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Metroid Prime 3: Corruption (Metroid Prime: Trilogy)
|Metroid Prime 3: Corruption|
|Series||Metroid, Metroid Prime|
|Release date(s)|| Original release|
NA August 27, 2007
EU October 26, 2007
AUS November 8, 2007
JP March 6, 2008
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 3 in Trilogy is more or less a direct copy of the original Wii release. However, it uses the Metroid Prime Trilogy menus, achievements, saving system, and unlockable soundtracks; and it has extended versions of the Bryyo music tracks to make them less repetitive.
Constant Wii Remote Disconnects
Shader Compilation Stuttering
Metroid Prime 3: Corruption (Metroid Prime: Trilogy) 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 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 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
Bloom Offset in IR>1
Metroid Prime 3 has been prominent in using blooming effects unlike the other Metroid Prime: Trilogy games, and therefore the blooming offset problem in this game became more noticeable than others. It will have several copies of the bloom spread out from the source, and can be very distracting. Disabling Scaled EFB Copy in Dolphin's settings will influence how the blooming effects should look, but this has some issues on its own, such as upper-left part of the screen become pixelated. It's a problem belonging to resolutions that the real Wii never had.
Dot in IR>1
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 (Hit "1" on your Wii Remote then point at wrench icon on the bottom left of the screen to bring up the option screen then go to monitor icon on the right of the screen, then set both "Helmet Opacity" and "Visor Opacity" to 0). It's a problem belonging to resolutions that the real Wii never had.
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Causes constant Wii Remote disconnects|
The graph below charts the compatibility with Metroid Prime 3: Corruption since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core i5-3570K @ 4.7GHz||NVIDIA GeForce GTX 275||Used Dol swapping. MP3 with LLE and EFB to RAM are difficult even for my system; it usually is at 60FPS but drops are common. I experienced all the problems listed above.||MayImilae|
|Windows 7||Intel Core i7-2600K||NVIDIA GeForce GTX 560||"Accurate VBeam emulation" enabled in properties file. Direct3D11 backend, EFB to texture, 2.5x resolution, DSP HLE and XAudio2. Tested in first Norion section - almost perfect emulation, slight slowdown when using Scan Visor, and the odd tiny audio blip. Dot glitch present. (PAL version.)||-|
|Windows 10||Intel Core i7-7800X @ 4GHz||NVIDIA GeForce GTX 960||Virtually perfect on Vulkan with Ubershaders, other than the problems already listed. Default settings with the latest dev versions, loading custom textures, 3x native res, and only the occasional stutter (often only related to other processes on my system), even when loading rooms. Enabled WiiMote speaker data and didn't get disconnects with DolphinBar, but didn't seem to get any sound out of it anyway.||Malkierian|