scope="col"|[[#Hardware_features_and peripherals|Hardware features<br/>and peripherals]]
 
! scope="col"|Compatibility
 
! scope="col"|<abbr title="Free/Libre and Open-Source Software">FLOSS</abbr>
 
! scope="col"|Active
 
! scope="col"|[[Recommended emulators|Recommended]]
 
|-
 
!colspan="11"|Consoles
 
|-
 
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| [[Wii_emulators#Hardware_features_and_peripherals|Wii Backwards Compatibility]]
 
| align=left|{{Icon|Wii}}
 
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| {{?}}
 
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<references group=N />
 
<references group=N />
  
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| [[Early_Online_Services#The_GameCube_Modem_Adapter_.28Gamecube.29|Modem Adapter]]
 
| {{✓}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#50-21253-implement-modem-adapter-by-fuzziqersoftware *]
 
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| [[#Microphone|Microphone]]
 
| [[#Microphone|Microphone]]
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| Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>
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| Super-resolution techniques<br/><small>([https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS.md DLSS], XeSS and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>
 
| colspan=2 | <small>Requires access to the depth buffer and temporal data like motion-vectors so it's quite challenging and unlikely to be feasible in the near future.<br/>Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.</small>
 
| colspan=2 | <small>Requires access to the depth buffer and temporal data like motion-vectors so it's quite challenging and unlikely to be feasible in the near future.<br/>Besides, any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.</small>
 
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| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>
 
| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br/><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation ExtraSS] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>
| colspan=3 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack" and "skip presenting duplicate frames option"'''.<br/>While '''[https://youtu.be/5mbUTfCRIF0 AFMF]''' or '''LSFG''' can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.
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| colspan=3 | <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique employed, it's recommended to use '''after applying the "Internal Framerate Hack"'''.<br/>While '''[https://youtu.be/5mbUTfCRIF0 AFMF]''' or '''LSFG''' can be used with Dolphin, please be aware that some visual glitches and artifacts may occur at this time.
 
|-
 
|-
 
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>
 
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>
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|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
 
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
| {{Y}}[https://dolphin-emu.org/blog/2024/04/30/dolphin-progress-report-february-march-and-april-2024/#hdr-enhancements-50-19931-add-autohdr-post-process-shader-by-filoppi-and-50-21232-add-hdr-to-metal-perceptual-hdr-by-samb *]
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| {{Y}}
 
| {{?}}
 
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[[Category:Nintendo consoles]]
 
[[Category:Nintendo consoles]]
 
[[Category:GameCube emulators|*]]
 
[[Category:GameCube emulators|*]]
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[[Category:Very early emulation (MAME)]]
 
[[Category:PowerPC-based]]
 
[[Category:PowerPC-based]]
[[Category:MAME Driver Status: Preliminary]]
 

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