Metroid Prime 2: Echoes (Metroid Prime: Trilogy): Difference between revisions

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== Problems ==
== Emulation Information ==
 
=== Performance ===
Performance in general seems reduced compared to the game's GameCube counterpart. This may be related to the higher resolution textures and various new screen effects added for the Trilogy versions.
 
=== 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 ==
=== Scan Visor Memory Stride Error ===
Since {{revision|4.0-7620}}, selecting a scan visor triggers an endless stream of assertions saying "Memory stride is too small". Clicking "yes" advances the game by one frame, while clicking "no" crashes Dolphin. This prevents any game progress. Disable Panic Handlers to address this.


=== Constant Wii Remote Disconnects ===
=== Constant Wii Remote Disconnects ===

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