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

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''Metroid Prime 3'' was also included in [[Metroid Prime: Trilogy]], which includes updated versions of its prequels: [[Metroid Prime]] and [[Metroid Prime 2: Echoes]].
''Metroid Prime 3'' was also included in [[Metroid Prime: Trilogy]], which includes updated versions of its prequels: [[Metroid Prime]] and [[Metroid Prime 2: Echoes]].


== Problems ==
== Emulation Information ==
=== Constant Wii Remote Disconnects ===
Since {{revision|3.5-471}}, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 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. Windows users can disable "Enable Speaker Data" to solve this problem, or move to either the Toshiba Stack or the DolphinBar.
 
=== Shader Compilation Stuttering ===
=== 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.
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.
Eventually stuttering will reduce as a shader cache is built up, but there is no solution to this problem at this time.
== Problems ==
=== Constant Wii Remote Disconnects ===
Since {{revision|3.5-471}}, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 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. Windows users can disable "Enable Speaker Data" to solve this problem, or move to either the Toshiba Stack or the DolphinBar.


=== Bloom Offset ===
=== Bloom Offset ===

Revision as of 04:59, 26 November 2015

Metroid Prime 3: Corruption
Metroid Prime 3: Corruption
Developer(s) Retro Studios
Publisher(s) Nintendo
Series Metroid, Metroid Prime
Platform(s) Wii
Release date(s) JP March 6, 2008
NA August 27, 2007
EU October 26, 2007
AUS November 8, 2007
Genre(s) First-person action-adventure, First-person shooter, Action-adventure
Mode(s) Single-player
Input methods Wii Remote + Nunchuk
Compatibility 5Stars5.pngEdit rating: Metroid Prime 3: Corruption (Wii)
Perfect
GameIDs
See also...

Trilogy Version
Dolphin Forum thread
Open Issues
Search Google
Search Wikipedia

Metroid Prime 3: Corruption is a first-person action-adventure game developed by Retro Studios and published by Nintendo for the Wii video game console. It is the tenth game in the Metroid series, and the final entry in the Metroid Prime Trilogy. The Wii Remote and Nunchuk devices are featured in a new control scheme that took a year to develop and caused the game's release to be delayed several times.

Gameplay for Metroid Prime 3 is similar to its predecessors: players explore open ended worlds, finding story clues and power ups, solving puzzles, jumping on platforms, and fighting enemies. Unlike past games however, the game is divided into several open worlds; each world is smaller than the single open world environments of Metroid Prime or Metroid Prime 2, but the combined size is greater. As with Metroid Prime 2, exploring the worlds is not aimless: players explore the world freely, but there are specific tasks meant to be accomplished on each world which are told to you beforehand. The game also includes hypermode, a phazon overload system that allows players to exchange health for massive damage. The biggest change is the controls. Metroid Prime 3 uses a new control system using the Wii Remote and Nunchuk, allowing free aiming and movement similar to mouse and keyboard controls.

Metroid Prime 3 was also included in Metroid Prime: Trilogy, which includes updated versions of its prequels: Metroid Prime and Metroid Prime 2: Echoes.

Emulation Information

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.

Problems

Constant Wii Remote Disconnects

Since 3.5-471, when using the MS Bluetooth Stack (the default bluetooth stack on Windows) Prime 3 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. Windows users can disable "Enable Speaker Data" to solve this problem, or move to either the Toshiba Stack or the DolphinBar.

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

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.

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.

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:SSavestatesTemplate:/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 (4.0-5615 and onward).

Template:SPixelation GlitchesTemplate:/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 4.0-5523, and detailed in the February 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 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 4.0-5124.

Template:SBlue Startup VideoTemplate:/s

Since 4.0-216, the opening video is... blue. It goes away as soon as a Wii Remote appears on the screen or after a period of time. It has no effect on gameplay. See issue 6783. Fixed by 4.0-3334.

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 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.

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5.0-21393 (current)
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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
r5442 Windows 7 Intel Core 2 Duo E7300 @ 2.6GHz NVIDIA GeForce GTX 275 Intro slow, but in game full speed.
r7111 Windows 7 Intel Core 2 Quad Q6600 ATI Radeon HD 5770 20/40 frames
r7478 Windows 7 Intel Core i7-2600K @ 3.4GHz AMD Radeon HD 6950 Works great. Real Wii Remote errors. Have to use emulated Wii Remote. Robodt7
r7670 Windows 7 Intel Core i5-2500K @ 4.1GHz AMD Radeon HD 6850 Runs flawlessly. 60FPS all the time. Still has Wii Remote control lag issues. Red blooming from light sources now fixed. MegaJump
r7670 Windows 7 Intel Core i5-2500K @ 3.3GHz NVIDIA GeForce GTX 560 Ti Struggle to reach 60FPS. Enabling any kind of anti-aliasing has a serious hit on performance 20-40 frames on 4x internal res. boeoz
4.0.2-2879 Windows 8.1 Intel Core i5-3570K NVIDIA GeForce GTX 660 Ti Game runs fine but slows down a lot in some places. Sometimes only the sound gets a little bit laggy but the graphics are okay, sometimes both are laggy. Map almost always is laggy. Reducing Internal Resolution helps, but not much. HLE seems a little bit better, though it suddenly stops in some cutscenes. Thales
4.0-4167 Windows 8.1 Intel Core i5-3570K NVIDIA GeForce GTX 660 Ti Running just fine! Great improvement from last test. No major slowdowns and no visible annonying glitches, at least with my DSP & graphics configuration. Thales

Gameplay Videos