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Metroid Prime 2: Echoes (GC)
|Metroid Prime 2: Echoes|
|Series||Metroid, Metroid Prime|
|Release date(s)|| NA November 15, 2004|
EU November 26, 2004
AUS December 2, 2004
JP May 26, 2005
|Genre(s)||First-person action-adventure, First-person shooter, Action-adventure|
|Mode(s)||Single-player, Multiplayer (4)|
|Input methods||GameCube Controller|
|GameIDs||G2MJ01, G2ME01, G2MP01|
Metroid Prime 2: Echoes, known as Metroid Prime 2: Dark Echoes (メトロイドプライム2: ダークエコーズ Metoroido Puraimu Tsū: Dāku Ekōzu) in Japan, is a first-person, action-adventure video game developed by Retro Studios and published by Nintendo for the GameCube. It is the seventh published game in the Metroid series and a direct sequel to Metroid Prime.
Like its predecessor, Metroid Prime 2: Echoes takes place in an open-ended world with interconnected regions, revolving around solving puzzles to uncover secrets, platform jumping, and shooting enemies. Echoes features parallel dimensions gameplay, Light Aether and Dark Aether, where changes in either dimension often reflect changes in the other. Dark Aether's atmosphere is caustic and damages Samus' Power Suit, requiring the player to move between designated "safe zones" that allow Samus' health to be regained slowly.
- 1 Emulation Information
- 2 Problems
- 3 Enhancements
- 4 Configuration
- 5 Version Compatibility
- 6 Testing
- 7 Gameplay Videos
Shader Compilation Stuttering
Metroid Prime 2: Echoes (GC) is one of the most susceptible titles to shader compilation stuttering. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Modern computers and mobile 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 directly. Shaders have to be generated though, 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 a few demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering, in severe cases pauses of over a second may occur.
Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since , Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. This allows cached shaders to work across different video backends, platforms, hardware configurations and even Dolphin versions as long as changes aren't made to Dolphin's actual shader pipeline. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. Enable Compile Shaders Before Starting to avoid this.
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 September Progress Report. Fixed with Hybrid XFB in ., 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
Visors will only work if Store EFB Copies to Texture Only is disabled. Though Store EFB Copies to Texture Only is forced off by the GameINI, visor corruption may still occur if the graphics configuration window is opened during gameplay before. Disable Store EFB Copies to Texture Only in the Dolphin GUI to avoid any problems.
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 is present whenever the HUD is on screen.
A 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.
60FPS in Multiplayer
When playing with 3-4 players in split-screen multiplayer, the framerate is locked at 30FPS. These Gecko codes provided below will make split-screen multiplayer levels play at 60FPS.
$60FPS in Multiplayer [Nick Reynolds] 003C5AB1 00000000
50Hz AR Codes
Enable 50Hz Mode [Ralf] EG75-68B7-QN0DF 3FTF-FBBX-V2BEQ
16:9 Aspect Ratio Fix
This game has clipping with the Dolphin Widescreen Hack that can be solved with an Action Replay Code. Use the following code along with the Dolphin Widescreen Hack.
$Widescreen Culling Fix 04302498 38600001 0430249C 4E800020 04302298 38600001 0430229C 4E800020 043022F8 38600001 043022FC 4E800020 04302450 38600001 04302454 4E800020 04302364 38600001 04302368 4E800020
Metroid Prime Trilogy - HD Interface Textures. This texture pack works with the Trilogy and the standalone GameCube/Wii titles.
No configuration changes are known to affect compatibility for this title.
