Metroid Prime (GC): Difference between revisions

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{{Infobox VG
{{Infobox VG
|title    = Metroid Prime
|image    = [[File:Metroid_prime_box_art.jpg|300px]]
|image    = [[File:Metroid_prime_box_art.jpg|300px]]
|developer = Retro Studios
|developer = Retro Studios
|publisher = Nintendo
|publisher = Nintendo
|series    = ''Metroid'', ''Metroid Prime''
|series    = Metroid, Metroid Prime
|released  = {{vgrelease|NA=November 17, 2002}}{{vgrelease|JP=February 28, 2003|EU=March 21, 2003|AUS=April 3, 2003}}
|released  = {{vgrelease|NA=November 17, 2002}}{{vgrelease|JP=February 28, 2003|EU=March 21, 2003|AUS=April 3, 2003}}
|genre    = First-person action-adventure, First-person shooter, Action-adventure
|genre    = First-person action-adventure, First-person shooter, Action-adventure
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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 ==
{{Problems/Shader Compilation Stuttering}}


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
}}}}


=== Shader Compilation Stuttering ===
== Enhancements ==
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.
=== 16:9 HUD Mod ===
https://mega.nz/#!XwFl3SzL!zn53p1lKpiK22yd1-Qo1rcyrtqYd9FTOq9R7SJykjsA


Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time.
=== NA 16:9 Aspect Ratio Culling Fix ===
Like many games, to optimize performance, objects outside view are not rendered (this is called "frustum culling"). In 16:9, you can see culling on the sides of the screen (because you see more than what you are supposed to). Here's an AR Code that fixes it. It simply makes the frustum larger. Make sure to turn on Widescreen Hack when using this. This code only works for the NTSC version 1.00 of the game. Source: https://m2k2.taigaforum.com/post/metroid_prime_hacking_research_1196.html


=== Dolphin Savestates ===
<pre>$Widescreen Hack Fix
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.
043452A8 C342CB78
</pre>


=== {{s}}Incorrect Textures{{/s}} ===
=== 16:9 Aspect Ratio Culling Fix Alternative ===
When using '''Store EFB to Texture Only''', some environment textures may be EFB Copies instead of proper textures. Fixed by {{revision|4.0-7630}}.
If you don't have the version 1.00 of the game, you can try this Gecko Code. Disable the Dolphin Widescreen Hack before using. This Code works for any region of the game but some users experience crashes using it and the EU title.


=== {{s}}Visors{{/s}} ===
<pre>$16:9 Widescreen Region Free
The Thermal Visor and Xray Visor will only work if '''Store EFB Copies to Texture Only''' is disabled. However, '''Store EFB Copies to Texture Only''' is disabled as default within the game INI, normally preventing the user from using anything but that setting for this game. Such can be overridden by opening/editing configuration options post the start of the game or modifying the game .ini, which can cause the issue to reoccur. Fixed by {{revision|4.0-5561}}.
F6000001 80008180
FF401090 EF210032
D2000000 00000002
3DC04000 91C20000
C3420000 00000000
D200000C 00000002
3DC04000 91C20000
C3420000 00000000
E0000000 80008000
F6000001 80008180
ED6A4824 ED080172
D2000000 00000004
3DC03FAA 61CEAAAB
91C20000 C2620000
ED330272 ED6A4824
60000000 00000000
E0000000 80008000
</pre>


=== {{s}}Refraction Slowdown{{/s}} ===
=== VR Culling Fix ===
Refraction effects, such as raindrops on Samus' visor, cause slowdown in OpenGL. Even the strongest computers are affected by this issue, and there is no solution with the OpenGL backend at this time. D3D is affected by this issue also, but only if anti-aliasing is enabled. Fixed by {{revision|4.0-5124}}.
In VR, culling needs to be disabled completely and this is the Gecko code to do that. This code only works for the NTSC version 1.00 of the game.
<pre>$VR Culling Fix
04344FCC 38600001
04344FD0 4E800020
0434502C 38600001
04345030 4E800020
04345098 38600001
0434509C 4E800020
04345188 38600001
0434518C 4E800020
043451D0 38600001
043451D4 4E800020
</pre>


== Configuration ==
== Configuration ==
<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|shadercomp      = Asynchronous (Ubershaders)
|shadercompnotes = Fixes stuttering
}}
}}


