Metroid Prime 3: Corruption (Wii)

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Metroid Prime 3: Corruption
Developer(s) Retro Studios
Publisher(s) Nintendo
Series Metroid, Metroid Prime
Platform(s) Wii
Release date(s) NA August 27, 2007
EU October 26, 2007
AUS November 8, 2007
JP March 6, 2008
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)
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

Constant Wii Remote Disconnects

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

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.

Since 5.0-4869, this problem can be solved by enabling ubershaders. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-6461, 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.



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. Corrected with revised default setting handling.

The Black Bar

If the CPU and GPU threads of Dolphin desync too much during lag, a black bar may show up at the bottom of the screen. It 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. Because shader compilation stuttering is the main cause for these desyncs on a powerful computer, enabling Hybrid Mode Ubershaders or Exclusive Mode Ubershaders should help with preventing this issue. Enabling Single Core will remove any risk of this issue occurring. Fixed with Hybrid XFB in 5.0-5874.


Bloom Offset at Higher IR

When playing at higher internal resolutions, bloom effects will scale incorrectly, with multiple copies of the bloom spread out from the source, which can be very distracting.

A workaround is to disable Scaled EFB Copy, which will cause all EFB effects to be rendered at native resolution.

Since 5.0-16763, Graphics Mods can be used to make only bloom render at native resolution, or to disable it altogether.

Because it was often rendered at low resolutions, the bloom may appear shimmery when rendered at native resolution.

Dot in IR>1

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. It can be hidden along with the helmet and visor display in the game's options.

Another workaround for this problem is to put these custom textures into the Dolphin Emulator\Load\Textures folder and enabling the Load Custom Textures option in the advanced graphics settings.

HD Textures

Metroid Prime Trilogy - HD Interface Textures. This texture pack works with the Trilogy and the standalone GameCube/Wii titles.


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


Config Setting Notes
Shader Compilation Asynchronous (Ubershaders) Needed to avoid shader compilation stuttering

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.

5.0-21734 (current)
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.


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 @ 2.6 GHz NVIDIA GeForce GTX 275 Intro slow, but in game full speed.
r7111 Windows 7 Intel Core 2 Quad Q6600 @ 2.4 GHz ATI Radeon HD 5770 20/40 frames
r7478 Windows 7 Intel Core i7-2600K @ 3.4 GHz AMD Radeon HD 6950 Works great. Real Wii Remote errors. Have to use emulated Wii Remote. Robodt7
r7670 Windows 7 Intel Core i5-2500K @ 4.1 GHz 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 @ 3.3 GHz 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
4.0-2879 Windows 8.1 Intel Core i5-3570K @ 3.4 GHz 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 @ 3.4 GHz 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
5.0 Windows 10 Intel Core i7-6700K @ 4 GHz NVIDIA GeForce GTX 670 Game runs perfectly! "need a strong CPU" 60 FPS all time no slowdowns, no problems at all. Peach
5.0 Windows 10 Intel Core i7-6700K @ 4.6 GHz NVIDIA GeForce GTX 1070 "UPDATE" Just got my GTX 1070 and game is running on 4K 60 FPS !! + i7 OC at 4.6 GHz

Game is running so perfect idk what to say.


Gameplay Videos