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Metroid Prime (GC): Difference between revisions
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An updated version exists for the [[Wii]] as part of the [[Metroid Prime: Trilogy]]; which also contains the sequels [[Metroid Prime 2: Echoes]] and [[Metroid Prime 3: Corruption]]. | An updated version exists for the [[Wii]] as part of the [[Metroid Prime: Trilogy]]; which also contains the sequels [[Metroid Prime 2: Echoes]] and [[Metroid Prime 3: Corruption]]. | ||
== | == Emulation Information == | ||
=== Shader Compilation Stuttering === | === Shader Compilation Stuttering === | ||
The ''Metroid Prime'' games are some of the most susceptible titles to shader compilation stuttering, thanks to a combination of very complex effects and dynamic loading. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed. But shaders have to be created, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for the ''Metroid Prime'' series and a few other demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering. | The ''Metroid Prime'' games are some of the most susceptible titles to shader compilation stuttering, thanks to a combination of very complex effects and dynamic loading. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone systems do not work in this way, requiring the use of shaders as an intermediary so your system's GPU can perform the tasks that the GC and Wii GPU performed. But shaders have to be created, and since GC/Wii games are not designed to create shaders ahead of time as a PC game would, when a new effect appears Dolphin has to delay the CPU thread while the GPU thread performs the compilation; a pause that does not exist on the consoles. For most games shader generation takes only a few milliseconds, but for the ''Metroid Prime'' series and a few other demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering. | ||
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Dolphin savestates may randomly fail, especially if a lot of activity is happening on screen when making the save. Use in game save stations to avoid any issues. | Dolphin savestates may randomly fail, especially if a lot of activity is happening on screen when making the save. Use in game save stations to avoid any issues. | ||
== Problems == | |||
=== {{s}}Incorrect Textures{{/s}} === | === {{s}}Incorrect Textures{{/s}} === | ||
When using '''Store EFB to Texture Only''', some environment textures may be EFB Copies instead of proper textures. Fixed by {{revision|4.0-7630}}. | When using '''Store EFB to Texture Only''', some environment textures may be EFB Copies instead of proper textures. Fixed by {{revision|4.0-7630}}. |