Ratchet & Clank: Up Your Arsenal

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Ratchet & Clank: Up Your Arsenal

NTSC-U cover
Game general and emulation properties:
CERO rating: A
ESRB rating: T (Crude Humor, Fantasy Violence)
PEGI rating: 3+
OFLC rating: PG
GRB rating: ALL
Game supports multi-tap
Game supports headset
Game supports USB keyboard
Widescreen supported natively
Widescreen patch available
Progressive scan supported
CPU intensive game
Supports up to four local players
Supported up to eight LAN/online players
Languages supported:
English: SCES-52456 & SCUS-97353 & SCUS-97413 & SCUS-97411 & SCUS-97518
Japanese: SCPS-15084 & SCPS-19309
German: SCES-52456
French: SCES-52456 & SCUS-97353
Spanish: SCES-52456 & SCUS-97353
Italian: SCES-52456
Korean: SCKA-20037
Region NTSC-U:
Serial numbers: SCUS-97353
SCUS-97413 (Public Beta v1.0)
SCUS-97411 (Regular Demo)
SCUS-97518 (Greatest Hits)
Release date: November 3, 2004
August 25, 2005 (Greatest Hits)
CRCs: 45FE0CC4
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region PAL:
Serial numbers: SCES-52456
SCES-52456/P (Platinum)
TCES-52456 (Beta Trial Disc)
Release date: November 12, 2004
November 18, 2004 (Australia)
June 10, 2005 (Platinum)
CRCs: 17125698
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SCPS-15084
SCKA-20037 (Korea)
SCAJ-20109
SCPS-19309 (PlayStation 2 the Best)
Release date: November 25, 2004
January 13, 2005 (Korea)
July 7, 2005 (PlayStation 2 the Best)
April 27, 2006 (BigHit Series, Korea)
Windows Status: ?
Linux Status: ?
Mac Status: ?

Developer(s): Insomniac Games
Publisher(s): SCEA (US), SCEE (EU), SCE Australia (AU), SCEI (JP, AS, KO)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic91/100
Game description: In Ratchet & Clank: Up Your Arsenal, Ratchet and Clank once again team up for an all-new adventure that combines diverse gameplay with elements of action, exploration, adventure, puzzle-solving, strategy, and role-playing into one experience. Together with the Q-Force, Ratchet and Clank set off to uncover the schemes of the sinister Dr. Nefarious and keep the galaxy safe for organic life. As one of three characters, you can now wield new weapons and gadgets, gain access to an array of vehicles, and master all-new abilities. The game also features both single-player and multiplayer (offline and online) gameplay.



Test configurations on Windows:


Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC-U ?
  • Intel Core i5-750 @ 2.66 GHz
  • NVIDIA GeForce GTX 280
0.9.7.3113 GSdx 3068 (MSVC 15.00, SSe2) 0.1.16
  • SPU2-X 1.4.0 (r3117)
  • LilyPad 0.10.0 (r2930)
BIOS: USA v01.60 (07/02/2002), Graphical corruption, to fix the corruption in the object most of the time Ratchet must walk up to it or get close to it. Able to fix by setting GSdx to software mode, instead of hardware. 174.126.227.45
NTSC-U Windows
  • Intel Core i5-3210M @ 2.50 GHz
  • AMD Radeon HD 7650M 1GB
1.0.0 GSdx
  • SPU2-X
  • ?
EE chain set to 2, Seems to play fine, FPS sits around 59.94 FPS. Pentium D reQ high performance, Core i5 reQ Balanced, and AMD reQ High performance power for efficient usage. Laptop usage warning! Shadow weird but definitely add creepiness to the game (shadow is not correctly aligned with the protagonist mostly on the character sometimes on floor but not at her feet as if someone else is standing there!)
NTSC-U Windows 7 64-bit
  • Intel Core i7-4770K @ 3.50 GHz
  • NVIDIA GeForce 980 GTX 4GB
1.0.0 (r5350) GSdx r5350
  • SPU2-X r5350
  • LilyPad r5350
Using hardware mode the game runs fine... as long as you don't mind broken textures. You're going to need to use Software rendering if you want to play the game like it is on a PS2, however to do this you will need a fairly bulky PC as Software mode is a bit annoying. I'd also recommend using Direct3D9 (Software) over Direct3D11 for better framerate. I get 40-60 FPS at most times on Direct3D9 (Software). Paulie9990
NTSC-U Windows
  • Intel Core i7 @ 3.40 GHz
  • NVIDIA GeForce GTX 285 768MB
1.1.0 r5492 GSdx SSE41 (r5464)
  • SPU2-X 2.0.0
  • LilyPad 0.11.0
Runs near full speed. Textures are corrupt if GSdx is in Hardware mode. Looks fine in Software mode.
PAL Windows
  • Intel Core i7 @ 3.80 GHz
  • NVIDIA GeForce GTX 570 1368MB
1.1.0 r5829

