Metroid Prime (Metroid Prime: Trilogy): Difference between revisions

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|developer = Retro Studios
|developer = Retro Studios
|publisher = Nintendo
|publisher = Nintendo
|series    = ''Metroid'', ''Metroid Prime''
|series    = Metroid, Metroid Prime
|released  = '''Original release'''<br/>{{vgrelease|NA=November 17, 2002}}{{vgrelease|JP=February 28, 2003|EU=March 21, 2003|AUS=April 3, 2003}}'''''Metroid Prime: Trilogy'''''<br/>{{Vgrelease|NA=August 24, 2009|EU=September 4, 2009|AUS=October 15, 2009}}
|released  = '''Original release'''<br/>{{vgrelease|NA=November 17, 2002}}{{vgrelease|JP=February 28, 2003|EU=March 21, 2003|AUS=April 3, 2003}}'''''Metroid Prime: Trilogy'''''<br/>{{Vgrelease|NA=August 24, 2009|EU=September 4, 2009|AUS=October 15, 2009}}
|genre    = First-person action-adventure, First-person shooter, Action-adventure
|genre    = First-person action-adventure, First-person shooter, Action-adventure
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== Emulation Information ==
== Emulation Information ==
{{Problems/Shader Compilation Stuttering}}
=== Constant Wii Remote Disconnects ===
=== Constant Wii Remote Disconnects ===
<!-- Copied from [[Metroid Prime: Trilogy#Constant Wii Remote Disconnects]] -->
<!-- Copied from [[Metroid Prime: Trilogy#Constant Wii Remote Disconnects]] -->
Since {{revision|3.5-471}}, when using the MS Bluetooth Stack (the default Bluetooth stack on Windows) the game will think that the Wii Remote is constantly disconnecting. Pressing a button on the Wii Remote will restore it, but it will disconnect again seconds later. Disable '''Enable Speaker Data''' to remedy this problem. It's a problem bound to PC hardware and driver, you can also try [[Bluetooth Passthrough]], or follow this [[Wii Remote Plus (RVL-CNT-01-TR) Connection Guide#Windows|Wii Remote -TR Connection Guide]] anyhow to avoid the MS Bluetooth stack. DolphinBar is another viable solution for this problem.
Since {{revision|3.5-471}}, when using the MS Bluetooth Stack (the default Bluetooth stack on Windows) the game will think that the Wii Remote is constantly disconnecting. Pressing a button on the Wii Remote will restore it, but it will disconnect again seconds later. Disable '''Enable Speaker Data''' to remedy this problem. It's a problem bound to PC hardware and driver, you can also try [[Bluetooth Passthrough]], or follow this [[Wii Remote Plus (RVL-CNT-01-TR) Connection Guide#Windows|Wii Remote -TR Connection Guide]] anyhow to avoid the MS Bluetooth stack. DolphinBar is another viable solution for this problem.


=== Bloom Offset ===
{{Problems/Shader Compilation Stuttering}}
Like Prime 3 and all the Trilogy games, Prime 1 Trilogy has bloom offset problems. Fortunately, it is not very noticeable with this game. The only solution is to disable Scaled EFB copies, which creates issues of its own. See {{issue|5573}}.
{{image|MP1Tri-Bloom.png|Example of the bloom offset|br|width=200}}
 
=== Dot in IR>1 ===
<!-- Shared problem with other [[Metroid Prime: Trilogy]] games -->
When playing above 1x Native internal resolution, there is a dot in the very center of the screen. It's small and easy to ignore, but it's always there. It can be hidden along with the helmet display in the game settings (Hit '''"2"''' then '''"-"''' on your Wii Remote to bring up the option screen then go to "Visor" in the left column, "Helmet Opacity" in the right column, then move the slider all the way to the left). This problem did not appear in the original game [[Metroid Prime (GC)|Metroid Prime]] for GameCube.
{{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}}


== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
=== Visors ===
=== <s>Visors</s> ===
Visors will only work if '''EFB Copies to Texture Only''' is disabled. Though '''EFB Copies to Texture Only''' is forced as disabled by the GameINI, visor corruption may still occur if you open the graphics configuration window during gameplay. Disable '''EFB Copies to Texture Only''' in the Dolphin GUI to avoid any problems.
Visors will only work if '''EFB Copies to Texture Only''' is disabled. Though '''EFB Copies to Texture Only''' is forced as disabled by the GameINI, visor corruption may still occur if you open the graphics configuration window during gameplay. Disable '''EFB Copies to Texture Only''' in the Dolphin GUI to avoid any problems. Fixed with default config handling revisions.


=== The Black Bar ===
=== <s>The Black Bar</s> ===
During Shader Compilation, stuttering can become so severe that it desyncs the GPU and CPU threads in Dual Core mode. 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.
During Shader Compilation, stuttering can become so severe that it desyncs the GPU and CPU threads in Dual Core mode. 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.


After {{revision|4.0-7517}}, enabling Virtual XFB or Real XFB will fix and/or prevent the problem. If XFB is disabled the problem may still occur. Details can be found in the [https://dolphin-emu.org/blog/2015/10/01/dolphin-progress-report-september-2015/#40-7517-derive-field-timings-from-video-interface-registers-by-booto September Progress Report].
After {{revision|4.0-7517}}, enabling Virtual XFB or Real XFB will fix and/or prevent the problem. If XFB is disabled the problem may still occur. Details can be found in the [https://dolphin-emu.org/blog/2015/10/01/dolphin-progress-report-september-2015/#40-7517-derive-field-timings-from-video-interface-registers-by-booto September Progress Report]. Fixed with Hybrid XFB in {{revision|5.0-5874}}.


