Metroid Prime 2: Echoes (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 15, 2004|EU=November 26, 2004|AUS=December 2, 2004}}{{vgrelease|JP=May 26, 2005}}'''''Metroid Prime: Trilogy'''''<br/>{{Vgrelease|NA=August 24, 2009|EU=September 4, 2009|AUS=October 15, 2009}}
|released  = '''Original release'''<br/>{{vgrelease|NA=November 15, 2004|EU=November 26, 2004|AUS=December 2, 2004|JP|May 26, 2005}}'''''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
|modes    = Single-player, Multiplayer
|modes    = Single-player, Multiplayer (4)
|input    = Wii Remote + Nunchuk
|input    = Wii Remote + Nunchuk
|wikipedia = Metroid Prime: Trilogy
|forumlink = https://forums.dolphin-emu.org/Thread-wii-metroid-prime-trilogy--26043
|wikipedia = Metroid_Prime:_Trilogy
}}
}}


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== Game Pages ==
== Game Pages ==
This page should be used for specific issues with the Metroid Prime 2: Echoes sub-game of [[Metroid Prime: Trilogy]]. For other [[Metroid Prime: Trilogy]] games or launcher information, please see the following pages.
This page should be used for specific issues with the Metroid Prime 2: Echoes sub-game of [[Metroid Prime: Trilogy]]. For other [[Metroid Prime: Trilogy]] games or launcher information, please see the following pages.
*[[Metroid Prime: Trilogy]]
 
*[[Metroid Prime (Metroid Prime: Trilogy)]]
<div style="float:left; padding:3px;">[[File:MPT Game Pages Trilogy.png|link=Metroid Prime: Trilogy]]</div>
*[[Metroid Prime 3: Corruption (Metroid Prime: Trilogy)]]
<div style="float:left; padding:3px;">[[File:MPT Game Pages Prime1.png|link=Metroid Prime (Metroid Prime: Trilogy)]]</div>
<div style="float:left; padding:3px;">[[File:MPT Game Pages Prime3.png|link=Metroid Prime 3: Corruption (Metroid Prime: Trilogy)]]</div>
<div style="clear:left;"></div>
 
== 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 ==
== Problems ==
{{Problems|{{#vardefineecho:problems|
=== <s>Visors</s> ===
The Scan visor 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 issues may still occur if the graphics configuration window is opened during gameplay. Disable '''Store EFB Copies to Texture Only''' in the Dolphin GUI to avoid any problems. Corrected with default option handling revisions.


=== Performance ===
=== <s>The Black Bar</s> ===
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.
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]. Fixed with Hybrid XFB in {{revision|5.0-5874}}.


=== 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 2 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 {{issue|5185}}.
*PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent this issue.
{{image|MP2Tri NoSquish.jpg|Correct emulation}}
{{image|MP2Tri NoSquish.jpg|Correct emulation}}
{{image|MP2Tri Squish.jpg|Black bar and squishing|br}}
{{image|MP2Tri Squish.jpg|Black bar and squishing|br}}


=== Constant Wiimote Disconnects ===
}}}}
Since {{revision|3.5-471}}, 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.


=== Micro-stuttering ===
== Enhancements ==
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.
{{Problems/Bloom Offset at Higher IR}}
{{image|MP2Tri-Bloom.png|Example of the bloom offset|br|width=200}}


=== Excessive Reverb ===  
=== Visual Artifacts with Anti-Aliasing ===
Since the new-ax-hle 2.0 merger in {{revision|3.5-1154}}, all sound effects in Metroid Prime 2 have excessive reverberation when using DSP HLE. The only solution at this time is to use [[DSP LLE]]. See {{issue|6241}}.
When Anti-Aliasing SSAA or MSAA of x8 level is set, weird glowing appears on the bottom and right edges of the screen, to fix this select an Anti-Aliasing level of x4 or lower.
{{image|MP2Tri-x8AA.png|Glowing on the edges|br}}


=== Bloom Offset ===
=== Dot in IR>1 ===
Like Prime 3 and all the Trilogy games, Prime 2 Trilogy has bloom offset problems. Fortunately, it is not very noticeable with this game. There is no known solution to this issue. See {{issue|5573}}.
<!-- Shared problem with other [[Metroid Prime: Trilogy]] games -->
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. It can be hidden along with the helmet and visor display in the game's options.


=== Refraction Slowdown ===
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.
Refraction effects, such as raindrops on Samus' visor and the heat effect after firing her weapon for an extended period, 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.


=== Dot ===
https://cdn.discordapp.com/attachments/559645428451246090/802436195375382538/Dot_Fix.zip
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.
{{image|MP2GC Thedot zoom.png|The Dot, zoomed in 8x|br}}
{{image|MP2GC Thedot zoom.png|The dot, zoomed in 8x|br}}


=== Visors ===
=== HD Textures ===
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. Additionally, the graphics hack "Skip Dest. Alpha Pass" needs to be OFF for the Scan Visor to work.
[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.
 
=== <s>Distorted Audio with DSP HLE</s> ===
The New-AX-HLE 2.0 merger in {{revision|3.5-1154}} causes SEVERE audio problems with DSP HLE with DSP on Dedicated Thread disabled. Run DSP HLE with DSP on Dedicated Thread on, or use [[DSP LLE]]. See {{issue|6237}}. Fixed by {{revision|3.5-1224}}.
 