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{{VersionCompatibilityVersion|3.0-697|***|aram-dma merger causes sound to stop even with LLE}}
{{VersionCompatibilityVersion|3.0-697|***|aram-dma merger causes sound to stop even with LLE}}
{{VersionCompatibilityVersion|3.0-766|***|aram-dma reverted, but microstuttering worsened by a prior revision}}
{{VersionCompatibilityVersion|3.0-766|***|aram-dma reverted, but microstuttering worsened by a prior revision}}
{{VersionCompatibilityVersion|3.5-380|****|Micro-stuttering greatly improved}}
{{VersionCompatibilityVersion|3.5-380|****|Micro-stuttering improved}}
{{VersionCompatibilityVersion|4.0-5124|****|Refraction Slowdown fixed}}
{{VersionCompatibilityVersion|4.0-5124|****|Refraction Slowdown fixed}}
{{VersionCompatibilityVersion|5.0-4869|****|Shader Compilation Stuttering resolved with Ubershaders}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=Intel Core i5-760 @ 2.8GHz|GPU=ATI Radeon HD 5850|result=DX9, 2x IR, 4xAA, and running very smooth. Haven't noticed any negative effects from Cache Display Lists. XAudio2 distorted various sounds, using DSound instead.|tester=Maave}}
{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=Intel Core i5-760 @ 2.8GHz|GPU=ATI Radeon HD 5850|result=DX9, 2x IR, 4xAA, and running very smooth. Haven't noticed any negative effects from Cache Display Lists. XAudio2 distorted various sounds, using DSound instead.|tester=Maave}}
{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=Intel Core i7-2620M @ 2.7GHz|GPU=Intel HD 3000|result=Using recommended settings and dx9 back-end. Its playable, with a consistent 30FPS, however it will glitch only in certain rooms, and sometimes in morph ball form it will drop to 11FPS. Some audio issues but for the most part very good and consistent. Also playing in 720p and frame set to auto instead of native.|tester=cohn}}
{{testing/entry|revision=3.0-201|OS=Windows 7|CPU=Intel Core i7-2620M @ 2.7GHz|GPU=Intel HD 3000|result=Using recommended settings and dx9 back-end. Its playable, with a consistent 30FPS, however it will glitch only in certain rooms, and sometimes in morph ball form it will drop to 11FPS. Some audio issues but for the most part very good and consistent. Also playing in 720p and frame set to auto instead of native.|tester=cohn}}
{{testing/entry|revision=3.0-415|OS=Windows 7|CPU=Intel Core 2 Duo E8400 @ 3GHz|GPU=NVIDIA GeForce GTX 260|result=With recommended settings, XAudio2 and 2x native resolution I get almost perfect emulation speed, but will drop at larger boss fights to around 60% and snowy areas to around 80%. Sound and music are sometimes missing or playing strangely, like if you are far away or closer to the source. The alcove room sky bug mentioned in the wiki didn't trigger. Got a single crash after the second boss.|tester= }}  
{{testing/entry|revision=3.0-415|OS=Windows 7|CPU=Intel Core 2 Duo E8400 @ 3GHz|GPU=NVIDIA GeForce GTX 260|result=With recommended settings, XAudio2 and 2x native resolution I get almost perfect emulation speed, but will drop at larger boss fights to around 60% and snowy areas to around 80%. Sound and music are sometimes missing or playing strangely, like if you are far away or closer to the source. The alcove room sky bug mentioned in the wiki didn't trigger. Got a single crash after the second boss.|tester=}}  
{{testing/entry|revision=3.0-586|OS=Windows 7|CPU=AMD Athlon II X4 640 @ 3GHz|GPU=ATI Radeon HD 4200|result=With recommended settings works almost flawlessly. Lava, water, and snow sometimes lowers the FPS, but the FPS will go right back up if you turn the visor to scan mode. IMPORTANT: I don't know about other revisions, but save states are broken; loading a state results in a black screen.|tester=}}
{{testing/entry|revision=3.0-586|OS=Windows 7|CPU=AMD Athlon II X4 640 @ 3GHz|GPU=ATI Radeon HD 4200|result=With recommended settings works almost flawlessly. Lava, water, and snow sometimes lowers the FPS, but the FPS will go right back up if you turn the visor to scan mode. IMPORTANT: I don't know about other revisions, but save states are broken; loading a state results in a black screen.|tester=}}
