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Metroid Prime Remastered for Windows 0.1.2
Faster rendering and new optional tweaks for the Metroid Prime Remastered PC port. Released 2026-10-25.
Big open areas run 20 to 70 percent faster on the graphics card. New optional tweaks skip the opening cutscene, speed up the menus and recolour Samus's glow. A guard also covers a rare crash in Magmoor Caverns.
Install
Download mpr-0.1.2-windows-x64.zip below and unzip it over your old folder; your settings and saves stay. You can also unzip it into a new folder and run setup again, as the README describes.
SHA-256 of the zip: 147ca822ca2756a021534131b59196c3bfc13f8c7968acb3c06dc613ff7f3305
Faster rendering
Draws now read the game's vertex and constant data from copies in video memory instead of over the PCIe bus, and render passes no longer wait on each other when they don't need to. On an RTX 3080 the frame rate went up in every open scene we measured, at 1080p, 1440p and 4K. The table shows 1440p:
| Scene | Before | After (1440p) |
|---|---|---|
| Tallon Overworld, canyon | 135 fps | 175 fps |
| Tallon Overworld, gully | 143 fps | 248 fps |
| Chozo Ruins, fountain | 112 fps | 149 fps |
| Phendrana Drifts, shore | 79 fps | 117 fps |
The copies use up to 2 GB of extra video memory: a quarter of what the card has, capped at 2 GB, and none on cards under 4 GB. You can turn both changes off on the launcher's Display tab or the F1 page ("Faster GPU memory", "Fewer GPU pipeline waits"). We checked them over 95 area loads in all seven worlds.
New optional tweaks
All off by default. With them off the game plays exactly as before. They are on the launcher and the F1 page, and in controls.ini under [tweaks].
- Skip the opening cutscene. A new game starts in the Frigate hangar about 2 seconds after you pick it, in the state the full cutscene leaves you in. It uses the game's own cutscene skip. Every other cutscene plays as usual.
- Skip the title's intro movie.
- Faster menus. The title, main menu, save slots and options run 1 to 4 times faster (2 by default), and the transition movies between them are shortened.
- Glow colour. One RGB colour, with a reset button, for the morph ball's glow stripes, trail and light, and the arm cannon's charge glow. The colour multiplies the game's own glow, so the yellow charge mixes with it. The arm cannon's lit panels and the suit's lights don't change yet.
Also new: a "Steady view" checkbox in the controls settings (off by default). With it on, gun sway and the walking bob move only the gun, not the view.
Fixes
- A guard against a rare crash in the Magmoor Caverns workstation, where the game could ask for a scene object's bounds before its model had loaded.
- 85 arm cannon effect shaders that were missing from the shader pack are now included.
- Several small fixes found by a static analyser: a race when waking waiting threads, memory unmapping, and settings parsing.
Known issues
The v0.1.1 list still applies. The glow colour doesn't reach the arm cannon's panels or the suit yet.
Reporting bugs
Open an issue and attach mpr.log from the run where the problem happened. Never attach game files, your dump or your keys.