Wii emulators: Difference between revisions

Ahayri (talk | contribs)
Gorilli09 (talk | contribs)
Did you know that Lingcod has memory-based presets?
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{| {{Basic table}}
{| {{Basic table}}
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
|+Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
! colspan="2" style="width:50%" |Name
! colspan="2" rowspan="2" style="width:50%" |Name
!Dolphin
! rowspan="2" |Dolphin
! colspan="2" |Unofficial
|-
!Lingcod
!Hagi
|-
|-
| rowspan="6" |Controls
| rowspan="6" |Controls
|Disguise peripheral support through passthrough
|Disguise peripheral support through passthrough
<small>Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected 'nearly the same internally' controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.</small>
<small>Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected 'nearly the same internally' controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.</small>
|{{Ya|link=https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice}}
|{{Ya|link=https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-270-disguise-rock-band-playstation-usb-devices-as-wii-equivalents-by-josjuice}}||{{Na}}||{{Na}}
|-
|[[Input lag|Input lag mitigating]]||{{Na}}||{{Na}}||{{Na}}
|-
|-
|[[Input lag|Input lag mitigating]]||{{Na}}
|Memory-based presets
<small>Automatically changes input remapping presets based on memory.</small>
|{{Na}}||{{Ya|link=https://tcrf.net/images/8/8e/SMG_Shield_ini.zip}}||{{Ya}}
|-
|-
|[[Controllers#Mouse Injectors for Emulators|Mouse injector]]||{{Ya|link=https://github.com/garungorp/MouseInjectorDolphinDuck}}
|[[Controllers#Mouse Injectors for Emulators|Mouse injector]]||{{Ya|link=https://github.com/garungorp/MouseInjectorDolphinDuck}}||{{Na}}||{{Na}}
|-
|-
|Real peripheral support (passthrough)
|Real peripheral support (passthrough)
<small>Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.</small>
<small>Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.</small>
|{{Ya}}<ref group="note">https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough<br>https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough</ref>
|{{Ya}}<ref group="note">https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough<br>https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough</ref>||{{Na}}||{{Na}}
|-
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]||{{Dunno}}
|-
|-
|Virtual memory-based presets
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]||{{Dunno}}||{{Na}}||{{Na}}
<small>Automatically changes input remapping presets based on virtual memory.</small>
|{{Na}}
|-
|-
| rowspan="9" |Graphics
| rowspan="9" |Graphics
|Better [[texture filtering]]
|Better [[texture filtering]]
<small>Enhancement option for providing better texture filtering methods comparing the original hardware had.</small>
<small>Enhancement option for providing better texture filtering methods comparing the original hardware had.</small>
|<small>Dolphin's anisotropic filtering '''enhancement''' is not emulation of the consoles' anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin's enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard '''This has been changed recently though!'''] If Dolphin's texture filtering is set to 'Default' and a game requests anisotropic filtering, Dolphin will now listen to the game's request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).</small>
|<small>Dolphin's anisotropic filtering '''enhancement''' is not emulation of the consoles' anisotropic filtering. In fact, Dolphin completely ignored all anisotropic filtering requests from the game entirely! Dolphin's enhancement was everything or nothing, and there was no way to only enable anisotropic filtering just for the textures that would have used it on console. As such, it was impossible to get console-matching texture output - without the enhancement some textures would be too soft, and with the enhancement some textures would be too sharp. It was never quite right. [https://dolphin-emu.org/blog/2025/06/04/dolphin-progress-report-release-2506/#2503-122-use-game-requested-anisotropic-filtering-by-pokechu22-and-billiard '''This has been changed recently though!'''] If Dolphin's texture filtering is set to 'Default' and a game requests anisotropic filtering, Dolphin will now listen to the game's request and apply the specific anisotropic filtering it asked for (this way it will be emulation of the hardware feature, not enhancement).</small>||{{Na}}||{{Na}}
|-
|-
|Pre-rendering anti-aliasing