{{testing/entry|revision=3.0-631|OS=Windows 7|CPU=Intel Core i7-920 @ 3.7GHz|GPU=AMD Radeon HD 6950|result=Absolutely fluid FPS even with 2.5x native on HLE audio, however, massive audio glitches occur (cracking, noise and 90% of sounds are wrong), LLE audio fixes this but yields a comparatively pathetic performance, even on 1x native with settings trimmed on extreme performance very annoying lags occur in fights with more than 2 opponents. LLE on a discrete thread seems to improve this a bit, but not satisfyingly. High FPS drops in large outside areas when water drops come onto the visor. UPDATE: I have recently found the solution: Enabling "Accurate VBeam emulation" causes a slight lag and FPS-drop in the menu and just after entering new areas, but increases overall performance substantially and makes it well playable.|tester=}}   
{{testing/entry|revision=3.0-631|OS=Windows 7|CPU=Intel Core i7-920 @ 3.7GHz|GPU=AMD Radeon HD 6950|result=Absolutely fluid FPS even with 2.5x native on HLE audio, however, massive audio glitches occur (cracking, noise and 90% of sounds are wrong), LLE audio fixes this but yields a comparatively pathetic performance, even on 1x native with settings trimmed on extreme performance very annoying lags occur in fights with more than 2 opponents. LLE on a discrete thread seems to improve this a bit, but not satisfyingly. High FPS drops in large outside areas when water drops come onto the visor. UPDATE: I have recently found the solution: Enabling "Accurate VBeam emulation" causes a slight lag and FPS-drop in the menu and just after entering new areas, but increases overall performance substantially and makes it well playable.|tester=}}   
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{{testing/entry|revision=4.0-4478|OS=Windows 8|CPU=Intel Core i7-3520M @ 3.3GHz|GPU=NVIDIA GeForce GT 640M LE|result= Played with D3D, 1.5x resolution. Near perfect, slows down only in very large areas or when splashing in water for some reason. FPS is constantly at around 60, VPS is stable as well. Micro-stuttering still an issue but barely noticeable; the sound is fantastic with the HLE engine, not a single error. I managed to complete the game with minor problems; the x-ray and thermal visors failed to work once for some reason, but worked again after resetting the emulator. It crashed four times in total, always in the same situation; when entering rooms where purple energy enemies are found, those that can only be killed via wave beam, the game randomly crashed. In other cases a FIFO overflow error occurred, although it didn't stop the emulation or crash the game. This is very close to perfect, and my computer is nowhere near powerful for Dolphin. Modifications to the JIT and FIFO have made a huge difference.|tester=UDEM42}}
{{testing/entry|revision=4.0-4478|OS=Windows 8|CPU=Intel Core i7-3520M @ 3.3GHz|GPU=NVIDIA GeForce GT 640M LE|result= Played with D3D, 1.5x resolution. Near perfect, slows down only in very large areas or when splashing in water for some reason. FPS is constantly at around 60, VPS is stable as well. Micro-stuttering still an issue but barely noticeable; the sound is fantastic with the HLE engine, not a single error. I managed to complete the game with minor problems; the x-ray and thermal visors failed to work once for some reason, but worked again after resetting the emulator. It crashed four times in total, always in the same situation; when entering rooms where purple energy enemies are found, those that can only be killed via wave beam, the game randomly crashed. In other cases a FIFO overflow error occurred, although it didn't stop the emulation or crash the game. This is very close to perfect, and my computer is nowhere near powerful for Dolphin. Modifications to the JIT and FIFO have made a huge difference.|tester=UDEM42}}
{{testing/entry|revision=4.0-5347|OS=Windows 7|CPU=Intel Core i7-4770K @ 4.2GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Played through the pirate frigate section, it seems perfect and running at full speed. Using D3D, auto rescaling at 1920x1080, 2xAA 4xAF, other settings at defaults. The microstuttering is there but isn't really a problem. It was present at places like the pan over the frigate during the opening cutscene and using the morph ball for the first time. Each pause was 150ms or so. Repeating these actions did not result in stuttering since the shaders were cached.|tester=ThatBum}}
