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
Line 20: Line 19:


== Emulation Information ==
== Emulation Information ==
=== Shader Compilation Stuttering ===
{{Problems/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|{{#vardefineecho:problems|
 
 
}}}}
 
== Enhancements ==
=== 16:9 HUD Mod ===
https://mega.nz/#!XwFl3SzL!zn53p1lKpiK22yd1-Qo1rcyrtqYd9FTOq9R7SJykjsA


=== Dolphin Savestates ===
=== NA 16:9 Aspect Ratio Culling 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.
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


== Problems ==
<pre>$Widescreen Hack Fix
=== {{s}}Incorrect Textures{{/s}} ===
043452A8 C342CB78
When using '''Store EFB to Texture Only''', some environment textures may be EFB Copies instead of proper textures. Fixed by {{revision|4.0-7630}}.
</pre>
 
=== 16:9 Aspect Ratio Culling Fix Alternative ===
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=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=4.0-7816|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=4.0-7873|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
}}
}}


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