Metroid Prime 2: Echoes (GC): Difference between revisions

no edit summary
m (Text replacement - " x64" to "")
No edit summary
Line 17: Line 17:


An updated version was released for the [[Wii]] as part of the ''[[Metroid Prime: Trilogy|Metroid Prime Trilogy]]''.
An updated version was released for the [[Wii]] as part of the ''[[Metroid Prime: Trilogy|Metroid Prime Trilogy]]''.
== Patches ==
=== 60Hz AR Codes ===
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] =====
<pre>Enable 50Hz Mode [Ralf]
EG75-68B7-QN0DF
3FTF-FBBX-V2BEQ</pre>


== Problems ==
== Problems ==
=== Shader Compilation Stuttering ===
=== Shader Compilation Stuttering ===
The ''Metroid Prime'' games are some of the most susceptible titles to shader compilation stuttering, thanks to a combination of very complex effects and dynamic loading. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone 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. But shaders have to be created, 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 the ''Metroid Prime'' series and a few other demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering.
The ''Metroid Prime'' games are some of the most susceptible titles to shader compilation stuttering, thanks to a combination of very complex effects and dynamic loading. The GC and Wii have no concept of shaders - everything runs directly "on the metal" without any APIs. Modern desktop and phone 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. But shaders have to be created, 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 the ''Metroid Prime'' series and a few other demanding titles, the shaders that they generate are so large that they can result in noticeable stuttering.
Line 49: Line 41:
=== {{s}}Refraction Slowdown{{/s}} ===
=== {{s}}Refraction Slowdown{{/s}} ===
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. D3D is not affected by this problem in this game. Fixed by {{revision|4.0-5124}}.
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. D3D is not affected by this problem in this game. Fixed by {{revision|4.0-5124}}.
== Enhancements ==
{{todo|These Action Replay codes are encrypted. Please decrypt them and clean up the code and section titles.}}
=== 60Hz AR Codes ===
===== PAL[http://www.gc-forever.com/forums/viewtopic.php?f=38&t=1998] =====
<pre>Enable 50Hz Mode [Ralf]
EG75-68B7-QN0DF
3FTF-FBBX-V2BEQ</pre>


== Configuration ==
== Configuration ==
6,576

edits