{{testing/entry|revision=4.0-5347|OS=Windows 7|CPU=Intel Core i7-4770K @ 4.2GHz|GPU=NVIDIA GeForce GTX 660 Ti|result=Played through the pirate frigate section, it seems perfect and running at full speed. Using D3D, auto rescaling at 1920x1080, 2xAA 4xAF, other settings at defaults. The microstuttering is there but isn't really a problem. It was present at places like the pan over the frigate during the opening cutscene and using the morph ball for the first time. Each pause was 150ms or so. Repeating these actions did not result in stuttering since the shaders were cached.|tester=ThatBum}}
{{testing/entry|revision=4.0-7816|OS=Windows 7|CPU=Intel Core i5-2500k @ 3.3GHz|GPU=ATI Radeon HD 6870|result=Completed a 100% playthrough. D3D, auto rescaling, fullscreened to 1920x1080, all other graphics options set to default or auto. In certain areas there was extreme slowdown, namely the completed map screen for most sections, and the Chozo Temple, which made fighting Meta Ridley a tad difficult. There is also slowdown during special visor effects, such as when jumping into or exiting water, shooting a beam at a wall directly in front of you, or stuff splashing on it when killing Scarabs, but those were only a minor nuisance. The microstuttering shader cache issue still seems to exist here and there but the pauses were always extremely short and not too noticeable.|tester=BallsOfSteel}}
{{testing/entry|revision=4.0-7873|OS=Windows 10|CPU=Intel Core i7-3930K @ 4.2GHz|GPU=NVIDIA GeForce GTX 780|result=Game has terrible slowdown issues on OpenGL, but runs nearly perfectly on Direct3D, save a tiny bit of slowdown (about 57FPS) on the whole map view, and sometimes when landing in water. Stutter issue due to shader generation still exists, but it's not too bad. Used DSP HLE with the only issue being that some rooms in phendrana drifts have a slightly messed up echo effect, but last I checked this is a known issue. No sound issues otherwise; even the background music worked fine. Played through the entire game to 100% completion without a single issue otherwise. 1920x1080 fullscreen, auto rescaling, anti-aliasing, no texture filtering (I never use it as it often breaks things), and all the optimized defaults, including EFB to texture, which now works fine for the thermal and x-ray visors.|tester=Techjar}}
{{testing/entry|revision=5.0-rc-34|OS=Windows 10|CPU=Intel Core i5-6600K @ 4.5GHz|GPU=NVIDIA GeForce GTX 970|result='''Final Verdict''': At the expense of the unfortunate stuttering and slowdown issues (varying from mostly minor, to sudden Matrix-inducing moments), Metroid Prime looks absolutely stunning in Dolphin, running in 1080p widescreen at a mostly consistent 60FPS. What's more, there are no stretching artifacts or culling issues involved. Used Gamecube Controller, with Mayflash Adapter, and installed the Gamecube drivers via the [https://wiki.dolphin-emu.org/index.php?title=How_to_use_the_Official_GameCube_Controller_Adapter_for_Wii_U_in_Dolphin Dolphin wiki itself].
{{testing/entry|revision=5.0-rc-34|OS=Windows 10|CPU=Intel Core i5-6600K @ 4.5GHz|GPU=NVIDIA GeForce GTX 970|result='''Final Verdict''': At the expense of the unfortunate stuttering and slowdown issues (varying from mostly minor, to sudden Matrix-inducing moments), Metroid Prime looks absolutely stunning in Dolphin, running in 1080p widescreen at a mostly consistent 60FPS. What's more, there are no stretching artifacts or culling issues involved. Used Gamecube Controller, with Mayflash Adapter, and installed the Gamecube drivers via the [https://wiki.dolphin-emu.org/index.php?title=How_to_use_the_Official_GameCube_Controller_Adapter_for_Wii_U_in_Dolphin Dolphin wiki itself].
