Metroid Prime 2: Echoes (Metroid Prime: Trilogy)

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Metroid Prime 2: Echoes
MetroidPrimeTrilogy.jpg
Developer(s) Retro Studios
Publisher(s) Nintendo
Series Metroid, Metroid Prime
Platform(s) Wii
Release date(s) Original release
NA November 15, 2004
EU November 26, 2004
AUS December 2, 2004
JP May 26, 2005
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
Mode(s) Single-player, Multiplayer (4)
Input methods Wii Remote + Nunchuk
Compatibility 4Stars4.pngEdit rating: Metroid Prime 2: Echoes (Metroid Prime: Trilogy)
Playable
See also...

GameCube Version
Dolphin Forum thread
Open Issues
Search Google
Prime: Trilogy Wikipedia page

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 2 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.

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.

MPT Game Pages Trilogy.png
MPT Game Pages Prime1.png
MPT Game Pages Prime3.png

Problems

Performance

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.

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.

Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time.

Constant Wii Remote Disconnects

Since 3.5-471, when using the MS Bluetooth Stack (the default Bluetooth stack on Windows) this game will think that the wiimote is constantly disconnecting. Pressing a Button on the Wii Remote will restore it, but it will disconnect again seconds later. Windows users can disable "Enable Speaker Data" to solve this problem, or move to either the Toshiba Stack or the DolphinBar.

Bloom Offset

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.

Dot

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.

Visors

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.

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 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 September Progress Report.

Template:SRefraction SlowdownTemplate:/s

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. D3D is not affected by this problem in this game. Fixed by 4.0-5124.

Configuration

Only configuration options for the best compatibility where they deviate from defaults are listed.

Graphics

Config Setting Notes
Store EFB Copies to Texture Only Off Needed to avoid visor issues

Wii Remote

Config Setting Notes
Enable Speaker Data Off Causes constant wiimote disconnects

Version Compatibility

The graph below charts the compatibility with Metroid Prime 2: Echoes since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21264 (current)
Δ
Δ
Δ
Δ
Δ
2.0 (r5384)
Compatibility can be assumed to align with the indicated revisions. However, compatibility may extend to prior revisions or compatibility gaps may exist within ranges indicated as compatible due to limited testing. Please update as appropriate.

Testing

This title has been tested on the environments listed below:

Test Entries
Revision OS CPU GPU Result Tester
r7689 Windows 7 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
3.0-766 Windows 7 Intel Core i7-3770K @ 4.4GHz AMD Radeon HD 6970 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. anon
4.0-2826 Windows 7 Intel Core i7-4790K @ 4.6GHz AMD Radeon HD 7970 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 anon
4.0-4843 Windows 7 Intel Core i5-750 @ 2.66GHz NVIDIA GeForce GTX 680 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. Paulli
4.0-5384 Windows Server 2012 AMD FX-8350 @ 4.6GHz AMD Radeon HD 7970 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. XorUnison

Gameplay Videos


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