1/6/2023 0 Comments Metroid prime trilogy dolphin![]() Metroid Prime 3's Alpha, on GameCube, used the c-stick for aiming, and while it did make looking around and shooting things easier, they compensated for that power by making the game a helluva lot more action oriented. Just like Metroid Prime 1, if there are too many enemies, you will occasionally have some slowdown, especially since EFB copy to RAM is REQUIRED for the scan visor, which is an essential part of the game. Game has terrible slowdown issues on OpenGL, but runs nearly perfectly on Direct3D, save a tiny bit of slowdown (about 57FPS) on the whole map view, and sometimes when landing in water. No sound issues otherwise even the background music worked fine. Open Issues This title has been tested on the environments listed below: Compatibility can be assumed to align with the indicated revisions. Follow me for more like this! Then, you configure your controller via Steam Input using a normal dual-analog controller template, and change Right Analog stick to Joystick Mouse, and Gyro to Mouse triggered by the shoulder button of your choice. Also plays really well via the original Wii control scheme when you map the Wii pointer to the right trackpad of the Steam controller. Haven't noticed any negative effects from Cache Display Lists. Just glad to spread the word, shit is amazing. Metroid Prime 2: Echoes (GC)is one of the most susceptible titles to shader compilation stuttering. However, map flickering is a problem and I have encountered black frame flickering as well as in-game image flickering (whatever is rendered the frame before i open the map) while sitting in the map interface, with both types mitigated with virtual xfb and efb to ram & texture. Perfect thanks to Dolphin DX 11 renderer without any issues and with the scan visor fully functional. Open Issues I am also playing the wii version on the trilogy. ![]() AMD Phenom II X2 550 Black Edition > X4 B50 3.2GHz. ![]()
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