Settings: Backend OpenGL (Direct3D seems to deliver similar performance), Enable Cheats (true), Force 16:9, V-Sync (true), 3x Native (1920x1584), 4xAA (4x SSAA is possible, but tends to cause more stuttering? it's difficult to say), Per-Pixel Lighting (true), Widescreen Hack (true) (don't forget to enable cheats or the following AR Code). AR Code Disable Culling (aka Widescreen Hack fix): 043451D0 38600001  043451D4 4E800020. Thanks to the community for the code. This fixes an issue where most objects that are outside of the original 4:3 FoV would turn invisible to try and save on graphical resources (a technique called Culling). This AR code is essential for Dolphin VR. Keep in mind certain visual effects still render incorrectly in a 4:3 aspect ratio, such as the "Colour Correction" effect when Samus is underwater. You might also wish to disable the HUD and Helmet view within the game's Options. For a true native experience, set the aspect ratio to 4:3, disable Widescreen Hack, and disable the AR Code.
Settings: Backend OpenGL (Direct3D seems to deliver similar performance), Enable Cheats (true), Force 16:9, V-Sync (true), 3x Native (1920x1584), 4xAA (4x SSAA is possible, but tends to cause more stuttering? it's difficult to say), Per-Pixel Lighting (true), Widescreen Hack (true) (don't forget to enable cheats or the following AR Code). AR Code Disable Culling (aka Widescreen Hack fix): 043451D0 38600001  043451D4 4E800020. Thanks to the community for the code. This fixes an issue where most objects that are outside of the original 4:3 FoV would turn invisible to try and save on graphical resources (a technique called Culling). This AR code is essential for Dolphin VR. Keep in mind certain visual effects still render incorrectly in a 4:3 aspect ratio, such as the "Colour Correction" effect when Samus is underwater. You might also wish to disable the HUD and Helmet view within the game's Options. For a true native experience, set the aspect ratio to 4:3, disable Widescreen Hack, and disable the AR Code.
All other settings left to default. It's hard to say if there's a performance difference with reduced/increased settings due to the micro stuttering issue that occurs regardless of settings. On a side note, Dolphin VR 4.0-9170-dirty with Oculus Rift DK2 and SDK 0.7 works well, drawback being choppy headtracking. With OpCode Replay Settings: Pullup 60FPS to 75FPS (true), and Disable Opcode Warnings (true), headtracking is smooth but geography will flash everywhere making the game quickly unplayable.|tester=PyroPaperPlanes}}
All other settings left to default. It's hard to say if there's a performance difference with reduced/increased settings due to the micro stuttering issue that occurs regardless of settings. On a side note, Dolphin VR 4.0-9170-dirty with Oculus Rift DK2 and SDK 0.7 works well, drawback being choppy headtracking. With OpCode Replay Settings: Pullup 60FPS to 75FPS (true), and Disable Opcode Warnings (true), headtracking is smooth but geography will flash everywhere making the game quickly unplayable.|tester=PyroPaperPlanes}}
{{testing/entry|revision=4.0-7816|OS=Windows 7|CPU=Intel Core i5-2500k @ 3.3GHz|GPU=ATI Radeon HD 6870|result=Completed a 100% playthrough. D3D, auto rescaling, fullscreened to 1920x1080, all other graphics options set to default or auto. In certain areas there was extreme slowdown, namely the completed map screen for most sections, and the Chozo Temple, which made fighting Meta Ridley a tad difficult. There is also slowdown during special visor effects, such as when jumping into or exiting water, shooting a beam at a wall directly in front of you, or stuff splashing on it when killing Scarabs, but those were only a minor nuisance. The microstuttering shader cache issue still seems to exist here and there but the pauses were always extremely short and not too noticeable.|tester=BallsOfSteel}}
{{testing/entry|revision=4.0-7873|OS=Windows 10|CPU=Intel Core i7-3930K @ 4.2GHz|GPU=NVIDIA GeForce GTX 780|result=Game has terrible slowdown issues on OpenGL, but runs nearly perfectly on Direct3D, save a tiny bit of slowdown (about 57FPS) on the whole map view, and sometimes when landing in water. Stutter issue due to shader generation still exists, but it's not too bad. Used DSP HLE with the only issue being that some rooms in phendrana drifts have a slightly messed up echo effect, but last I checked this is a known issue. No sound issues otherwise; even the background music worked fine. Played through the entire game to 100% completion without a single issue otherwise. 1920x1080 fullscreen, auto rescaling, anti-aliasing, no texture filtering (I never use it as it often breaks things), and all the optimized defaults, including EFB to texture, which now works fine for the thermal and x-ray visors.|tester=Techjar}}