|Pre-rendering anti-aliasing
<small>(MSAA, SSAA)</small>
<small>(MSAA, SSAA)</small>
| {{Ya}}
| {{Ya}}||{{Na}}||{{Na}}
|-
|-
|Ray tracing
|Ray tracing
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|<small>Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.</small>
|<small>Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.</small>
<small>However, you can try "[[Shaders and filters#Notable ReShade shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.{{YouTubeVideo|9IlqfrJwKr4|See here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]</small>
<small>However, you can try "[[Shaders and filters#Notable ReShade shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.{{YouTubeVideo|9IlqfrJwKr4|See here}} and [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#35113 here]</small>
|{{Na}}||{{Na}}
|-
|-
|[[Resolution|Resizable internal resolution]]||{{Ya}}
|[[Resolution|Resizable internal resolution]]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
|[https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
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<small>[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/ On top of that you can use ReShade.]</small>
<small>[https://www.reddit.com/r/DolphinEmulator/comments/xn6p21/is_it_possible_to_use_rtx_remix_on_emulated/ On top of that you can use ReShade.]</small>
|{{Na}}||{{Na}}
|-
|-
|Super-resolution techniques
|Super-resolution techniques
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|<small>Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.</small>
|<small>Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.</small>
<small>Besides any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.</small>
<small>Besides any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.</small>
|{{Na}}||{{Na}}
|-
|-
|[[Texture packs]]||{{Ya}}<br><small>Dolphin lets you dump game textures and replace game textures with new custom ones. {{Main|Texture packs#GameCube/Wii}}</small>
|[[Texture packs]]||{{Ya}}<br><small>Dolphin lets you dump game textures and replace game textures with new custom ones. {{Main|Texture packs#GameCube/Wii}}</small>
|{{Ya}}||{{Ya}}
|-
|-
|[[wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering
|[[wikipedia:24-bit_color#True_color_(24-bit)|True color]] rendering
<small>This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.</small>
<small>This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. [https://dolphin-emu.org/blog/2024/02/10/dolphin-progress-report-november-and-december-2023-january-2024/#50-20849-videocommon-apply-force-24-bit-color-to-efb-copies-by-flacs Read this] for more information. It is useful especially on non-CRT [[displays]], producing nicer looking gradients.</small>
| {{Ya}}
| {{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[Widescreen hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]
|[[Widescreen hacks#GameCube.2FWii|Widescreen and ultra-widescreen hack]]
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<small>This can even run on a real GameCube/Wii if you wish.</small>
<small>This can even run on a real GameCube/Wii if you wish.</small>
|{{Ya}}
|{{Ya}}||{{Na}}||{{Na}}
|-
|-
| rowspan="5" |Performance
| rowspan="5" |Performance
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|<small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be possible soon 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 used, it is recommended to use '''after applying the "Internal Framerate Hack" and "skip presenting duplicate frames option"'''.</small>
|<small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be possible soon 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 used, it is recommended to use '''after applying the "Internal Framerate Hack" and "skip presenting duplicate frames option"'''.</small>
<small>While '''{{YouTubeVideo|5mbUTfCRIF0|AFMF}}''' or '''LSFG''' can be used with Dolphin, please be aware some visual glitches and artifacts may occur at this time.</small>
<small>While '''{{YouTubeVideo|5mbUTfCRIF0|AFMF}}''' or '''LSFG''' can be used with Dolphin, please be aware some visual glitches and artifacts may occur at this time.</small>
|{{Na}}||{{Na}}
|-
|-
|[[30/60 FPS cheat codes#GameCube.2FWii|Internal frame rate hack]]||{{Ya}}
|[[30/60 FPS cheat codes#GameCube.2FWii|Internal frame rate hack]]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[Overclocking|Overclock]]||{{Ya}}
|[[Overclocking|Overclock]]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|Preload [[wikipedia:Template:Disk_images|optical disc image]] to RAM
