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 ===