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Difference between revisions of "Metroid Prime (Metroid Prime: Trilogy)"
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=== Visors ===
=== Visors ===
Visors will only work if EFB to Ram is enabled. However, EFB to Ram is set as default within the game INI, preventing the user from using anything but EFB to Ram for this game.
Visors will only work if EFB to Ram is enabled. However, EFB to Ram is set as default within the game INI, preventing the user from using anything but EFB to Ram for this game. [[File:Bug.png|thumb|thermal visor bug]]
[[File:Bug.png|thumb|thermal visor bug]]
=== <s>Distorted Audio with DSP HLE</s> ===
=== <s>Distorted Audio with DSP HLE</s> ===
Revision as of 22:21, 2 July 2013
|Series||Metroid, Metroid Prime|
|Release date(s)|| Original release|
NA November 17, 2002
JP February 28, 2003
EU March 21, 2003
AUS April 3, 2003
Metroid Prime: Trilogy
NA August 24, 2009
EU September 4, 2009
AUS October 15, 2009
|Genre(s)||First-person action-adventure, First-person shooter, Action-adventure|
|Input methods||Wii Remote + Nunchuk|
Metroid Prime: Trilogy is an action-adventure video game compilation developed by Retro Studios and published by Nintendo for the Wii video game console. It features Metroid Prime, Metroid Prime 2: Echoes, and Metroid Prime 3: Corruption on a single dual-layer disc.
Metroid Prime in Trilogy has been updated with many features from Metroid Prime 3, such as its aiming system, bloom rendering, 16:9 aspect ratio, and reduced difficulty level (to play the original difficulty, play "veteran" instead of normal). The update also has higher resolution textures, and uses Trilogy's menus, save system, achievements, and unlockable soundtracks.
- 1 Game Pages
- 2 Problems
- 3 Configuration
- 4 Version Compatibility
- 5 Testing
- 6 Gameplay Videos
Performance in general seems reduced compared to the game's GameCube counterpart. This may be related to the higher resolution textures and various new screen effects added for the Trilogy versions.
Black Bar and Severe Stutters
At seemingly random points throughout the game, the game will freeze for an instant, flashing to black and "redrawing". When it comes back, a black bar will be at the bottom of the screen, taking up 15% of the screen space and "squishing" the game in the remaining space. From thorough testing, this apparently occurs whenever the emulator stops the GPU thread for a split-second, causing the GPU and CPU threads to desync. Most games don't care about this, but Prime freaks out and creates this error. Creating a new shadercache, from first run of the game or from going into a new area, will immediately cause the desync, as well as going in and out of fullscreen and even taking a screenshot. Building up a shadercache of an area helps, but it will still desync if a new effect or region is loaded. Playing with Dual Core disabled or using Sync GPU Thread is the only solution at this time. See .
- PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent this issue.
Constant Wiimote Disconnects
Since, the game will think that the wiimote is constantly disconnecting. Pressing Alt-F5 will restore it, but it will disconnect again seconds later. Disable "Enable Speaker Data" to solve this problem.
All of the Prime games suffer from micro-stuttering: small stops in the video that can become very annoying. It occurs in all graphics backends, but the OpenGL backend has consistently been the most resistant to the problem. Its severity varies depending on the revision and settings used, so if you want to play the game you should try a wide variety of combinations.
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 .
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. D3D11 and D3D9 are not affected by this problem in this game.
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.
VisorsVisors will only work if EFB to Ram is enabled. However, EFB to Ram is set as default within the game INI, preventing the user from using anything but EFB to Ram for this game.
When you disable EFB to Ram, visors are glitchy. Thermal visor looks blue instead of orange/red, and X-Ray visor looks completely white.
Distorted Audio with DSP HLE
The New-AX-HLE 2.0 merger in DSP LLE. See . Fixed by .causes SEVERE audio problems with DSP HLE with DSP on Dedicated Thread disabled. Run DSP HLE with DSP on Dedicated Thread on, or use
The game may experience a small amount of Wii Remote lag. Use "Alternate Wiimote Timings" in the game settings to correct it. Fixed and the option removed by.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Causes constant Wiimote disconnects|
The graph below charts the compatibility with Metroid Prime since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7 x64||Intel Core i5-2500K @ 4.4GHz||nVidia GeForce GTS 250||Close to perfect -> constant 60FPS, 1280x720, 3xNative textures and DSP-HLE sound (still must use dol swap though)||Zlutz|
|Windows 7 x64||AMD Phenom II X4 980 @ 4.2GHz||nVidia GeForce 8800 GT||DX9, 1.5x Resolution, 4x SSAA, 8x AF runs at 90-100%. HLE works with little to no issues. Use Accurate VBeam Emulation for a nice speedup. Very well emulated in current versions. MUST use dol swap to get working.||Keller999|
|Windows 7 x64||AMD Phenom II X6 1090T @ 3.2GHz||AMD Radeon HD 6870||For any Resolution up to 2.5x, any AA up to max, any AF up to 8x: With EFB->Texture, runs at ~30-45fps. With EFB->RAM, runs at ~7-10fps. EFB->RAM needed for X-Ray Visor, otherwise it's just a white screen. Thermal Visor works fine with EFB->Texture. No other settings seem to have any real effect on the framerate, although enabling Accurate VBeam Emulation in the properties does provide a speedup on the map screen, from ~10fps OGL and ~20fps DX9/11 to ~45fps with any settings.
(x64 Release, git master rev bfde41895f52 + ES_LAUNCH rev 52def7cebd32, compiled w/ MS VS 2010.)
|Windows 7 x64||Intel Core i7-3770k @ 4.4GHz||AMD Radeon HD 6970||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.||anon|
|Windows 7 x64||Intel Core i5 2500K @ 4.3Ghz||nVidia GTX 680 (2-way SLI)||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.||Megamew28|