The graph below charts the compatibility with Metroid Prime 2: Echoes since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows||Intel Core i7-920 @ 4GHz||NVIDIA GeForce GTX 285||Metroid Prime 2 on Dolphin 1943 (Emulator) - High Quality (Normally running on 45-60FPS!!!)|
|Windows 7||AMD Phenom II X2 550 @ 3.1GHz||ATI Radeon HD 4850||Playable: 30-60FPS with OpenGL plug-in and Recommended Configuration|
|Windows 7||Intel Core 2 Quad Q6700 @ 2.66GHz||NVIDIA GeForce 8800 GTS||Playable: 30-60FPS with DX9 plug-in and Recommended Configuration. Just like Metroid Prime 1, if there are too many enemies, you will occasionally have some slowdown, especially since EFB copy to RAM is REQUIRED for the scan visor, which is an essential part of the game. Essentially runs flawlessly as of.||ShobuPrime|
|Windows 7||AMD Phenom II X4 955 @ 3.8GHz||ATI Radeon HD 4650||Playable: Runs fine except for occasional loading pauses and the scan visor. Using slightly tweaked config based off of recommended config.||MechWarrior001|
|Windows 7||AMD Phenom II X6 1100T||AMD Radeon HD 6850||Perfect, just some slows when rain drops or water on the visor,audio some times crashes, graphics are clean and perfect||Aldaris|
|Windows 7||Intel Core 2 Quad 9550 @ 3.2GHz||AMD Radeon HD 6950||Perfect thanks to Dolphin DX 11 renderer without any issues and with the scan visor fully functional. 60FPS all the time.||Xenon|
|Windows 7||Intel Core i5-2500K @ 4.3GHz||AMD Radeon HD 7950||Near perfect. Some slowdown when jumping out of shallow water, or looking up at open sky, but neither are significant issues due to their rarity. The green dot and black bar bugs persist, but I've yet to encounter flickering or micro-stutter.|
|Windows 7||AMD Athlon X4 640 @ 3.15GHz||NVIDIA GeForce 9800 GT||Playable to completion with near-perfect emulation. Noticed some sound glitches when fighting Warrior Ing. Slowdown to ~20FPS when viewing map and during water splash effect. (Dual core/HLE/DX11/No enhancements)||Durandal|
|Windows 7||Intel Core i7-2600K @ 4GHz||NVIDIA GeForce GTX 660||Crippling lag with water splashes seems to have been lessened quite a bit, now either causes minimal frame drops or none at all (Thank god, as I was in the Bog at this point); the same can be said for raindrops. Black bar issue appears to happen immediately, though, compared to some of the earlier revisions and the game still refuses to launch with "Sync GPU Thread" enabled. Game otherwise runs quite smoothly with no noticeable/reproducible issues||TehGuy|
|Windows 8.1||Intel Core i5-2400 @ 3.1GHz||NVIDIA GeForce GT 610||Near perfectly emulated, some big open areas will slow down, interestingly not as bad as in MP1, black bar isn't a problem at all and in fact i didn't notice it until i checked this article. Automatic Resolution depending on window size, DX11, dualcore mostly 60FPS, Graphic config is based on an MP1 config and works just perfect, here the video.||KerrangR|
|Windows 10||Intel Core i5-4590 @ 3.7GHz||NVIDIA GeForce GTX 750 Ti||Minor stutters/slowdowns loading relatively new things throughout gameplay as well as minor pause coming out of interactive menus (map/logbook etc...) Very smooth otherwise. Direct3d 12 / 2.5x native resolution / 16x anisotropic filtering / per-pixel lighting / virtual xfb / store efb copies to ram & texture / widescreen (through gecko codes) It seems the game isn't inherently broken anymore in the visor and black bar department, game is emulated just fine with efb to texture only and xfb disabled. However, map flickering is a problem and I have encountered black frame flickering as well as in-game image flickering (whatever is rendered the frame before i open the map) while sitting in the map interface, with both types mitigated with virtual xfb and efb to ram & texture. Torvus bog is a demanding area (3x native res had to be dropped to 2.5x) but it is very much near perfect with water droplets and the likes; unfortunately entering and leaving water causes micro stuttering.||Brownittoya|
|Windows 10||AMD FX-8350 @ 4GHz||NVIDIA GeForce GTX 970||Played with D3D11, the experimental D3D12 and Vulkan to find few differences in performance. All three ran the game fine at 60 FPS and I was able to get to my preferred 3x internal resolution without losing performance. Regardless of settings, the blackbar issue has only been a problem if I bring up the stop emulation prompt and then cancel it. In regular play sessions it has never happened so far. Stuttering seems much more bearable than in prior builds and the time it takes for stuttering to ease down seems faster too. Refracting lights from inactive portals and water droplets as well as viewing the map still destroys framerate however. Turning off "Store EFB Copies to Texture Only" did not break the scan visor for me but also didn't fix the frame drops around water and portals like some claim. Otherwise it's near perfect at this state.||Gotohellcadz|