|Preload [[wikipedia:Template:Disk_images|optical disc image]] to RAM
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<small>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity and is unnecessary for uncompressed images on Linux because Linux caches files.</small>
<small>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity and is unnecessary for uncompressed images on Linux because Linux caches files.</small>
|{{Ya|link=https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-19-core-ability-to-load-games-into-memory-by-billiard}}
|{{Ya|link=https://dolphin-emu.org/blog/2026/03/12/dolphin-progress-report-release-2603/#2512-19-core-ability-to-load-games-into-memory-by-billiard}}||{{Na}}||{{Na}}
|-
|-
|Rendering latency reduction technologies
|Rendering latency reduction technologies
<small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])</small>
<small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])</small>
|<small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefits to justify the development effort.</small>
|<small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefits to justify the development effort.</small>||{{Na}}||{{Na}}
|-
|-
| rowspan="6" |Post-processing
| rowspan="6" |Post-processing
|{{Enhancements/Post-processing/AI-powered filter compatible}}||{{Dunno}}
|{{Enhancements/Post-processing/AI-powered filter compatible}}||{{Dunno}}||{{Na}}||{{Na}}
|-
|-
|{{Enhancements/Post-processing/Filters}}||{{Ya}}
|{{Enhancements/Post-processing/Filters}}||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[High dynamic range#Inverse tone mapping|Inverse tone mapping compatible]]||{{Ya|link=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}}
|[[High dynamic range#Inverse tone mapping|Inverse tone mapping compatible]]||{{Ya|link=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}}||{{Na}}||{{Na}}
|-
|-
|[[wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]
|[[wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]
<small>(FXAA, TXAA and MLAA/SMAA)</small>
<small>(FXAA, TXAA and MLAA/SMAA)</small>
| {{Ya}}
| {{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]
|[[wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]
<small>(Sharp bilinear, Lanczos and [[wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
<small>(Sharp bilinear, Lanczos and [[wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
| {{Ya}}
| {{Ya}}||{{Na}}||{{Na}}
|-
|-
|{{Enhancements/Post-processing/Shader chain}}||{{WIP-Box|link=https://github.com/dolphin-emu/dolphin/pull/10362}}<br><small>Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it is now obsolete.</small>
|{{Enhancements/Post-processing/Shader chain}}||{{WIP-Box|link=https://github.com/dolphin-emu/dolphin/pull/10362}}<br><small>Dolphin had a [https://forums.dolphin-emu.org/Thread-dolphinfx-post-processing-suite-for-the-opengl-backend?pid=497374#pid497374 DolphinFX] project for OpenGL backend, but it is now obsolete.</small>||{{Na}}||{{Na}}
|-
|-
| rowspan="17" |Quality of life
| rowspan="17" |Quality of life
|Automatic emulated controller connect/disconnect
|Automatic emulated controller connect/disconnect
<small>Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.</small>
<small>Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.</small>
|{{Na}}
|{{Na}}||{{Dunno}}||{{Dunno}}
|-
|-
|Automatic region switching||{{Dunno}}
|Automatic region switching||{{Dunno}}||{{Na}}||{{Na}}
|-
|-
|Automatic updater||{{Ya}}
|Automatic updater||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[Frontends#Graphical User Interfaces .28GUIs.29|Big Picture Mode]]||{{WIP-Box|link=https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has}}
|[[Frontends#Graphical User Interfaces .28GUIs.29|Big Picture Mode]]||{{WIP-Box|link=https://forums.dolphin-emu.org/Thread-possible-to-add-a-big-picture-menu-screen-like-pcsx2-has}}||{{Na}}||{{Na}}
|-
|-
|Built-in [[Cheats and patches|cheat manager]]||{{Ya}}
|Built-in [[Cheats and patches|cheat manager]]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|{{Enhancements/Quality of life/Built-in custom resolution}}
|{{Enhancements/Quality of life/Built-in custom resolution}}
|<small>Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment.</small>
|<small>Exclusive to [https://docs.libretro.com/guides/crtswitchres/ libretro core] at the moment.</small>
<small>Also, there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>
