Metroid Prime 3: Corruption (Metroid Prime: Trilogy): Difference between revisions

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{{Infobox VG
{{Infobox VG
|title    = Metroid Prime 3: Corruption
|image    = [[File:MetroidPrimeTrilogy.jpg|300px]]
|image    = [[File:MetroidPrimeTrilogy.jpg|300px]]
|developer = Retro Studios
|developer = Retro Studios
|publisher = Nintendo
|publisher = Nintendo
|series    = ''Metroid'', ''Metroid Prime''
|series    = Metroid, Metroid Prime
|released  = '''Original release'''<br/>{{Vgrelease|NA=August 27, 2007|EU=October 26, 2007|AUS=November 8, 2007}}{{Vgrelease|JP=March 6, 2008}}'''''Metroid Prime: Trilogy'''''<br/>{{Vgrelease|NA=August 24, 2009|EU=September 4, 2009|AUS=October 15, 2009}}
|released  = '''Original release'''<br/>{{vgrelease|NA=August 27, 2007|EU=October 26, 2007|AUS=November 8, 2007|JP|March 6, 2008}}'''''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
|modes    = Single-player
Line 17: Line 16:


== Game Pages ==
== Game Pages ==
This page should be used for specific issues with the Metroid Prime 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 sub-game of [[Metroid Prime: Trilogy]]. For other [[Metroid Prime: Trilogy]] games or launcher information, please see the following pages.


<div style="float:left; padding:3px;">[[File:MPT Game Pages Trilogy.png|link=Metroid Prime: Trilogy]]</div>
<div style="float:left; padding:3px;">[[File:MPT Game Pages Trilogy.png|link=Metroid Prime: Trilogy]]</div>
Line 25: Line 24:


== Emulation Information ==
== Emulation Information ==
=== Shader Compilation Stuttering ===
=== Constant Wii Remote Disconnects ===
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.
<!-- 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.


Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time.
{{Problems/Shader Compilation Stuttering}}


== Problems ==
== Problems ==
=== Scan Visor Memory Stride Error ===
{{Problems|{{#vardefineecho:problems|
Since {{revision|4.0-7620}}, selecting a scan visor triggers an endless stream of assertions saying "Memory stride is too small". Clicking "yes" advances the game by one frame, while clicking "no" crashes Dolphin. This prevents any game progress. Disable Panic Handlers to address this.
=== <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.


=== Constant Wii Remote Disconnects ===
=== <s>The Black Bar</s> ===
Since {{revision|3.5-471}}, 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 solve this problem, or avoid the MS Bluetooth stack by using the DolphinBar or the Toshiba Stack (for instruction of which is available at [[Wii Remote Plus (RVL-CNT-01-TR) Connection Guide#Windows]]).
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.


=== Shader Compilation Stuttering ===
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}}.
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.
{{image|MP3 NoSquish.jpg|Correct emulation}}
{{image|MP3 Squish.jpg|Black bar with the squished image|br}}
 
}}}}


=== Bloom Offset ===
== Enhancements ==
Prime 3 has noticeable bloom offset problems. It will have several copies of the bloom spread out from the source, and can be very distracting. The only solution is to disable "Scaled EFB Copy", but this has some issues of its own. See {{issue|5573}}.
=== 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.
{{image|MP3 Bloom1.png|Example of the bloom offset}}
{{image|MP3 Bloom1.png|Example of the bloom offset}}
{{image|MP3 Bloom2.png|Another example of the offset|br}}
{{image|MP3 Bloom2.png|Another example of the offset|br}}


=== Visors ===
=== Dot in IR>1 ===
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.
<!-- 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.
 
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.  


=== 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|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}}
{{image|MP3-Thedot-zoom.png|The dot, zoomed in 8x|br}}


=== The Black Bar ===
=== HD Textures ===
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.
[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.
 
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].
 
{{image|MP3 NoSquish.jpg|Correct emulation}}
{{image|MP3 Squish.jpg|Black bar with the squished image|br}}
 
=== {{s}}Savestates{{/s}} ===
Using save states in MP3 will crash Dolphin. Use the in-game saving to avoid any problems. Seems to have been fixed in the recent builds ({{revision|4.0-5615}} and onward).
 
