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

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== Problems ==
== Problems ==
=== Random Crashes ===
Prime 3 has a tendency to crash randomly, its severity depending on the revision used. There is no known solution to this problem at this time, but restarting should allow you to get past the crash point. Save often.


=== Savestates ===
=== Savestates ===
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=== Constant Wiimote Disconnects ===
=== Constant Wiimote Disconnects ===
Since {{revision|3.5-471}}, Prime 3 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.
Since {{revision|3.5-471}}, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 will think that the wiimote is constantly disconnecting. Pressing Alt-F5 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.


=== Black Bar and Severe Stutters ===
=== Shader Generation Stuttering and the Black Bar ===
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 3 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}}.
This game suffers from severe stuttering during shader generation. Because of the differences between how the Wii works compared to personal computers, whenever something uses the Wii's GPU, Dolphin must generate a shader to emulate it on a PC GPU. Shader generation causes a slight emulation delay while it's being created, so Dolphin caches these shaders in its shadercache folder to help keep things smooth. Most games don't care about this and play fine, but with ''Metroid Prime 3'', the shaders are so massive that they cause a significant delay, which creates a hard stutter and desyncs the GPU and CPU threads. 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. Going into new areas or showing new effects will cause the stutter and black bar, 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.
*PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent this issue.
 
There is no solution at this time. Playing with Dual Core disabled or using Sync GPU Thread is the only solution currently available, and both result in a significant performance hit on one of Dolphin's most demanding games. See {{issue|5185}}.
*PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent the black bar from appearing. The stuttering during shader generation will remain, however.
{{image|MP3 NoSquish.jpg|Correct emulation}}
{{image|MP3 NoSquish.jpg|Correct emulation}}
{{image|MP3 Squish.jpg|Black bar and squishing|br}}
{{image|MP3 Squish.jpg|Black bar with the squished image|br}}
 
=== Micro-stuttering ===
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. DSP HLE and DSP LLE are both affected, though DSP LLE appears to make it worse in some revisions. 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.


=== Pixelation Glitches ===
=== Pixelation Glitches ===
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=== Visors ===
=== Visors ===
Visors will only work if EFB to Ram is enabled. Though EFB to Ram is forced by the GameINI, visor corruption may still occur. Turn on EFB to Ram in the Dolphin GUI to avoid any problems.
Visors will only work if EFB to Ram is enabled. Though EFB to Ram is forced by the GameINI, visor corruption may still occur if you open the graphics configuration window during gameplay. Turn on EFB to Ram in the Dolphin GUI to avoid any problems.


=== Dot ===
=== Dot ===

Revision as of 12:34, 21 September 2014

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

Problems

Savestates

Using savestates in MP3 will crash Dolphin. Use the in-game saving to avoid any problems.

Constant Wiimote Disconnects

Since 3.5-471, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 will think that the wiimote is constantly disconnecting. Pressing Alt-F5 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.

Shader Generation Stuttering and the Black Bar

This game suffers from severe stuttering during shader generation. Because of the differences between how the Wii works compared to personal computers, whenever something uses the Wii's GPU, Dolphin must generate a shader to emulate it on a PC GPU. Shader generation causes a slight emulation delay while it's being created, so Dolphin caches these shaders in its shadercache folder to help keep things smooth. Most games don't care about this and play fine, but with Metroid Prime 3, the shaders are so massive that they cause a significant delay, which creates a hard stutter and desyncs the GPU and CPU threads. 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. Going into new areas or showing new effects will cause the stutter and black bar, 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.

There is no solution at this time. Playing with Dual Core disabled or using Sync GPU Thread is the only solution currently available, and both result in a significant performance hit on one of Dolphin's most demanding games. See issue 5185.

  • PAL users can disable "EuRGB60 Mode (PAL60)" in the Wii settings to prevent the black bar from appearing. The stuttering during shader generation will remain, however.

Pixelation Glitches

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.

Refraction Slowdown

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.

Bloom Offset

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.

Visors

Visors will only work if EFB to Ram is enabled. Though EFB to Ram is forced by the GameINI, visor corruption may still occur if you open the graphics configuration window during gameplay. Turn on EFB to Ram in the Dolphin GUI to avoid any problems.

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.

Configuration

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

Wii Remote

Config Setting Notes
Enable Speaker Data Disabled Causes constant wiimote 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
5.0-21464 (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 x64 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 60 FPS but drops are common. I experienced all the problems listed above. MaJoR
3.5-392 Windows 7 x64 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.) -

Gameplay Videos

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