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Metroid Prime 3: Corruption (Metroid Prime: Trilogy): Difference between revisions
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m (→Pixelation Glitches: change D3D11 to D3D) |
(Porting relevant changes from Metroid Prime 3 (Wii)) |
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== Problems == | == Problems == | ||
=== Savestates === | === Savestates === | ||
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=== Constant Wiimote Disconnects === | === Constant Wiimote Disconnects === | ||
Since {{revision|3.5-471}}, Prime 3 will think that the wiimote is constantly disconnecting. Pressing Alt-F5 will restore it, but it will disconnect again seconds later. | Since {{revision|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. | ||
=== Black Bar | === 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 desync if a new effect or region is loaded. | |||
*PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent | |||
There is no solution at this time. Playing with Dual Core disabled or using Sync GPU Thread is the only solution currently available, and both result in a significant performance hit on one of Dolphin's most demanding games. See {{issue|5185}}. | |||
*PAL users can disable "EuRGB60 Mode (PAL60)" 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 | {{image|MP3 Squish.jpg|Black bar with the squished image|br}} | ||
=== Pixelation Glitches === | === Pixelation Glitches === | ||
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=== Visors === | === 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. Turn on EFB to Ram in the Dolphin GUI to avoid any problems. | 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 === | === Dot === |