<small>Also, there is a [https://github.com/psakhis/Groovy_MiSTer project] for achieving software emulators like libretro cores and GroovyMAME send the raw RGB data over a network to a core running on MiSTer, it basically turns the MiSTer into a GPU for the emulator allowing for easy setup and use with CRT TVs/Arcade monitors.</small>
|{{Na}}||{{Na}}
|-
|-
|Built-in [[Mods, hacks and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]
|Built-in [[Mods, hacks and fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]
|<small>There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods graphics mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets. Rather than hijacking the game's code with PowerPC assembly (game patches) or general memory editing (Action Replay codes), graphics mods work inside Dolphin's rendering pipeline, altering Dolphin's output exclusively. Graphics Mods work in two parts - the action, and the target. The action is how the graphics mod should affect Dolphin's rendering pipeline, i.e. "delete an EFB Copy", while the target is the only thing that is specific to a given game, such as "this is the hash for the EFB Copy I want to remove." [https://dolphin-emu.org/blog/2026/06/25/dolphin-progress-report-release-2606/#2603-215-graphics-mods-enhance-bloom-by-iwubcode This is a very simple example for demonstration purposes, but Graphics Mods are able to do a lot within Dolphin's rendering system, such as apply any shader to an EFB Copy.] Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include "Native Bloom" - scaling the "Bloom" target group down to the correct resolution, "No Bloom" - skipping any texture labeled in the "Bloom" target group, and "No HUD" - skipping any textures under the target group of "HUD". You can define these or your own Target Groups in any game through using Dolphin's Texture Dumping tool or EFB dumping tools.</small>
|<small>There is a pull request for adding [https://github.com/dolphin-emu/dolphin/pull/12280 graphics mod editor/manager] to Dolphin. In the meantime, you can use [https://wiki.dolphin-emu.org/index.php?title=Graphics_Mods graphics mods]; an exciting new feature introduced in 5.0-16763 that allows users to modify games through a method of defining targets and then applying actions to those targets. Rather than hijacking the game's code with PowerPC assembly (game patches) or general memory editing (Action Replay codes), graphics mods work inside Dolphin's rendering pipeline, altering Dolphin's output exclusively. Graphics Mods work in two parts - the action, and the target. The action is how the graphics mod should affect Dolphin's rendering pipeline, i.e. "delete an EFB Copy", while the target is the only thing that is specific to a given game, such as "this is the hash for the EFB Copy I want to remove." [https://dolphin-emu.org/blog/2026/06/25/dolphin-progress-report-release-2606/#2603-215-graphics-mods-enhance-bloom-by-iwubcode This is a very simple example for demonstration purposes, but Graphics Mods are able to do a lot within Dolphin's rendering system, such as apply any shader to an EFB Copy.] Currently, Dolphin supports three actions: Skip, Move, and Scale. These are modifications to the target groups. In addition to this, Dolphin has some built-in Graphics Mods that apply to certain target groups. These include "Native Bloom" - scaling the "Bloom" target group down to the correct resolution, "No Bloom" - skipping any texture labeled in the "Bloom" target group, and "No HUD" - skipping any textures under the target group of "HUD". You can define these or your own Target Groups in any game through using Dolphin's Texture Dumping tool or EFB dumping tools.</small>||{{Na}}||{{Na}}
|-
|-
|Built-in [[Cheats and patches|patch manager]]||{{Dunno}}
|Built-in [[Cheats and patches|patch manager]]||{{Dunno}}||{{Na}}||{{Na}}
|-
|-
|[[Save converters|Built-in save manager]]||{{Dunno}}<br><small>You can always use [[#Wii_System_Menu|Wii System Menu emulation]] capability of the emulator to manage your game saves.</small>
|[[Save converters|Built-in save manager]]||{{Dunno}}<br><small>You can always use [[#Wii_System_Menu|Wii System Menu emulation]] capability of the emulator to manage your game saves.</small>||{{Na}}||{{Na}}
|-
|-
|Command-line options||{{Ya}}
|Command-line options||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]
|[https://emulation.gametechwiki.com/index.php/High_and_low-level_emulation#Modern_Dependencies.2C_Advancements_and_Optimization_Strategies:~:text=Index%20databases%20or%20compatibility%20databases Index/Compatibility databases]
<small>Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator's default settings intact. This auto fix feature shouldn't be confused with "Per-game profiles" enhancement feature.</small>