=== {{s}}Pixelation Glitches{{/s}} ===
A large pixelated block may appear in the upper left area of the frame. It may only appear during movement (newer revisions) or be stuck there permanently (older revisions). To avoid this problem, use the D3D graphics backend. Fixed by {{revision|4.0-5523}}, and detailed in the [https://dolphin-emu.org/blog/2015/03/01/dolphin-progress-report-february-2015/#40-5523-fix-hashing-for-the-last-byte-by-mimimi February Progress Report]
{{image|MP3-Pixelboxes-cropzoom.jpg|Example of the pixelation, top half is blurred|br}}
 
=== {{s}}Refraction Slowdown{{/s}} ===
Refraction effects, such as raindrops on Samus' visor and the heat effect after firing her weapon for an extended period, cause slowdown on all backends. OpenGL is affected worse, though D3D is affected as well. It also has slowdowns when several grapple points (yellow pulsing) are present on screen at once. Even the strongest computers are affected by this issue, and there is no solution at this time. Fixed by {{revision|4.0-5124}}.


== 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
|panichandlers          = Off
|panichandlersnotes    = Avoid Memory Stride Errors
|xfb = Virtual
|xfbnotes = Needed to prevent the black bar
|efb2texonly = Off
|efb2texonlynotes = Needed to avoid visor issues
|enablespeakerdata      = Off
|enablespeakerdata      = Off
|enablespeakerdatanotes = Causes constant Wii Remote disconnects
|enablespeakerdatanotes = Causes constant Wii Remote disconnects
Line 91: Line 76:
{{VersionCompatibilityVersion|3.5-367|***|Unplayable due to framelimiter problems}}
{{VersionCompatibilityVersion|3.5-367|***|Unplayable due to framelimiter problems}}
{{VersionCompatibilityVersion|3.5-380|***|Framelimiter problems fixed}}
{{VersionCompatibilityVersion|3.5-380|***|Framelimiter problems fixed}}
{{VersionCompatibilityVersion|5.0-4869|****|Shader Compilation Stuttering resolved with Ubershaders}}
{{VersionCompatibilityClose}}
{{VersionCompatibilityClose}}


Line 96: Line 82:
{{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=3.0-735|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.7GHz|GPU=NVIDIA GeForce GTX 275|result=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.|tester=MaJoR}}
{{testing/entry|revision=3.0-735|OS=Windows 7|CPU=Intel Core i5-3570K @ 4.7GHz|GPU=NVIDIA GeForce GTX 275|result=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.|tester=MayImilae}}
{{testing/entry|revision=3.5-392|OS=Windows 7|CPU=Intel Core i7-2600K|GPU=NVIDIA GeForce GTX 560|result="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.)|tester=-}}
{{testing/entry|revision=3.5-392|OS=Windows 7|CPU=Intel Core i7-2600K|GPU=NVIDIA GeForce GTX 560|result="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.)|tester=-}}
{{testing/entry|revision=5.0-10155|OS=Windows 10|CPU=Intel Core i7-7800X @ 4GHz|GPU=NVIDIA GeForce GTX 960|result=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.|tester=Malkierian}}
{{testing/end}}
{{testing/end}}


== Gameplay Videos ==
== Gameplay Videos ==
<!--A full list of options is available at Template:VideoGallery/doc-->
{{VideoGallery
|vid1=rBlDZz1_D2Y|cap1=Metroid Prime: Trilogy - Dolphin Emulator 5.0-12656 [1080p HD] - Nintendo Wii
}}


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


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

Revision as of 14:16, 23 January 2021

Metroid Prime 3: Corruption
MetroidPrimeTrilogy.jpg
Developer(s) Retro Studios
Publisher(s) Nintendo
Series Metroid, Metroid Prime
Platform(s) Wii
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
Mode(s) Single-player
Input methods Wii Remote + Nunchuk
Compatibility 4Stars4.pngEdit rating: Metroid Prime 3: Corruption (Metroid Prime: Trilogy)
Playable
See also...

Wii Version
Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

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.

Game Pages

This page should be used for specific issues with the Metroid Prime 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 Prime2.png

Emulation Information

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 -TR Connection Guide anyhow to avoid the MS Bluetooth stack. DolphinBar is another viable solution for this problem.

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.

Since 5.0-4869, this problem can be solved by enabling ubershaders. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-6461, 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.

Problems

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. Fixed with Hybrid XFB in 5.0-5874.

Enhancements

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.

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.

https://cdn.discordapp.com/attachments/559645428451246090/802436195375382538/Dot_Fix.zip

HD Textures

Metroid Prime Trilogy - HD Interface Textures. This texture pack works with the Trilogy and the standalone GameCube/Wii titles.

Configuration

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

Wii Remote

Config Setting Notes
Enable Speaker Data Off Causes constant Wii Remote disconnects

Version Compatibility

The graph below charts the compatibility with Metroid Prime 3: Corruption since Dolphin's 2.0 release, listing revisions only where a compatibility change occurred.

Δ
5.0-21270 (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
3.0-735 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
3.5-392 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.) -
5.0-10155 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

Gameplay Videos