{{testing/entry|revision=4.0-9222|OS=Windows 10|CPU=Intel Core i7-4710HQ @ 3.3GHz|GPU=NVIDIA GeForce GTX 860M|result=Played through many times with DirectX11, 3x native resolution, 16x anisotropic filtering, 2x MSAA, and various compatibility settings. No issues whatsoever, aside from visor effects causing temporary slowdowns. Emulation is perfect, and the only limiter to graphics quality is my laptop hardware. If you want to play with 16:9 aspect ratio and widescreen hack, consider downloading a modified HUD for the best experience (I recommend looking into this; the game is simply stunning with the widescreen HUD!).|tester=Anonymous}}
{{testing/entry|revision=4.0-9442|OS=Windows 10|CPU=Intel Core i7-4770K @ 3.8GHz|GPU=NVIDIA GeForce GTX 970|result=Been playing to Phendrana and the only problem is the shader stuttering (read above). The only zone the shader stuttering was noticable was in Phendrana. Might be a stutter of 2 frames at most. Other than that it emulates flawlessly.
'''Settings used''':
'''General''': DX11, V-Sync
'''Enhancements''': 6x Native (4k), 4x SSAA, 16x Anisotropic, Scaled EFB Copy, Per-Pixel Lightning, Widescreen Hack
'''Hacks''': Ignore Format Changes, Store EFB Copies to Texture Only, Disable External Buffer (XFB), Fast Depth Calculation, Disable Bounding Box
'''Advanced''': Crop.
Currently running with Widescreen Hack and Widescreen HUD (don't forget to input the AR code '''043452A8 C342CB78''' to fix the culling on the sides (AR code only works on REV0 / 1.00).|tester=Hetsig}}
{{testing/entry|revision=5.0|OS=Windows 10|CPU=AMD A4 7210|GPU=AMD Radeon R5 Graphics|result=Good but a little choppy.|tester=Dogmander25}}
{{testing/entry|revision=5.0-129|OS=Windows 10|CPU=Intel Core i3-6320|GPU=NVIDIA GeForce GTX 750 TI|result=Works great even on moderate hardware. Black bar problem is gone and shader stutter wasn't as bad as i remember but I did have a brief moment of lag right after the opening cut-scene. I only did the intro so far but I am impressed by how much better this game runs!|tester=IceStrike256}}
{{testing/entry|revision=5.0-5421|OS=Windows 10|CPU=Intel Core i3-3220 @ 3.3GHz|GPU=NVIDIA GeForce GTX 1060|result=Nearly perfect with default settings (OpenGL). Most of the stuttering on a fresh shader cache is confined to the intro; afterwards, things were a lot more smooth. Hybrid ubershaders eliminates the stuttering entirely, but for me using hybrid ubershaders with OpenGL caused massive slowdown to below 50% speed when looking at the map (gameplay is fine). Direct3D11 and Vulkan with ubershaders both fix stuttering as well and keep the map at full speed.|tester=Xerxes}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{VideoGallery
{{VideoGallery
|vid1=THMnIYOBizg|cap1=(60FPS Viewable) Dolphin Emulator 4.0-3937 - Metroid Prime (1080p HD) - Nintendo GameCube
|vid1=Jf27he-pHwQ|cap1=Metroid Prime 1 Dolphin 5.0 vs Wii Comparison - The Retro Byte
|vid2=SWXmOYyWfKc|cap2=Dolphin Emulator 4.0 - Metroid Prime (1080p HD) - Nintendo GameCube
|vid2=THMnIYOBizg|cap2=(60FPS Viewable) Dolphin Emulator 4.0-3937 - Metroid Prime (1080p HD) - Nintendo GameCube
|vid3=zP6dQcdZu7Y|cap3=Metroid Prime (NGC) on Dolphin Emulator HD
|vid3=iZfxP6jvnL4|cap3=Metroid Prime On Dolphin 5.0-151 6X IR
|vid4=zP6dQcdZu7Y|cap4=Metroid Prime (NGC) on Dolphin Emulator HD
|vid5=Xz7ufCbgfO8|cap5=Metroid Prime on NVIDIA SHIELD Android TV - Dolphin Emulator (Nintendo GameCube)
|vid6=hqlo8vsn-ZE|cap6=Metroid Prime - Gameplay Nintendo Gamecube HD 1080p (Dolphin Emulator)  
|vid7=SWXmOYyWfKc|cap7=Dolphin Emulator 4.0 - Metroid Prime (1080p HD) - Nintendo GameCube
}}
}}


{{Navigation Metroid}}
{{Navigation/Metroid}}


[[Category:GameCube games]]
[[Category:GameCube games]]

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