<small>Many modern emulators incorporate database-driven per-game overrides to apply targeted fixes or tweaks for quality-of-life (QoL) improvement without requiring users to manually edit global config files for each title. This approach allows quick, centralized application of workarounds for specific games, such as graphics fixes, timing adjustments, or compatibility flags, while keeping the emulator's default settings intact. This auto fix feature shouldn't be confused with "Per-game profiles" enhancement feature.</small>
| {{Ya}}
| {{Ya}}||{{Na}}||{{Na}}
|-
|-
|On-screen display
|On-screen display
<small>Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.</small>
<small>Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.</small>
| {{Ya}}
| {{Ya}}||{{Na}}||{{Na}}
|-
|-
|Pause/Resume emulation||{{Ya}}
|Pause/Resume emulation||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|Per-game profiles||{{Ya}}
|Per-game profiles||{{Ya}}||{{Ya}}||{{Ya}}
|-
|-
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]
<small>Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer specifications#Operating System|prerequisites and dependencies]] for your operating system if it is not statically linked.</small>
<small>Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer specifications#Operating System|prerequisites and dependencies]] for your operating system if it is not statically linked.</small>
| {{Ya}}
| {{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[Save disk space for ISOs#GameCube .2F Wii|Streamable compression format]]||{{Ya}}
|[[Save disk space for ISOs#GameCube .2F Wii|Streamable compression format]]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]||{{Na|link=https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr}}
|[[wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]||{{Na|link=https://forums.dolphin-emu.org/Thread-question-about-gsync-vrr}}||{{Na}}||{{Na}}
|-
|-
| rowspan="6" |[https://tasvideos.org/Emulatorresources/Features TAS features]
| rowspan="6" |[https://tasvideos.org/Emulatorresources/Features TAS features]
|Fast forward/Turbo speed||{{Ya}}
|Fast forward/Turbo speed||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]||{{Ya}}
|[[wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[https://tasvideos.org/Movies Movie recording/playback]||{{Ya}}
|[https://tasvideos.org/Movies Movie recording/playback]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|Frame step
|Frame step
<small>(forwards and backwards)</small>
<small>(forwards and backwards)</small>
|{{Na}}
|{{Na}}||{{Na}}||{{Na}}
|-
|-
|Rewind||{{Na}}
|Rewind||{{Na}}||{{Na}}||{{Na}}
|-
|-
|Save states||{{Ya}}
|Save states||{{Ya}}||{{Na}}||{{Na}}
|-
|-
| rowspan="10" |Misc.
| rowspan="10" |Misc.
|[[Sound and audio#Ambient sounds simulation|Ambient sounds simulation]]
|[[Sound and audio#Ambient sounds simulation|Ambient sounds simulation]]
<small>Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.</small>
<small>Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.</small>
|{{Na}}
|{{Na}}||{{Na}}||{{Na}}
|-
|-
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]
|[[Sound and audio#Audio filters and presets|Audio filters and presets]]
<small>Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.</small>
<small>Simulation of characteristic playback limitations and coloration of vintage consumer audio hardware, such as CRT television speakers, arcade cabinets, handheld consoles, early PC sound outputs, and low-fidelity integrated speakers. These filters are not intended to be perfectly accurate recreations, but rather to evoke the tonal qualities, distortion, bandwidth limits, resonance, and compression associated with 8-bit and 16-bit era devices. Examples include mono or narrow stereo output, reduced frequency response, speaker cone distortion, mild saturation, aliasing, and preset lo-fi profiles inspired by classic TVs, portable game systems, radios, and retro multimedia hardware.</small>
| colspan="1" |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.
| colspan="1" |Exclusive to [https://github.com/RetroCrisis/Retro-Crisis-Audio-Filters libretro cores] at the moment.||{{Na}}||{{Na}}
|-
|-
|[[wikipedia:Category:Debugging|Debug features]]||{{Ya}}
|[[wikipedia:Category:Debugging|Debug features]]||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|[[Virtual reality#VR game room simulations|EmuVR support]]
|[[Virtual reality#VR game room simulations|EmuVR support]]
|Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.
|Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores] at the moment.||{{Na}}||{{Na}}
|-
|-
|{{Enhancements/Misc./File browser}}||{{Ya}}
|{{Enhancements/Misc./File browser}}||{{Ya}}||{{Na}}||{{Na}}
|-
|-
|Free Look
|Free Look
<small>Free Look is an enhancement feature that allows manipulation of the in-game camera.</small>
<small>Free Look is an enhancement feature that allows manipulation of the in-game camera.</small>
| {{Ya|link=https://wiki.dolphin-emu.org/index.php?title=Free_Look}}
| {{Ya|link=https://wiki.dolphin-emu.org/index.php?title=Free_Look}}||{{Na}}||{{Na}}
|-
|-
|[[Netplay#GameCube .2F Wii|Netplay]]
|[[Netplay#GameCube .2F Wii|Netplay]]
<small>This shouldn't be confused with Nintendo Wi-Fi Connection emulation, see [[#Hardware features and peripherals]] section for that.</small>
<small>This shouldn't be confused with Nintendo Wi-Fi Connection emulation, see [[#Hardware features and peripherals]] section for that.</small>
| {{Ya|link=https://dolphin-emu.org/docs/guides/netplay-guide/}}
| {{Ya|link=https://dolphin-emu.org/docs/guides/netplay-guide/}}||{{Na}}||{{Na}}
|-
|-
|[[RetroAchievements]]||{{Ya|link=https://retroachievements.org/forums/topic/35008}}
|[[RetroAchievements]]||{{Ya|link=https://retroachievements.org/forums/topic/35008}}||{{Na}}||{{Na}}
|-
|-
|Rich Presence (RPC)
|Rich Presence (RPC)
<small>Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.</small>
<small>Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.</small>
|{{Ya|link=https://github.com/dolphin-emu/dolphin/pull/6983}}
|{{Ya|link=https://github.com/dolphin-emu/dolphin/pull/6983}}||{{Na}}||{{Na}}
|-
|-
|Screen translator
|Screen translator
<small>Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.</small>
<small>Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.</small>
|You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter].
|You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter].||{{Na}}||{{Na}}
|}
|}


Line 349: Line 359:
| colspan="2" |[[Wii emulators#DS connectivity|DS connectivity]]||{{Na|link=https://dolphin-emu.org/blog/2021/02/11/dolphin-progress-report-december-2020-and-january-2021/#50-13447-ios-wd-and-ncd-fixes-by-leoetlino}}
| colspan="2" |[[Wii emulators#DS connectivity|DS connectivity]]||{{Na|link=https://dolphin-emu.org/blog/2021/02/11/dolphin-progress-report-december-2020-and-january-2021/#50-13447-ios-wd-and-ncd-fixes-by-leoetlino}}
|-
|-
| colspan="2" |Ethernet||{{Dunno}}
| colspan="2" |Ethernet||{{Ya}}
|-
|-
| colspan="2" |[[Nintendo Wi-Fi Connection|Wi-Fi]]||{{Ya}}
| colspan="2" |[[Nintendo Wi-Fi Connection|Wi-Fi]]||{{Ya}}
Line 377: Line 387:
| colspan="2" |[[List of console games that support infrared|IR sensor]]||{{Ya}}
| colspan="2" |[[List of console games that support infrared|IR sensor]]||{{Ya}}
|-
|-
| colspan="2" |[[List of games that support controller speaker#Nintendo Wii Emulation|Mono speaker]]||{{Ya|link=https://dolphin-emu.org/blog/2015/12/20/hey-listen-wiimoteaudio/}}<br><small>Plays through the system's default output device. Doesn't emulate through the DualShock 4 or DualSense's mono speaker.</small>
| colspan="2" |[[List of games that support controller speaker#Nintendo Wii Emulation|Mono speaker]]||{{Ya|link=https://dolphin-emu.org/blog/2015/12/20/hey-listen-wiimoteaudio/}}<br><small>Has the option to play through another output device. Doesn't emulate through the DualShock 4 or DualSense's mono speaker.</small>
|-
|-
| colspan="2" |Rumble||{{Ya}}
| colspan="2" |Rumble||{{Ya}}