Wii
Original white Wii standing upright on its stand next to an original Wii Remote
Developer Nintendo IRD
Manufacturer Foxconn
Type Home video game console
Generation Seventh
Release date NA: November 19, 2006
JP: December 2, 2006
AUS: December 7, 2006
EU: December 8, 2006
ZA: September 30, 2007
KR: April 26, 2008
TW: July 12, 2008
IND: September 30, 2008
HK: December 12, 2009
Discontinued AUS: November 2011
JP: October 20, 2013
EU: October 24, 2013
Predecessor GameCube
Successor Wii U
Emulated
For emulators that run on the Wii, see Emulators on Wii.

The Wii is a seventh-generation home video game console by Nintendo released on November 19, 2006, and priced at $249.99 ($400 in 2026). It has an IBM PowerPC CPU at 729 MHz with 88 MB of RAM and an ATI Hollywood GPU at 243 MHz. The Wii was a huge success with 101.63 million units sold, beating the likes of the Xbox 360 and PlayStation 3 by being cheaper and attracting many casual gamers and non-gamers. Due to its massive success, it was littered with shovelware games that mostly rely on motion control and exclusive to the console. Because of the Wii's and the GameCube's similarity, Wii emulation happened very quickly through GameCube emulation.

Emulators

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Before editing, review the getting involved and recommended pages. See system requirements page for performance demand of the emulators.
See tables for enhancements and hardware features & peripherals.
For more details such as licensing, programming language, emulation method, visit each emulator’s dedicated page.
Name Platform(s) Active? Latest version License Compatibility libretro core Recommended? (overall)
PC
Dolphin             Dev

2606a

The last Dolphin release to support Windows 10 versions 1703 to 1809 is 2503a, and the last development build is 2503-148. The last Dolphin release to support macOS 10.15 Catalina is 2503a, and the last development build is 2503-270.

libretro core[1]

Dev (Ishiiruka-Dolphin) (いし海豚)

GPLv2 (Copyleft) 97.8%
Gecko       Release GPLv3 (Copyleft) ?
Mobile
Dolphin   Dev

2606a

The last Dolphin release to support macOS 10.15 Catalina is 2503a, and the last development build is 2503-270.

libretro core[1]

GPLv2 (Copyleft) 97.8%
DolphiniOS     Release

Beta

GPLv2 (Copyleft) ?
Dolphin MMJR   git GPLv2 (Copyleft) ?
Ishiiruka (いし海豚)   git GPLv2 (Copyleft) ?
iCube       4.1.0beta5

git

? ? ?
Lingcod   (Nvidia Shield TV) Proprietary 5 games ?
Fin     1.1.1 ? ? ?
Manic EMU     2.0.0

git

AGPLv3 (Copyleft) ? ? ?
Console
Dolphin     1.1.5

Use these builds until this PR merges.

libretro core[1]

GPLv2 (Copyleft) 97.8%
Hagi   Patch-based Proprietary Only for selected titles

Native

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Name Platform(s) Active? Latest version License Compatibility Recommended? (overall)
Console
Wii Mode (vWii)

FrisbiiU

  v5.5.6 Proprietary 99.23%
518 out of 522 reported titles

The upscaler that the Wii U uses for Wii Mode introduces some color issues, image distortion and input lag (about 21 ms?). It can't currently be disabled, even by setting the Wii U to a lower resolution or using analog cables.

Comparisons

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Emulators
Dolphin
The only option for Wii emulation. This is probably due to the project going open-source, allowing more developers to pursue it early in the console's lifespan. It is updated on a near-daily basis and is very compatible, barring some noticeable issues with GameCube games. In addition, it is recommended to sync a Wii remote to play games, mainly because it can be difficult mapping the motion controls to a controller.
Ishiiruka-Dolphin
A fork of Dolphin optimized towards performance at the cost of accuracy and stability in the process.
Gecko
A cross-platform Wii emulator and debugger written in Rust.
Hagi
An official GameCube/Wii emulator developed by Nintendo European Research & Development (NERD). Hagi has been used primarily for re-releases on the Switch, such as Super Mario Sunshine, Super Mario Galaxy, Pikmin, and Pikmin 2. It uses automatic button remapping based on memory.
Native
vWii (Virtual Wii)
vWii is the part of the Wii U's system for Wii mode. Similar to PlayStation 5 backwards compatibility for PlayStation 4 (Pro) or Xbox Series X|S backwards compatibility for Xbox One.