=== <s>Wiimote Lag</s> ===
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 {{revision|3.5-354}}.


== 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
|dspengine              = LLE
|enablespeakerdata      = Off
|dspenginenotes        = Fixes excessive reverb
|enablespeakerdatanotes = Causes constant Wii Remote disconnects
|enablespeakerdata      = Disabled
|enablespeakerdatanotes = Causes constant wiimote disconnects
}}
}}


== Version Compatibility ==
== Version Compatibility ==
{{VersionCompatibility}}
{{VersionCompatibility}}
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****}}-->
<!--Use this template for compatibility entries: {{VersionCompatibilityVersion|revision|****|notes}}-->
{{VersionCompatibilityVersion|7689|***}}
{{VersionCompatibilityVersion|7689|***|}}
{{VersionCompatibilityVersion|5.0-4869|****|Shader Compilation Stuttering resolved with Ubershaders}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


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{{testing/start}}
{{testing/start}}
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
<!--Use this template for test entries: {{testing/entry|revision=|OS=|CPU=|GPU=|result=|tester=}}-->
{{testing/entry|revision=7689|OS=Windows 7 x64|CPU=Intel Core i5-2500K @ 4.4GHz|GPU=nVidia GeForce GTS 250|result=Close to perfect -> constant 60FPS, 1280x720, 3xNative textures and DSP-HLE sound (still must use dol swap though)|tester=Zlutz}}
{{testing/entry|revision=7689|OS=Windows 7|CPU=Intel Core i5-2500K @ 4.4 GHz|GPU=NVIDIA GeForce GTS 250|result=Close to perfect constant 60FPS, 1280x720, 3xNative textures and DSP-HLE sound (still must use dol swap though)|tester=Zlutz}}
{{testing/entry|revision=3.0-766|OS=Windows 7 x64|CPU=Intel Core i7-3770k @ 4.4GHz|GPU=AMD Radeon HD 6970|result=DX11 at 1900x1200 (using internal resolution auto, 4xAA), averages 50 FPS. EFB-copy-to-RAM must be used 100% of the time for the scan visor to function (contrast to MP1 where it is only required for the rarely-used x-ray visor), but fastest cache option can be used (causes very minor graphical glitches).  "Skip Destination Alpha Pass" also breaks the scan visor and should be left off.  "Accurate V-Beam" (in right-click options) provides noticeable speedup in large rooms with no ill effect. 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 FPS. OpenMP texture decoder, cache display lists, and disable fog/per-pixel-depth are all recommended for slight speedup. DOL swap still required to run.|tester=anon}}
{{testing/entry|revision=3.0-766|OS=Windows 7|CPU=Intel Core i7-3770K @ 4.4 GHz|GPU=AMD Radeon HD 6970|result=DX11 at 1900x1200 (using internal resolution auto, 4xAA), averages 50FPS. EFB-copy-to-RAM must be used 100% of the time for the scan visor to function (contrast to MP1 where it is only required for the rarely-used x-ray visor), but fastest cache option can be used (causes very minor graphical glitches).  "Skip Destination Alpha Pass" also breaks the scan visor and should be left off.  "Accurate V-Beam" (in right-click options) provides noticeable speedup in large rooms with no ill effect. 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 60FPS. OpenMP texture decoder, cache display lists, and disable fog/per-pixel-depth are all recommended for slight speedup. DOL swap still required to run.|tester=anon}}
{{testing/entry|revision=4.0-2826|OS=Windows 7|CPU=Intel Core i7-4790K @ 4.6 GHz|GPU=AMD Radeon HD 7970|result=OpenGL at 1920x1080 (3x internal res), no AA, 4x AF, works consistently at 58-60FPS so far - I will update if I see similar drops like I saw in MP1|tester=anon}}
{{testing/entry|revision=4.0-4843|OS=Windows 7|CPU=Intel Core i5-750 @ 2.66 GHz|GPU=NVIDIA GeForce GTX 680|result=ES_Launch problems now solved, no problems with speaker data. Direct 3D, EFB to RAM  used. Frequent drops to 25FPS and I must go to windowed then fullscreen again to gain 50FPS. Everything OK otherwise.|tester=Paulli}}
{{testing/entry|revision=4.0-5384|OS=Windows Server 2012|CPU=AMD FX-8350 @ 4.6 GHz|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, otherwise constant 50FPS. Played all the way through without major glitches.|tester=XorUnison}}
{{testing/entry|revision=5.0-rc-34|OS=SteamOS 2.60|CPU=Intel Core i3-4170 @ 3.7 GHz|GPU=NVIDIA GeForce GTX 750 Ti|result=OGL, 3x IR, no other enhancements, NTSC-U. Fullspeed aside from portal transitions (where crackling audio is the only noticeable effect). No glitches as far as I could tell.|tester=monojin}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
{{YouTube|bNsglEfBotE|Metroid Prime Trilogy (MP1 & MP2) HD Gameplay|br}}
{{VideoGallery
|vid1=bNsglEfBotE|cap1=Metroid Prime Trilogy (MP1 & MP2) HD Gameplay
|vid2=rBlDZz1_D2Y|cap2=Metroid Prime: Trilogy - Dolphin Emulator 5.0-12656 [1080p HD] - Nintendo Wii
}}


{{Navigation Metroid}}
{{Navigation/Metroid}}


[[Category:Wii games]]
[[Category:Wii games]]