{{image|MP1Tri NoSquish.jpg|Correct emulation}}
{{image|MP1Tri NoSquish.jpg|Correct emulation}}
{{image|MP1Tri Squish.jpg|Black bar and squishing|br}}
{{image|MP1Tri Squish.jpg|Black bar and squishing|br}}
As for version 5.0, to remove the black bar simply go to Configuration, Wii tab, and uncheck "Use PAL60 Mode (EuRGB60)"


}}}}
}}}}
== Enhancements ==
=== Bloom Offset in IR>1 ===
Like Prime 3 and all the Trilogy games, Prime 1 Trilogy has bloom offset problems when playing above 1x Native internal resolution. Fortunately, it is not very noticeable with this game. The only solution is to disable Scaled EFB copies, which creates issues of its own. See {{issue|5573}}.
{{image|MP1Tri-Bloom.png|Example of the bloom offset|br|width=200}}
=== Dot in IR>1 ===
<!-- Shared problem with other [[Metroid Prime: Trilogy]] games -->
When playing above 1x Native internal resolution, there is a dot in the very center of the screen. It's small and easy to ignore, but it's always there. It can be hidden along with the helmet display in the game settings (Hit '''"2"''' then '''"-"''' on your Wii Remote to bring up the option screen then go to "Visor" in the left column, "Helmet Opacity" in the right column, then move the slider all the way to the left). This problem did not appear in the original game [[Metroid Prime (GC)|Metroid Prime]] for GameCube.
{{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}}


== 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
|xfb = Virtual
|xfbnotes = Needed to prevent the black bar
|efb2texonly = Off
|efb2texonlynotes = Needed to avoid visor issues
|enablespeakerdata      = Off
|enablespeakerdata      = Off
|enablespeakerdatanotes = Prevents constant Wii Remote disconnects
|enablespeakerdatanotes = Prevents constant Wii Remote disconnects
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<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|7689|***|}}
{{VersionCompatibilityVersion|7689|***|}}
{{VersionCompatibilityVersion|4.0-5384|****|}}
{{VersionCompatibilityVersion|5.0-4869|****|Shader Compilation Stuttering resolved with Ubershaders}}
{{VersionCompatibilityVersion|5.0-1637|**|XFB fixes for the black bar cause severe graphical issues}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/entry|revision=5.0-1943|OS=Windows 10|CPU=Intel Core Xeon-5670 @ 4.8GHz|GPU=NVIDIA GeForce GTX 1070|result=D3D12(Experimental) @ 1920x1080 (3x IR), no AA, 16x AF. High improvement in stability with less and shorter framerate drops than other rendering modes.|tester=Searanger}}
{{testing/entry|revision=5.0-1943|OS=Windows 10|CPU=Intel Core Xeon-5670 @ 4.8GHz|GPU=NVIDIA GeForce GTX 1070|result=D3D12(Experimental) @ 1920x1080 (3x IR), no AA, 16x AF. High improvement in stability with less and shorter framerate drops than other rendering modes.|tester=Searanger}}
{{testing/entry|revision=5.0-2612|OS=Windows 8.1|CPU=Intel Core i7-5820k @ 3.8GHz|GPU=AMD R9 Fury X|result=Vulkan(Experimental) @ 3440x1440 (black bars to keep 16:9 aspect) (Window Size IR), 2x MSAA, 16x AF. Tested with European release. I encountered no problems during my run. Virtual XFB worked well, no flickering or other visible artifacts. Still experiences a few stutters when building shaders but it's almost perfect now.|tester=Oceankhayne}}
{{testing/entry|revision=5.0-2612|OS=Windows 8.1|CPU=Intel Core i7-5820k @ 3.8GHz|GPU=AMD R9 Fury X|result=Vulkan(Experimental) @ 3440x1440 (black bars to keep 16:9 aspect) (Window Size IR), 2x MSAA, 16x AF. Tested with European release. I encountered no problems during my run. Virtual XFB worked well, no flickering or other visible artifacts. Still experiences a few stutters when building shaders but it's almost perfect now.|tester=Oceankhayne}}
{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4.0GHz|GPU=NVIDIA GeForce GTX 1070|result=80% run w/ Vulkan at 3xIR, 16xAF, No AA & Virtual XFB. Perfectly playable in all areas despite moderate stuttering after loading a save & when exiting water (Shader Compilation?).|tester=SolidStateDork}}
{{testing/entry|revision=5.0-4322|OS=Windows 10|CPU=Intel Core i7-4790K @ 4GHz|GPU=NVIDIA GeForce GTX 1070|result=80% run w/ Vulkan at 3xIR, 16xAF, No AA & Virtual XFB. Perfectly playable in all areas despite moderate stuttering after loading a save & when exiting water (Shader Compilation?).|tester=SolidStateDork}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{VideoGallery
{{VideoGallery
|vid1=bNsglEfBotE|cap1=Metroid Prime Trilogy (MP1 & MP2) HD Gameplay
|vid1=Jf27he-pHwQ|cap1=Metroid Prime 1 Dolphin 5.0 vs Wii Comparison - The Retro Byte
|vid2=bNsglEfBotE|cap2=Metroid Prime Trilogy (MP1 & MP2) HD Gameplay
}}
}}
   
   
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