Enhancements

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Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
Name Dolphin Unofficial
Lingcod Hagi
Controls Disguise peripheral support through passthrough

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.

Input lag mitigating
Memory-based presets

Automatically changes input remapping presets based on memory.

Mouse injector
Real peripheral support (passthrough)

Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.

[note 1]
Turbo button ?
Graphics Better texture filtering

Enhancement option for providing better texture filtering methods comparing the original hardware had.

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. 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).
Pre-rendering anti-aliasing

(MSAA, SSAA)

Ray tracing

(DXR, VRT and MRT)

Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.

However, you can try "Screen-Space Ray Traced Global Illumination" shader using ReShade.  See here and here

Resizable internal resolution
RTX Remix Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be possible soon.

Besides, Dolphin already supports most of RTX Remix features such as access to assets, texture replacement and post-processing effects etc.

On top of that you can use ReShade.

Super-resolution techniques

(DLSS, XeSS and FSR 2+)

Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.

Besides any GPU that can use DLSS can run Dolphin at 8k native with ease anyway.

Texture packs
Dolphin lets you dump game textures and replace game textures with new custom ones.
Main article: Texture packs#GameCube/Wii
True color rendering

This is an enhancement that reduces banding by forcing the emulated hardware to the highest bitdepth possible. Read this for more information. It is useful especially on non-CRT displays, producing nicer looking gradients.

Widescreen and ultra-widescreen hack

To get full native widescreen, try Swiss.

This can even run on a real GameCube/Wii if you wish.

Performance Frame generation technologies

(LSFG, DLSS-FG and SM, XeSS-FG, AFMF and FSR FG)

Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be possible soon however post-processing techniques such as motion interpolation is quite possible. 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".

While   AFMF or LSFG can be used with Dolphin, please be aware some visual glitches and artifacts may occur at this time.

Internal frame rate hack
Overclock
Preload optical disc image to RAM

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.

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.

Rendering latency reduction technologies

(LatencyFleX, Reflex,   Xe-LL and Anti-Lag+)

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.
Post-processing AI-powered filter
(Freestyle)
?
Filters
Inverse tone mapping compatible
Post-rendering anti-aliasing

(FXAA, TXAA and MLAA/SMAA)

Post-rendering scaling

(Sharp bilinear, Lanczos and FSR 1)

Shader chain WIP
Dolphin had a DolphinFX project for OpenGL backend, but it is now obsolete.
Quality of life Automatic emulated controller connect/disconnect

Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.

? ?
Automatic region switching ?
Automatic updater
Big Picture Mode WIP
Built-in cheat manager
Built-in custom resolution/CRTSwitchRes
For using this on Windows, you need CRT Emudriver.
Another option is using EDID editor tool such as "Custom Resolution Utility".
Exclusive to libretro core at the moment.

Also, there is a 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.

Built-in mod editor and manager There is a pull request for adding graphics mod editor/manager to Dolphin. In the meantime, you can use 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." 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.
Built-in patch manager ?
Built-in save manager ?
You can always use Wii System Menu emulation capability of the emulator to manage your game saves.
Command-line options
Index/Compatibility databases

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.

On-screen display

Showcases messages, controller input state which is useful for speedrunners, performance data, active settings, and various notifications.

Pause/Resume emulation
Per-game profiles
Portable and stealth

Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary prerequisites and dependencies for your operating system if it is not statically linked.

Streamable compression format
Variable refresh rate compatible
TAS features Fast forward/Turbo speed
Macros/Scripts/Lua
Movie recording/playback
Frame step

(forwards and backwards)

Rewind
Save states
Misc. Ambient sounds simulation

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.

Audio filters and presets

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.

Exclusive to libretro cores at the moment.
Debug features
EmuVR support Exclusive to libretro cores at the moment.
File browser
Lets the user look at the ROM's internal files.
Free Look

Free Look is an enhancement feature that allows manipulation of the in-game camera.

