||1.0.0 (r5350)||GSdx r5324 0.1.16||
||BIOS: USA v1.60 ,
• Enabled speedhacks: EE Cyclerate (2), VU Cycle Stealing (1) • With the above in mind, it runs fullspeed 60 FPS most of the time, but drops down to 40-50 FPS when many things onscreen (bolts, enemies, etc).
||1.1.0 r5492||GSdx 5464 SSE41||
||Runs at 50% speed. Textures are corrupt if GSdx is in Hardware mode. Looks fine in Software mode.|
||1.2.1||GSdx 10||SPU2-X r5830 2.0.0||This game is playable. It lags on even the best computers and the textures completely glitch.||RobertasACDC|
||1.3.0-20140805121745||GSdx||SPU2-X||Used all recommended speedhacks, EE Cyclerate 2, and VU Cycle Stealing 1. Using Hardware mode, it ran at playable speeds with lag when there are a lot of onscreen elements.||Clank|
|NTSC-U||Windows 10 Pro 64-bit (build 10586)||
||1.4.0||GSdx 01/05/2016 AVX-2||
||--Ran 80-100% (almost realtime. NO SPEEDHACKS) with Direct3D9 (Software) renderer for mipmap support to display proper texturing (also provides the least input delay out of the 3 software renderers).
--Shadows are corrupt in any renderer. --No speedhacks were used (as they cause added input delay. 4th gen i7 and future can run perfectly without). --Make sure to enable Progressive Scan in the options menu or there will be added input delay from interlacing. --Configure the PS2 system, GSdx, and game to run in 4:3/full aspect ratio as designed and mentioned in Trivia. Widescreen on the PS2 only crops the 4:3 viewport horizontally or vertically, depending on the game.
|NTSC-U||Windows 10 Pro 64-bit (build 17763.195)||
||-- Runs 100% Using D3D11 Hardware Renderer (less resource-intensive than OpenGL when upscaling). Using 6x native upscaling (4K/2160p). HW mipmapping support works perfectly. Shadows are corrupt in any renderer.
-- Used "Fast-Texture Invalidation" to prevent missing environment. Used "Merge Sprite" and "Half-Pixel Offset = Special (Texture)" to align bloom effect at upscaled resolutions. MTVU speedhacks enabled. EE cyclerate 300%. -- Make sure to enable Progressive Scan in the options menu or there will be added input delay from interlacing. -- Configure the PS2 system and game to run in full/stretch aspect ratio as designed and mentioned in Trivia. Widescreen on the PS2 only crops the 4:3 viewport horizontally or vertically, depending on the game. GSdx window set to 4:3 for proper aspect ratio/image FOV.
||1.5.0||GSdx (GCC 6.3.0 SSE2/AVX) 1.1.0 [libGSdx]||
||Game runs at full speed most of the time when using OGL HW renderer, occasional stutters here and there but overall a very enjoyable experience. Most graphical glitches are fixed with the latest build using mipmapping = Basic(fast).||Quattro55|
- Original names: ラチェット&クランク4th ギリギリ銀河のギガバトル (SCPS-15100) & (SCPS-19321) & (SCPS-19328), 라쳇&클랭크: 공구전사 위기일발 (SCKA-20060)
- Also known as Ratchet & Clank 4th: GiriGiri Ginga no Giga Battle (JP, AS), Ratchet: Gladiator (EU, AU)
- Widescreen crops the top and bottom of the 4:3 image, meaning less visible viewing area than when played in 4:3.
- Status: Active
- Type: Serious
- Description: Textures are corrupted until you stand close to objects due to GSdx not supporting mipmapping in Hardware mode.
- Workaround: This can be resolved with recent v1.5.0 git builds. Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software mode by setting Renderer to any of the ("Software") options.