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 ==
=== Constant Wii Remote Disconnects ===
<!-- Copied from [[Metroid Prime: Trilogy#Constant Wii Remote Disconnects]] -->
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.
{{Problems/Shader Compilation Stuttering}}
{{Problems/Shader Compilation Stuttering}}


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{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|


=== Constant Wii Remote Disconnects ===
=== <s>The Black Bar</s> ===
<!-- Copied from [[Metroid Prime: Trilogy#Constant Wii Remote Disconnects]] -->
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.
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 solve this problem, or avoid the MS Bluetooth stack by using the DolphinBar or the Toshiba Stack (for instruction of which is available at [[Wii Remote Plus (RVL-CNT-01-TR) Connection Guide#Windows]]).


=== Bloom Offset ===
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}}.
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}}


=== Visors ===
{{image|MP1Tri NoSquish.jpg|Correct emulation}}
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.
{{image|MP1Tri Squish.jpg|Black bar and squishing|br}}


=== Dot ===
As for version 5.0, to remove the black bar simply go to Configuration, Wii tab, and uncheck "Use PAL60 Mode (EuRGB60)"
When playing above 1x Native internal resolution, there is a dot in the center of the screen. It's small and easy to ignore, but it's always there. There is no fix for this problem, but the dot can be removed by hiding the helmet display in the game's options (i.e. Visor, the 3rd option below Controller and Display, slide the Helmet Opacity sliders all the way to the left).
{{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}}


=== The Black Bar ===
}}}}
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].
== 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}}


{{image|MP1Tri NoSquish.jpg|Correct emulation}}
=== Dot in IR>1 ===
{{image|MP1Tri Squish.jpg|Black bar and squishing|br}}
<!-- 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}}


}}}}
=== HD Textures ===
[https://forums.dolphin-emu.org/showthread.php?tid=59035 Metroid Prime Trilogy - HD Interface Textures]. This texture pack works with the Trilogy and the standalone GameCube/Wii titles.