Netplay

This shouldn't be confused with Nintendo Wi-Fi Connection emulation, see #Hardware features and peripherals section for that.

RetroAchievements
Rich Presence (RPC)

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.

Screen translator

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.

You can use RetroArch's AI Service or the standalone offline bquenin's Interpreter.

Hardware features and peripherals

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Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
See this page for peripheral support by titles.
Name Dolphin Unofficial
Lingcod Hagi
Hardware features 5.1 surround sound as Dolby Pro Logic II
Connectivity DS connectivity
Ethernet
Wi-Fi
WiiConnect24
Progressive scan ? ?
SD card
System software Backwards compatibility
Virtual Console
Wii Message Board workaround ?
Wii System Menu
WiiWare
Wii Optical Disc ~
Wii Remote Accelerometer
Battery
IR sensor
Mono speaker
Has the option to play through another output device. Doesn't emulate through the DualShock 4 or DualSense's mono speaker.
Rumble
Peripherals Bluetooth Active Heart Rate Monitor
Wii Balance Board ~[note 2]
Wireless Skateboard Controller ~[note 2]
Controllers (Wii Remote) Classic Controller
Unused.
Musical game controller DJ Hero turntable
Guitar
Keyboard controller
Rock Band & Guitar Hero Drum Kit
TaTaCon (Taiko no Tatsujin Drum Controller)
NES Classic Edition controller
Nunchuk
Shinkansen controller
SNES Classic Edition controller
Tablet Drawsome Tablet
uDraw GameTablet
Wii MotionPlus ~
GameCube controller port Active Life Dance Mat
GameCube controller
Unused.
USB Audio Logitech microphone
PDP Headbanger Chat Headset ~[note 2]
Wii Speak
Dance Dance Revolution Dance Mat
Headset
Keyboard
Mass storage device
Race controller
Ride controller
Toys-to-life Disney Infinity Base
Skylanders Portal of Power
Ubisoft Your Shape Camera ~[note 2]
Misc. Disc scratch

Similarly to cartridge tilting on cartridge-based systems, people intentionally scratch their discs to make a particular glitch work more reliably.

No emulator currently includes built-in disc scratch simulation, as it would require low-level emulation of optical drive error correction, which is not implemented. As a workaround, you can try the external Real-Time Corruptor (RTCV) tool. It is a real-time memory/data corruption tool for inducing glitches during emulation, which might mimic some effects of a scratched disc (e.g., visual/audio artifacts or crashes). However, it is not a true "disc scratch" simulator, as it works on live memory rather than simulating physical disc read errors.
System lights

Backwards Compatibility

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WiiBrew: Backwards Compatibility

Some Nintendo Wii models are capable of reading the GameCube discs (as mentioned in #Wii Optical Disc section) and backwards compatible with its games.

  • Dolphin emulator was originally a GameCube emulator and supports GameCube games. Dolphin emulator doesn't support the Wii's backward compatibility feature in the same way the physical console does. You cannot load a GameCube disc image from within the emulated Wii System Menu and have it function like a physical Wii. It is highly unlikely Dolphin supports the Wii's backwards compatibility mode feature in the near future.
  • Virtual Wii supports GameCube games but due to incompatibility with Wii U's optical drive with GameCube discs, you need to use homebrew solutions. See this reddit thread for more information.

Connectivity

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Wii Menu and News channel (WiiConnect24) emulation using Dolphin emulator and revived private server
 
Wii Menu and Forecast channel (WiiConnect24) emulation using Dolphin emulator and revived private server

DS connectivity

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An unadvertised feature of the Wii is being able to connect to the Nintendo DS (and, by extension, the DSi and the 3DS through their respective retro-compatibility features). A few DS titles can do it, including but not limited to:

  • Mii Channel (a hidden feature that can be used in conjunction with a 3DS' Mii Maker application or some DS games)
  • Pokémon Battle Revolution
  • Final Fantasy Crystal Chronicles: Echoes of Time
  • Nintendo Channel

Unlike GameCube/GBA connectivity, this feature is still not yet emulated. [While Dolphin does emulate the IOS modules for broadcasting and connecting to the Nintendo DS, there is no infrastructure to actually connect to any emulator or hardware unit.] So, in summary, neither Dolphin nor any DS emulator supports this feature.

