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Metroid Prime 3: Corruption (Wii)
|Metroid Prime 3: Corruption|
|Series||Metroid, Metroid Prime|
|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|
|Input methods||Wii Remote + Nunchuk|
|GameIDs||G2MEAB, RM3E01, RM3P01, RM3J01|
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.
Shader Compilation Stuttering
Metroid Prime 3: Corruption (Wii) 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.
Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since , 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.
Constant Wii Remote Disconnects
Since, 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.
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 .
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.
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 September Progress Report., 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
Only configuration options for the best compatibility where they deviate from defaults are listed.
|Off||Needed to avoid visor issues|
|Off||Causes constant Wii Remote disconnects|
The graph below charts the compatibility with Metroid Prime 3: Corruption since Dolphin'srelease, listing revisions only where a compatibility change occurred.
This title has been tested on the environments listed below:
|Windows 7||Intel Core 2 Duo E7300 @ 2.6GHz||NVIDIA GeForce GTX 275||Intro slow, but in game full speed.|
|Windows 7||Intel Core 2 Quad Q6600||ATI Radeon HD 5770||20/40 frames|
|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|
|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|
|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|
|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|
|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|
|style="white-space:nowrap;"|Peach |-|style="white-space:nowrap"|Windows 10 |style="white-space:nowrap"|Intel Core i7-6700K |style="white-space:nowrap"|NVIDIA GeForce GTX 670 Ti |Game runs perfectly! "need a strong CPU" 60 fps all time no slowdowns, no problems at all, running skylake i7 at 4.0 ghz ddr4 3200mhz dx12 full hd . |style="white-space:nowrap"|