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Metroid Prime 3: Corruption (Metroid Prime: Trilogy): Difference between revisions
(Recents edits were a tad too optimistic, and implied they fixed things they did not. Adjusted.) |
(Swapping EuRGB60 and PAL60) |
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There are ways to prevent the black bar problem. Adding the line "GPUDeterminismMode=fake-completion" to the game's INI file under the [Core] section. This prevents the desync, while causing only a minor performance hit. It can also be worked around by playing in Single Core mode, but that causes a much larger performance hit. Unfortunately, none of these solutions address the underlying shader generation issues, and so stuttering will remain while using these workarounds. See {{issue|4336}} and {{issue|5185}}. | There are ways to prevent the black bar problem. Adding the line "GPUDeterminismMode=fake-completion" to the game's INI file under the [Core] section. This prevents the desync, while causing only a minor performance hit. It can also be worked around by playing in Single Core mode, but that causes a much larger performance hit. Unfortunately, none of these solutions address the underlying shader generation issues, and so stuttering will remain while using these workarounds. See {{issue|4336}} and {{issue|5185}}. | ||
*PAL users can also disable " | *PAL users can also disable "Use PAL60 Mode (EuRGB60)" in the Wii settings to prevent the black bar from appearing. The stuttering during shader generation will remain, however. | ||
{{image|MP3 NoSquish.jpg|Correct emulation}} | {{image|MP3 NoSquish.jpg|Correct emulation}} | ||
{{image|MP3 Squish.jpg|Black bar with the squished image|br}} | {{image|MP3 Squish.jpg|Black bar with the squished image|br}} |
Revision as of 09:17, 21 November 2014
Metroid Prime 3: Corruption | |
---|---|
Developer(s) | Retro Studios |
Publisher(s) | Nintendo |
Series | Metroid, Metroid Prime |
Platform(s) | Wii |
Release date(s) | Original release NA August 27, 2007 EU October 26, 2007 AUS November 8, 2007 JP March 6, 2008 Metroid Prime: Trilogy NA August 24, 2009 EU September 4, 2009 AUS October 15, 2009 |
Genre(s) | First-person action-adventure, First-person shooter, Action-adventure |
Mode(s) | Single-player |
Input methods | Wii Remote + Nunchuk |
Compatibility | 4 Playable |
See also... |
Wii Version |
Metroid Prime: Trilogy is an action-adventure video game compilation developed by Retro Studios and published by Nintendo for the Wii video game console. It features Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption on a single dual-layer disc.
Metroid Prime 3 in Trilogy is more or less a direct copy of the original Wii release. However, it uses the Metroid Prime Trilogy menus, achievements, saving system, and unlockable soundtracks; and it has extended versions of the Bryyo music tracks to make them less repetitive.
Game Pages
This page should be used for specific issues with the Metroid Prime sub-game of Metroid Prime: Trilogy. For other Metroid Prime: Trilogy games or launcher information, please see the following pages.
Problems
Savestates
Using savestates in MP3 will crash Dolphin. Use the in-game saving to avoid any problems.
Constant Wiimote Disconnects
Since 3.5-471, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 will think that the wiimote is constantly disconnecting. Pressing Alt-F5 will restore it, but it will disconnect again seconds later. Windows users can disable "Enable Speaker Data" to solve this problem, or move to either the Toshiba Stack or the DolphinBar.
Shader Generation Stuttering and the Black Bar
This game suffers from severe stuttering during shader generation. Because of the differences between how the Wii works compared to personal computers, whenever something uses the Wii's GPU, Dolphin must generate a shader to emulate it on a PC GPU. Shader generation causes a slight emulation delay while it's being created, so Dolphin caches these shaders in its shadercache folder to help keep things smooth. Most games don't care about this and play fine, but with Metroid Prime 3, the shaders are so massive that they cause a significant delay, which creates a hard stutter and desyncs the GPU and CPU threads. The game freaks out over this desync, creating a black bar at the bottom of the screen, which takes up 15% of the screen space and "squishes" the game in the remaining space. The black bar will remain there from then on whether stuttering continues or ceases. Going into new areas or showing new effects will cause the stutter and black bar, as well as going in and out of fullscreen and even taking a screenshot. Building up a shadercache of an area helps, but it will still stutter and desync if a new effect or region is loaded.
