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Emulator Issues #11228

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Overlay Flickering and Corruption in Metroid Prime Trilogy (3)

Added by Hunterakagman almost 6 years ago. Updated over 2 years ago.

Status:
New
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Game Name?

Metroid Prime Trilogy: 3

Game ID? (right click the game in the game list, properties, info tab)

R3ME01 (0001000052334d45)

MD5 Hash? (right click the game in the game list, properties, info tab, MD5 Hash: Compute)

823df1c3c425f1383529f368f6479359

What's the problem? Describe what went wrong.

After some time, anything with a overlay during play, like scan visor, flickers. And everything with an overlay that pauses the game, like saving corrupts the background image. Then it returns to normal when the overlays disappear.

What steps will reproduce the problem?

  1. Play the game for a while. Seems to happen sooner if you travel using Samus' ship.
  2. Save or open up scan visor.
  3. you should see flickering for scan and corruption for save.

Is the issue present in the latest development version? For future reference, please also write down the version number of the latest development version.

Yes. 5.0-8116

Is the issue present in the latest stable version?

No. 5.0

If the issue isn't present in the latest stable version, which is the first broken version? (You can find the first broken version by bisecting. Windows users can use the tool https://forums.dolphin-emu.org/Thread-green-notice-development-thread-unofficial-dolphin-bisection-tool-for-finding-broken-builds and anyone who is building Dolphin on their own can use git bisect.)

Can't because the program provided an error.

If your issue is a graphical issue, please attach screenshots and record a three frame fifolog of the issue if possible. Screenshots showing what it is supposed to look like from either console or older builds of Dolphin will help too. For more information on how to use the fifoplayer, please check here: https://wiki.dolphin-emu.org/index.php?title=FifoPlayer

Could not provide the diff file. Everytime I tried, it ended with the program locking me out because I could not interact with the pop up. It said it expected 95 but got a higher number.

What are your PC specifications? (CPU, GPU, Operating System, more)

CPU: Ryzen 5 1600
GPU: AMD's 480 (red devil)
OS: Windows 10
RAM:: 16 GB

Is there anything else that can help developers narrow down the issue? (e.g. logs, screenshots,
configuration files, savefiles, savestates)

There should be a screen shot of the save corruption.


Files

R3ME01-5.png (420 KB) R3ME01-5.png The Save Corruption. Hunterakagman, 06/14/2018 06:38 PM
Actions #1

Updated by Techjar almost 6 years ago

I was experiencing this the other day, but now I can't reproduce it. Seems to depend on the phase of the moon or something...

Actions #2

Updated by Techjar almost 6 years ago

Okay, so this is a dual core timing issue. Using single core fixes it, but also the texture loading speedup of PR #7170 (which fixes some stutters in this game) seems to also make the issue magically go away.

Actions #3

Updated by Hunterakagman over 5 years ago

Ah.

I tend to get it consistently when the cutscene where you travel to Phazze plays.

Actions #4

Updated by Hunterakagman over 5 years ago

Um, the dual core thing did not work. Cutscene and scan still flickered.

Actions #5

Updated by JMC4789 over 5 years ago

Try EFB/XFB2RAM and single core.

Actions #6

Updated by keiyakins over 2 years ago

I can confirm this still happen, and in Metroid Prime and Echos on Trilogy as well. But I can provide some new and useful information!

You can work around it somewhat by turning on Immediately Present XFB, but when you do, the old "black bar" behavior returns. This leads me to believe it's related to dual core thread synchronization. Which means it'd probably be almost impossible to fix without performance hits comparable to the existing options to synchronize things more tightly?

Still, if the performance hit from those is too great for you, Immediately Present XFB at least lets you get to a save station without getting a headache from the flickering so you can re-sync the threads by restarting the game. If it's a rare occurrence for you, that might be enough.

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