Controllers

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Wii Remote

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The Wii's main selling point is its motion control devices relying on gyroscopic sensors to detect motion to detect the screen and simulate pointers, an IR sensor, and a "Wii Sensor Bar" on the top or bottom of the TV screen. The "Wii Sensor Bar" is just 2 red LEDs, and you can even use two candles on each side of the screen to get the same effect. Optionally, a Nunchuk with an analog pad can be plugged into the Wiimote, and it also has its own gyroscopic controls. Some other, yet less common add-ons may be plugged in too.

You can simulate these controls with one of these modes:

  • Bluetooth Passthrough (since 5.0-910). This directly exposes a Bluetooth adapter to the emulated software, bypassing all host stack limitations. With a good enough adapter, this mode guarantees identical connectivity and behavior to the Wii.
  • Real Wiimote: Controlled only with an actual, physical Wiimote connected to the PC with Bluetooth. You may need to hold 1+2 on the Wiimote before clicking "Pair" in Dolphin.
  • Emulated Wiimote: Controlled only with a keyboard or gamepad controls you set up in the configuration. Considering the motion controls were basic enough for the first Wiimote, there are just options to set the directions for "Tilt," "Swing," and "Shake." The IR sensor is mapped to the mouse by default, though the option to go toward the screen is empty by default but available for remapping. The Nunchuk has its own motion controls. Depending on the game, you can set up a few of these (typically, a button dedicated to shaking) and leave the rest empty. With presets, you can have each game use its own configuration. There are settings for sideways and vertical Wiimote positions.
  • Hybrid Wiimote: Allows for using both emulated controls and real Wiimote controls. It can be useful to control the IR pointer with a mouse in case there is no sensor bar. This feature has been removed since 5.0-7038.[2]

Up to 4 Wiimotes can be added. If they desynch and disconnect, they can be reconnected by pressing Alt+F5~8.

Wii MotionPlus

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The enhanced incarnation of the Wiimote with better motion detection. It was used to great effect for improved swordplay in Wii Sports Resort and The Legend of Zelda: Skyward Sword. However, with this improvement comes additional complexity for setting up the gyroscopic controls.

As of May 2019, Dolphin now includes the option for an emulated MotionPlus controller, though some minor issues remain, and configuration is still being figured out. A real Wii MotionPlus controller can also be used.

Arcade variations

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Tatsunoko vs. Capcom: Ultimate All-Stars

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Capcom's Tatsunoko vs. Capcom: Ultimate All-Stars is the only arcade game that runs on Wii-based hardware, which supports JVS inputs, has no Wi-Fi or Bluetooth hardware, and runs a specifically developed version of the Wii's OS (named IOS) which has no system menu and boots right into the game after powered on.

The game, related hardware, and operating system are yet left unemulated.

Twitter user @dev_console claims to be working on dumping this board NAND and keys, which could result in this hardware being emulated.

On December 11, 2023 @dev_console announced to have finally dumped the system along with a link.

Currently, there is a   work-in-progress build for this.

Notes

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  1. https://wiki.dolphin-emu.org/index.php?title=USB_Passthrough
    https://wiki.dolphin-emu.org/index.php?title=Bluetooth_Passthrough
  2. 2.0 2.1 2.2 2.3 No support for emulating these peripherals (e.g. Your Shape Camera) but if you have the peripheral device you could use USB Passthrough. Also, there is a pull request for adding Wireless Skateboard Controller emulation to Dolphin.

References

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  1. 1.0 1.1 1.2 Dolphin libretro core has been updated and refactored to align with upstream Dolphin, but it may still contain some bugs not present in the standalone Dolphin version.
  2. 5.0-7038 - Remove Hybrid Wii Remote by JosJuice
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  • Dolphin Wiki - The most comprehensive wiki for the Dolphin emulator and games. Good for any fixes/tweaks/settings you should know beforehand.