Details can be found in the September Progress Report. If XFB is disabled the problem may still occur. The black bar will remain there from then on whether stuttering continues or ceases.Īfter 4.0-7517, enabling Virtual XFB or Real XFB will fix and/or prevent the problem. 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. Enable Compile Shaders Before Starting to avoid this.ĭuring Shader Compilation, stuttering can become so severe that it desyncs the GPU and CPU threads in Dual Core mode. These shaders are compiled in the background when the game starts, which may cause stuttering for a short period. 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. Since 5.0-6461, Dolphin caches shader pipeline UIDs independently of the video backend and compiles them on game start. Changing GPU, updating GPU drivers, or updating Dolphin may invalidate the shader cache, requiring specialized shaders to be compiled again. Since 5.0-4869, this problem can be solved by enabling ubershaders. 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. 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. 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. The GC and Wii have no concept of shaders - everything is executed directly by the hardware without an intermediate programming language (API). Metroid Prime 2: Echoes (GC) is one of the most susceptible titles to shader compilation stuttering. Dark Aether's atmosphere is caustic and damages Samus' Power Suit, requiring the player to move between designated "safe zones" that allow Samus' health to be regained slowly.Īn updated version was released for the Wii as part of the Metroid Prime Trilogy.Įmulation Information Shader Compilation Stuttering Echoes features parallel dimensions gameplay, Light Aether and Dark Aether, where changes in either dimension often reflect changes in the other. Like its predecessor, Metroid Prime 2: Echoes takes place in an open-ended world with interconnected regions, revolving around solving puzzles to uncover secrets, platform jumping, and shooting enemies. It is the seventh published game in the Metroid series and a direct sequel to Metroid Prime. I didn't encounter one, where this was not happening.Metroid Prime 2: Echoes, known as Metroid Prime 2: Dark Echoes ( メトロイドプライム2: ダークエコーズ Metoroido Puraimu Tsū: Dāku Ekōzu) in Japan, is a first-person, action-adventure video game developed by Retro Studios and published by Nintendo for the GameCube. Latest development version, as well as current stable.ĭoes using an older version of Dolphin solve your issue? If yes, which Which versions of Dolphin did you test on? Known issues and bugs, so don't report issues about them and test the You can see the problem immediately after starting the game.ĭolphin 3.5 and 3.5-367 are old versions of Dolphin that have The NTSC-version of the game (different name "Fluidity" - same game) does not have this problem (see this screenshot: ) Imho the aspect ratio of Hydroventure should look the same as Fluidity. This is also visible by the black borders: the bottom one is larger than the top one. The aspect ratio of the game does not seem right. What's the problem? Describe what went wrong in few words.
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