There are ways to prevent the black bar problem. Adding the line "GPUDeterminismMode=fake-completion" to the game's INI file under the [Core] section. This prevents the desync, while causing only a minor performance hit. It can also be worked around by playing in Single Core mode, but that causes a much larger performance hit. Unfortunately, none of these solutions address the underlying shader generation issues, and so stuttering will remain while using these workarounds. See issue 4336 and issue 5185.
- PAL users can also disable "Use PAL60 Mode (EuRGB60)" in the Wii settings to prevent the black bar from appearing. The stuttering during shader generation will remain, however.
Pixelation Glitches
A large pixelated block may appear in the upper left area of the frame. It may only appear during movement (newer revisions) or be stuck there permanently (older revisions). To avoid this problem, use the D3D graphics backend.
Refraction Slowdown
Refraction effects, such as raindrops on Samus' visor and the heat effect after firing her weapon for an extended period, cause slowdown on all backends. OpenGL is affected worse, though D3D is affected as well. It also has slowdowns when several grapple points (yellow pulsing) are present on screen at once. Even the strongest computers are affected by this issue, and there is no solution at this time.
Bloom Offset
Prime 3 has noticeable bloom offset problems. It will have several copies of the bloom spread out from the source, and can be very distracting. The only solution is to disable "Scaled EFB Copy", but this has some issues of its own. See issue 5573.
Visors
Visors will only work if EFB to Ram is enabled. Though EFB to Ram is forced by the GameINI, visor corruption may still occur if you open the graphics configuration window during gameplay. Turn on EFB to Ram in the Dolphin GUI to avoid any problems.
Dot
When playing above 1x Native internal resolution, there is a dot in the center of the screen. It's small and easy to ignore, but it's always there. There is no fix for this problem.
Configuration
Only configuration options for the best compatibility where they deviate from defaults are listed.
Wii Remote
Config | Setting | Notes |
---|---|---|
Enable Speaker Data | Disabled | Causes constant wiimote disconnects |
Version Compatibility
The graph below charts the compatibility with Metroid Prime 3: Corruption since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.
Testing
This title has been tested on the environments listed below:
Test Entries | |||||
---|---|---|---|---|---|
Revision | OS | CPU | GPU | Result | Tester |
3.0-735 | Windows 7 x64 | Intel Core i5-3570K @ 4.7GHz | nVidia GeForce GTX 275 | Used Dol swapping. MP3 with LLE and EFB to Ram are difficult even for my system; it usually is at 60 FPS but drops are common. I experienced all the problems listed above. | MaJoR |
3.5-392 | Windows 7 x64 | Intel Core i7-2600k | nVidia GeForce GTX 560 | "Accurate VBeam emulation" enabled in properties file. Direct3D11 backend, EFB to texture, 2.5x resolution, DSP HLE and XAudio2. Tested in first Norion section - almost perfect emulation, slight slowdown when using Scan Visor, and the odd tiny audio blip. Dot glitch present. (PAL version.) | - |
Gameplay Videos
- Retro Studios (Developer)
- Nintendo (Publisher)
- Metroid (Series)
- Metroid Prime (Series)
- North America (Release region)
- Europe (Release region)
- Australia (Release region)
- Japan (Release region)
- 2007 (Initial release year)
- First-person action-adventure (Genre)
- First-person shooter (Genre)
- Action-adventure (Genre)
- Single-player (Game mode)
- Single-player only (Game mode)
- 1 (Players supported)
- Wii Remote (Input supported)
- Nunchuk (Input supported)
- 4 stars (Rating)
- Enable Speaker Data (Config Required)
- Tested On (Release): 3.0
- Tested On (OS): Windows
- Tested On (CPU): Intel
- Tested On (GPU):
- Tested
- Untested for 10000+ revisions
- Wii games