Midnight Club 3: DUB Edition Remix
Developer(s): Rockstar San Diego
Publisher(s): Rockstar Games (US, EU), SCEA (US)
Genre: Racing
Wikipedia: Link
Game review links: Metacritic: 85/100
Game description: The Midnight Club is back and bigger than ever. Take on street racing's toughest competitors as you tear through the living city sprawls of Detroit, San Diego, Atlanta and now Tokyo at breakneck speeds. Personalize the huge assortments of all new additional rides with the latest rims, kits and upgrades hot off the street. Midnight Club 3: DUB Edition Remix is the definitive urban racing experience, giving you the ultimate freedom to choose your own route to the finish line.
Test configurations on Windows:
Environment | Configurations | Comments | Tester | ||||
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Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
NTSC-U | ? |
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1.0.0 (r5350) | GSdx 0.1.16 (r5334) |
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BIOS: USA v02.00, HACKS: MTVU, Minor lag in videos (sound offset), To be fair ran just fine except for loading screen/video lag and sound offset. I'm also creating a backup, so that may be part of it. | Sikotik13 |
NTSC-U | Windows |
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1.1.0 (r5492) | GSdx SSE41 (r5464) |
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Runs above full speed. | |
NTSC-U | Windows |
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1.2.1 | GSdx (5875) |
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EE/VU Rounding: Chop/Zero, Game at steady 40-60 FPS, 60 FPS in menus and paused and 40-55 during racing, steady 40-45 in the garage., Some graphical errors, such as the letters being invisible on the profile creation screen and graphical mish-mash appearing if you turn the things in the garage too fast. | |
NTSC-U | Windows 10 1903 x64 |
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1.5.0-dev-3265 | GSdx 1.1.0 |
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BIOS: USA v02.30 - Has been a slog to get this to work near flawless...(for me at least) -- Audio latency has a huge impact on input lag / graphic issues -- Installed ASIO4ALL for more efficent audio -- SPU2 @ Linear, Effects Disabled, DirectSound + 5 Output buffers, 3ms main latency (DirectSound over-rides?), Sync Mode = None •• Vsync handled audio sync, all other settings affected performance. GSdx -- OpenGL Hardware renderer, Enabled 8 Bit Textures, Large Framebuffer, 6x Res, 16x AF, Partial CRC, Accurate Date Off, Med Blending, HW Hacks Enabled. Emulation -- All Speed Hacks, Cyclerate hacks disabled. Vsync set to Standard. Added "UserHacks_DisablePartialInvalidation=1" to the end of %PCSX_DIR%\inis\GSdx.ini - unknown result but have seen advised for this title. •Nvidia driver 436.02 allows Low Latency Mode, also reduces input lag | cZr |
NTSC-U | Windows 10 Pro |
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1.5.0-dev-3214 | GSdx 1.1.0 AVX2 |
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Game runs perfectly but has graphical artifacts that grow as you play. Doesn't hinder performance, it's just a nuisance. | ninesixworm |
NTSC-U | Windows 10 Home |
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v1.5.0-dev-3401 | GSdx 1.2.0 AVX2 |
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The graphical glitches with headlights, longer line and some HUD elements ghosting can be fixed with enabling HW hacks and setting Half-screen Fix to Force-Enabled. No glitches found running at 2160p 4K. | theOG123 |
PAL | Windows 10 x64 |
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GSDX32-SSE4
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Optimization over Graphics, Playing on a Low end notebook (Hardware/Software) see Notes . Cut-Scenes and Gameplay in gerenal are capped at 50 FPs(PAL) with a sightly frame rate drop from time to time depending on the vfx showing (Too many lights/cars) on the screen cause it to drop fps. Songs are playing fine during races.
••Note•• •v1.7 138 have better options to optimize cpu usage removing unnecessary rendering granting fps bonus; Hardware seems better than software , but since too many visuals are disabled, it looks pixelated. if you need to change any configuration during a race, pause the game, otherwise it might crash; Also, MTVU makes ALOT of difference, without it the game lags badly. Works fine even if you don't have 3+cores - tested version •v1.7 138 - out/2020 |
Catlovus20 |
NTSC | Windows 11 |
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1.7.2313 | Core | Core | With the aforementioned hardware, I can get roughly 240 fps uncapped. Speedhack preset: 3 + MTVU. The game runs practically flawlessly. Requires Medium+ blending in the graphics settings to avoid a darkened minimap. For hardware rendering, you'll want to set the 'Half Screen Fix' hack to "Force-Enable" to fix the broken lights. If upscaling, you'll want to enable 'Half-Pixel Offset' hack to "Special (Texture)" to ensure the headlights actually stick to the road surface and don't float slightly above (visible on curvy roads). Optionally turn 'Round Sprite' hack to "Full" as well to better center the HUD elements again. Minor inconsistencies present as opposed to software rendering, but nothing gamebreaking or super-obvious. Do note that this game is still moderately heavy in hardware requirements. | coornio |
Environment | Configurations | Comments | Tester | ||||
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Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
? | ? |
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? | ? | ? | There are no test results for this game on Linux. You can help by playing and submitting your test results here. |
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Environment | Configurations | Comments | Tester | ||||
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Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
? | ? |
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? | ? | ? | There are no test results for this game on macOS. You can help by playing and submitting your test results here. |
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Trivia
- Save data from Midnight Club 3: DUB Edition can be imported. A game restart will not be required after the process.
Fixed Issues
Graphic bugs in Hardware renderers
- Status: Fixed
- Type: Minor
- Description: While using any of the Hardware renderers, there will be a line visible that changes (gets larger) depending on the driving speed. This happens in both Direct3D and OpenGL Hardware renderers.
- Workaround: Update to the latest nightly version of PCSX2.
Gallery
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v1.7.0 dev-1545, 6x Native Resolution (2160p), FXAA, widescreen patch
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