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

Added some details, and the OpenGL problem (should have added that long ago) Removed the D3D11 config suggestion... this game is broken differently in all backends.
(Framelimiter problems fixed)
(Added some details, and the OpenGL problem (should have added that long ago) Removed the D3D11 config suggestion... this game is broken differently in all backends.)
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|released      = {{Vgrelease|NA=August 27, 2007|EU=October 26, 2007|AUS=November 8, 2007|JP=March 6, 2008}}
|released      = {{Vgrelease|NA=August 27, 2007|EU=October 26, 2007|AUS=November 8, 2007|JP=March 6, 2008}}
|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
|input        = Wii Remote + Nunchuk
|input        = Wii Remote + Nunchuk
|forumlink    = http://forums.dolphin-emu.org/Thread-wii-metroid-prime-3-corruption--26000
|forumlink    = http://forums.dolphin-emu.org/Thread-wii-metroid-prime-3-corruption--26000
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=== Micro-stuttering ===
=== Micro-stuttering ===
All of the Prime games suffer from micro-stuttering: screen redraws and small stops in the video that can become very annoying. It occurs on both DSP HLE and DSP LLE, but DSP LLE appears to make it worse. It's severity varies depending on the revision used. Micro-stuttering can trigger the Black Bar glitch.
All of the Prime games suffer from micro-stuttering: screen redraws and 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. Micro-stuttering can trigger the Black Bar glitch.


=== Audio Problems, Stalls ===
=== Audio Problems, Stalls ===
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=== Pixelation Glitches ===
=== 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), and it may appear after using the command visor. To avoid this problem, use the D3D11 graphics backend.
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 D3D11 graphics backend.
{{image|MP3-Pixelboxes-cropzoom.jpg|Example of the pixelation|br}}
{{image|MP3-Pixelboxes-cropzoom.jpg|Example of the pixelation, top half is blurred|br}}


=== Black Bar ===
=== Black Bar ===
Whenever Dolphin has trouble with the game and flickers, from a loading hiccup to taking a screenshot, a black bar will appear on the bottom of the screen, taking up 15% of the screen space and "squishing" the game in the remaining space. This occurs in all graphics backends, and there is no known solution. See {{issue|5185}}. Old versions of Dolphin, such as 3.0-135, do not have this issue on all backends.
Whenever Dolphin has trouble with the game and flickers, from a loading hiccup to taking a screenshot, a black bar will appear on the bottom of the screen, taking up 15% of the screen space and "squishing" the game in the remaining space. This occurs in all graphics backends, and there is no known solution, but OpenGL is the most resistant. See {{issue|5185}}. Old versions of Dolphin, such as 3.0-135, do not have this issue on all backends.
{{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 and squishing|br}}
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{{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}}
=== OpenGL Slowdown ===
OpenGL has problems with slowdown while showing refraction effects, such as raindrops on Samus' visor and the heat effect after firing her weapon for an extended period. On Metroid Prime 3 alone, OpenGL also has slowdowns when several grapple points (yellow pulsing) are present on screen at once. Even the strongest computers will slow to a crawl from this, and there is no solution in the OpenGL backend. D3D9 and D3D11 are not affected by this issue.


=== Dot ===
=== Dot ===
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<!--A full list of options is available at Template:Config/doc-->
<!--A full list of options is available at Template:Config/doc-->
{{Config
{{Config
|gfxbackend = D3D11
|gfxbackendnotes = Needed to avoid the pixelated box problem
|dspengine = LLE
|dspengine = LLE
|dspenginenotes = Avoid sound problems and stalls
|dspenginenotes = Avoid sound problems and stalls