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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=== 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.
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 ===
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/Shader Compilation Stuttering}}
{{Problems/Shader Compilation Stuttering}}
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== Problems ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
{{Problems|{{#vardefineecho:problems|
=== Visors ===
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.


=== <s>The Black Bar</s> ===
=== <s>The Black Bar</s> ===
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}}}}
}}}}
== 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.  This problem did not appear in the original game [[Metroid Prime (GC)|Metroid Prime]] for GameCube. It can be hidden along with the helmet and visor display in the game's options.
Another workaround for this problem is to put these custom textures into the Dolphin Emulator\Load\Textures folder and enabling the '''Load Custom Textures''' option in the advanced graphics settings.
https://cdn.discordapp.com/attachments/559645428451246090/802436195375382538/Dot_Fix.zip
{{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
|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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(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}}
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|vid1=Jf27he-pHwQ|cap1=Metroid Prime 1 Dolphin 5.0 vs Wii Comparison - The Retro Byte
|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
|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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