== 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 = Causes 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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(x64 Release, git master rev bfde41895f52 + ES_LAUNCH rev 52def7cebd32, compiled w/ MS VS 2010.)|tester=eyeonus}}
(x64 Release, git master rev bfde41895f52 + ES_LAUNCH rev 52def7cebd32, compiled w/ MS VS 2010.)|tester=eyeonus}}
{{testing/entry|revision=3.0-766|OS=Windows 7|CPU=Intel Core i7-3770K @ 4.4GHz|GPU=AMD Radeon HD 6970|result=DX11 at 1900x1200 (using internal resolution auto, 4xAA), game completed averaging 50-60FPS, except for areas where X-Ray visor is required: EFB>RAM must be used, decreasing performance to 30-40FPS.  Recommend using save-states to switch EFB>RAM off except when x-ray visor is used (not very often).  Other slowdowns common when entering/existing water, likely due to visor droplet effect.  "Accurate V-Beam" in right-click options provides noticeable speedup in large rooms.  DSP-HLE works fine, except for very occasional loss of BGM (can be resolved by save/load or reset); DSP-LLE does not drop BGM but instead causes crackling and clicking sounds whenever framerate drops below 60.  OpenMP texture decoder and disable fog/pixeldepth recommended for slight speedup, no ill effects observed.  DOL swap still required to run.|tester=anon}}
{{testing/entry|revision=3.0-766|OS=Windows 7|CPU=Intel Core i7-3770K @ 4.4GHz|GPU=AMD Radeon HD 6970|result=DX11 at 1900x1200 (using internal resolution auto, 4xAA), game completed averaging 50-60FPS, except for areas where X-Ray visor is required: EFB>RAM must be used, decreasing performance to 30-40FPS.  Recommend using save-states to switch EFB>RAM off except when x-ray visor is used (not very often).  Other slowdowns common when entering/existing water, likely due to visor droplet effect.  "Accurate V-Beam" in right-click options provides noticeable speedup in large rooms.  DSP-HLE works fine, except for very occasional loss of BGM (can be resolved by save/load or reset); DSP-LLE does not drop BGM but instead causes crackling and clicking sounds whenever framerate drops below 60.  OpenMP texture decoder and disable fog/pixeldepth recommended for slight speedup, no ill effects observed.  DOL swap still required to run.|tester=anon}}
{{testing/entry|revision=3.5-379|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.3GHz|GPU=NVIDIA GeForce GTX 680 x2|result=100% emulation, there's no stuttering or lagging. Minor problems, such as 3 pixels at the middle of the screen. It's a bit annoying but easy to ignore. NVIDIA 3D vision isn't working, possibly a Dolphin problem. Settings used: Direct3D9, no AA, no Anisotropic filtering, HLE audio (seems to work right, without any problems), 1440x900 fullscreen resolution.|tester=Megamew28}}
{{testing/entry|revision=3.5-379|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.3GHz|GPU=NVIDIA GeForce GTX 680|result=100% emulation, there's no stuttering or lagging. Minor problems, such as 3 pixels at the middle of the screen. It's a bit annoying but easy to ignore. NVIDIA 3D vision isn't working, possibly a Dolphin problem. Settings used: Direct3D9, no AA, no Anisotropic filtering, HLE audio (seems to work right, without any problems), 1440x900 fullscreen resolution.|tester=Megamew28}}
{{testing/entry|revision=4.0-2826|OS=Windows 7|CPU=Intel Core i7-4790K @ 4.6GHz|GPU=AMD Radeon HD 7970|result=OpenGL at 1920x1080 (3x internal res), no AA, 4x AF, works consistently at 58-60FPS - There was a halo around Samus during elevator cutscenes and in the menu screen that I did not see in 4.0-2591, I saw drops in FPS when entering or exiting water and MAJOR drops when fighting meta ridley (25FPS at times), other than than such a great experience playing MP1 in 1080p|tester=anon}}
{{testing/entry|revision=4.0-2826|OS=Windows 7|CPU=Intel Core i7-4790K @ 4.6GHz|GPU=AMD Radeon HD 7970|result=OpenGL at 1920x1080 (3x internal res), no AA, 4x AF, works consistently at 58-60FPS - There was a halo around Samus during elevator cutscenes and in the menu screen that I did not see in 4.0-2591, I saw drops in FPS when entering or exiting water and MAJOR drops when fighting meta ridley (25FPS at times), other than than such a great experience playing MP1 in 1080p|tester=anon}}
{{testing/entry|revision=4.0-5384|OS=Windows Server 2012|CPU=AMD FX-8350 @ 4.6GHz|GPU=AMD Radeon HD 7970|result=D3D @1920x1080 (3x IR), no AA, 1x AF, playing at PAL50. Runs very nicely, minor FPS drops when entering water and in some places, much like in Metroid Prime 2, otherwise constant 50FPS. Played all the way through without major glitches. Very close to being perfect.|tester=XorUnison}}
{{testing/entry|revision=4.0-5384|OS=Windows Server 2012|CPU=AMD FX-8350 @ 4.6GHz|GPU=AMD Radeon HD 7970|result=D3D @1920x1080 (3x IR), no AA, 1x AF, playing at PAL50. Runs very nicely, minor FPS drops when entering water and in some places, much like in Metroid Prime 2, otherwise constant 50FPS. Played all the way through without major glitches. Very close to being perfect.|tester=XorUnison}}
{{testing/entry|revision=5.0-1637|OS=Windows 10|CPU=Intel i7-4790 @ 3.6 GHz|GPU=NVIDIA GeForce GTX 970|result=Both OpenGL and D3D11 @ 1920x1080 (3x IR), no AA, 16x AF. Mostly stable framerate at 60 FPS with the occasional drop. As expected, with the External Frame Buffer (XFB) disabled, a large black bar appears at the bottom of the screen and stretches the rest of the image. While setting the XFB to Virtual does fix this particular issue, there is constant flickering and the framerate drops somewhat. Setting the XFB to Real, however, causes severe graphical issues, and the framerate drops to around 4 FPS. As a result the game is unplayable for me.|tester=LifeWulf}}
{{testing/entry|revision=5.0-1637|OS=Windows 10|CPU=Intel Core i7-4790 @ 3.6GHz|GPU=NVIDIA GeForce GTX 970|result=Both OpenGL and D3D11 @ 1920x1080 (3x IR), no AA, 16x AF. Mostly stable framerate at 60 FPS with the occasional drop. As expected, with the External Frame Buffer (XFB) disabled, a large black bar appears at the bottom of the screen and stretches the rest of the image. While setting the XFB to Virtual does fix this particular issue, there is constant flickering and the framerate drops somewhat. Setting the XFB to Real, however, causes severe graphical issues, and the framerate drops to around 4 FPS. As a result the game is unplayable for me.|tester=LifeWulf}}
{{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=5.0-4322|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
|vid3=rBlDZz1_D2Y|cap3=Metroid Prime: Trilogy - Dolphin Emulator 5.0-12656 [1080p HD] - Nintendo Wii
}}
}}
   
   

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