Metroid Prime (Wii): Difference between revisions

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''Metroid Prime'' was re-released in Japan in 2009 for [[Wii]] as part of the ''New Play Control!'' series. It has revamped controls that use the Wii Remote's pointing functionality, similar to those of ''[[Metroid Prime 3: Corruption]]''. The credit system from ''[[Metroid Prime 3: Corruption|Prime 3]]'' is also included to unlock the original bonus content, as well as the ability to take snapshots of gameplay. ''Prime'', ''[[Metroid Prime 2: Echoes]]'', and ''[[Metroid Prime 3: Corruption]]'' were bundled together on a single disc as ''[[Metroid Prime: Trilogy]]'', released in North America on August 24, 2009. In ''[[Metroid Prime: Trilogy]]'', both ''Prime'' and ''Prime 2'' contain all of the enhancements found in their Japanese New Play Control! counterparts.
''Metroid Prime'' was re-released in Japan in 2009 for [[Wii]] as part of the ''New Play Control!'' series. It has revamped controls that use the Wii Remote's pointing functionality, similar to those of ''[[Metroid Prime 3: Corruption]]''. The credit system from ''[[Metroid Prime 3: Corruption|Prime 3]]'' is also included to unlock the original bonus content, as well as the ability to take snapshots of gameplay. ''Prime'', ''[[Metroid Prime 2: Echoes]]'', and ''[[Metroid Prime 3: Corruption]]'' were bundled together on a single disc as ''[[Metroid Prime: Trilogy]]'', released in North America on August 24, 2009. In ''[[Metroid Prime: Trilogy]]'', both ''Prime'' and ''Prime 2'' contain all of the enhancements found in their Japanese New Play Control! counterparts.
== Emulation Information ==
=== 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.
Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time.


== Problems ==
== Problems ==