Would someone be kind enough to let me know how Metroid Prime performs in the intro sequence at 1080p using DX12 backend vs DX11/Opengl? I simply can't sustain 60fps during this part of the game using DX11/OGL.
[Wii] Metroid Prime Trilogy
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02-20-2016, 10:41 AM
I have a weird issue on MP1 (4.0-8965); if I go to a save station and get out without saving, the interface and the helmet become stuttery and start flashing really fast
Edit: I was trying to record a video of it but it doesn't seem to be happening anymore, when it happened I had that issue three times in a row both with DX12 and OGL I'll record it and post it here if it happens again Also, when you click on a save file, the intro sequence looks slow even though it sounds fine and the frame rate doesn't go down from 60 02-20-2016, 12:00 PM
Pretty sure this is known but, the portals in Metroid prime 2 cut the framerate in half while theyre in the field of view (behind the walls as well) while using the D3D12 backend, pretty sure it's because of a feature that hasnt been implemented into it yet that was implemented in the D3D11 backend a couple of months ago, not sure which though, here's hoping that this gets fixed since looking at the map is painful if youre not using D3D12.
03-12-2016, 11:10 AM
I started replaying Metroid Prime through Trilogy and I have an issue that I'm not sure can't be solved. When I lock on to a target the cursor doesn't follow. Bascially, auto aim/assist doesn't work. Is it possible to emulate this with kb/mouse?
Q9550 @ 2.8GHz, GTX470, 4GB 800MHz, Win7 64-bit, Intel 320 SSD 120GB
Current build: 3.0 64-bit Current game(s): Metroid Prime 3 Corruption (random testing from time to time to see if any tweaks will help). 03-12-2016, 06:46 PM
(03-12-2016, 11:10 AM)Nirth Wrote: I started replaying Metroid Prime through Trilogy and I have an issue that I'm not sure can't be solved. When I lock on to a target the cursor doesn't follow. Bascially, auto aim/assist doesn't work. Is it possible to emulate this with kb/mouse? There is an in-game setting called Lock-On/Free Aim that lets you control whether the cursor locks on to targets when pressing Z. 03-12-2016, 08:05 PM
(03-12-2016, 06:46 PM)JosJuice Wrote: There is an in-game setting called Lock-On/Free Aim that lets you control whether the cursor locks on to targets when pressing Z. Thank you!!
Q9550 @ 2.8GHz, GTX470, 4GB 800MHz, Win7 64-bit, Intel 320 SSD 120GB
Current build: 3.0 64-bit Current game(s): Metroid Prime 3 Corruption (random testing from time to time to see if any tweaks will help). 03-15-2016, 07:31 AM
(02-03-2016, 03:26 AM)ThisIsMyDogKyle Wrote: This sounds like a problem I had, make sure "EFB copies to Texture only" is disabled and you have to do it in the dolphin GUI not the games ini for some reason.Odd, I swear I had that turned off. I updated to a newer 5.0 version of Dolphin recently and the problem was fixed. I also discovered that the black screen flickering was caused by Per Pixel Lighting. Is that just me? Can't be that way for everyone, or there'd be some note about it somewhere. Anyways, the game runs well now. Slows down terribly when looking at a map, and I was told that issue was supposed to be fixed, but I suppose it isn't. 03-18-2016, 12:39 AM
(This post was last modified: 03-18-2016, 05:34 AM by themanuel.
Edit Reason: Retested
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I use per pixel lighting and have not experienced the black screen flickering you mentioned.
Also, the game performs rather poorly on my system at ~50FPS on the start sequence of Metroid Prime when Samus is trying to enter the space station or whatever that is. If I overwrite the ini to allow EFB Copies to Texture Only, it stays at a pretty solid 60FPS, but of course the visor makes the game crash. The EFB Copy to RAM setting is already in the official game ini that comes with the emulator, so there is no need to disable it in the user's game ini to avoid the crashes.
Windows 11 | i7-9700K | NVidia RTX 4060 Ti 8GB | 32GB DDR4-3000
03-18-2016, 03:29 AM
(03-15-2016, 07:31 AM)Luminoth Prime Wrote: Odd, I swear I had that turned off. I updated to a newer 5.0 version of Dolphin recently and the problem was fixed. 5.0 isn't newer. The development builds are the newest. 03-18-2016, 06:50 PM
(This post was last modified: 03-18-2016, 06:50 PM by Luminoth Prime.)
(03-18-2016, 03:29 AM)walfo1 Wrote: 5.0 isn't newer. The development builds are the newest. So I've learned. The build I found and downloaded is 5.0-rc-37. Using the 4.0-9135 build, however, I have the slow menu problem on the same exact settings. I also discovered the flickering issue is more insidious than I thought. Turning on Per Pixel Lighting causes it to happen as soon as the actual game renders (not the menus; the moment Samus appears on screen from whatever save station). However, it still happens under certain circumstances regardless. Going underwater in Metroid Prime 1 caused it. Using a visor in Metroid Prime 2 also caused it. After closing the emulator and starting the game again, it went away. Same settings and everything. Per Pixel Lighting still caused it to happen immediately, though. I rebooted my PC to see if it was just a shader cache issue (that is, it's an issue fixed by letting the shader cache build up), but it worked fine immediately. I have no idea what's going on. |
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