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • MTVU
    • INTC Spin Detection
    • Enable Wait Loop Detection
    • mVU Flag Hack

</spoiler>

GSdx
  • SPU2-X
  • ?
Europe v01.70(27/02/2003), Still Playable. Game works fine at a good speed. Requires Ssoftware mode to fix the graphics (mipmapping), the game can be quite slow. I achieved pretty much constant full speed by putting VU Cycle Stealing to 1 and 3 extra rendering threads for Software mode.
NTSC-U Windows 7
  • Intel Core i5-460M @ 2.53 GHz
  • ATI Mobility Radeon HD 5650
1.3.0 (2014-08-05, 12:17:45) GSdx
  • SPU2-X
  • ?
Used all recommended speedhacks, EE cyclerate 2, and VU stealing 1. Using Hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements. Clank
NTSC-U Windows 10
  • Intel Core i7-3520M @ 2.90 GHz
  • AMD Radeon HD 7570M
1.4.0 GSdx BIOS: EUROPE v1.6. Sometimes the distant textures bugs or the game is slowed (10-15 FPS). Big bug after the mission of the Thugs 4 Less scrambler, the game crash, to solve this problem simply activate EE timing hack in the game fix. I recommended Hardware mode, it more playable. Aiglerac
NTSC-U Windows 10
  • Intel Core i7-2600K @ 4.20 GHz
  • NVIDIA GeForce GTX 770
1.5.0 (dev-1909)

<spoiler show="Settings" hide="Hide"> Preset: 3 (deactivated)

  • SpeedHacks:
    • EE Cyclerate: +3
    • MTVU

</spoiler>

GSdx SSE4

<spoiler show="Settings" hide="Hide">

  • Version: 1.0.1.9
  • Renderer: Direct3D9 (Hardware)
  • Interlacing: None
  • Allow 8-Bit Textures
  • Large Framebuffer
  • Custom Resolution: 2048x2048
  • Texture Filtering: Bilinear (PS2)
  • Mipmapping: Basic
  • CRC Hack Level: Full
  • Logarithmic Z
  • Alpha Correction

</spoiler>

SPU2-X 2.0.0 (r4851) Version: SCUS-97353; BIOS: v02.00; Widescreen; Performance is almost perfect (rarely EE 100%). whiperkinta


NTSC-U Windows 10
  • Intel Core i7-4770 @ 3.40 GHz
  • NVIDIA GeForce GTX 650 Ti
1.5.0 (dev-2211) GSdx SSE4 SPU2-X 2.0.0 (r4851) All settings are as followed on whiperkinta's entry with edits. Speedhacks EE Cyclerate to -1, switch renderer to OpenGL (Hardware), HW Hacks on (disable depth emulation, Half-Pixel Offset: Normal (Vertex), fast texture invalidation). Performance on certain areas is a bit slow, but is as best it can be (with my hardware at least. Better HW, better results)
PAL Windows 10 64-bit
  • Intel Core i7-4720HQ @ 2.60 GHz
  • NVIDIA GeForce GTX 960M
1.5.0 (dev-2242) GSdx SSE4 SPU2-X 2.0.0 (r4851) Playing 4:3, Direct3D 11, Internal Resolution: 3x Native, Anisotropic Filtering: 4x. The rest are default settings, except skipdraw=1 in HW Hacks. BIOS: EUROPE v1.6. The game is perfectly playable with some slow moments. Rigle


NTSC - U Windows 7 64-bit
  • AMD FX 9370 @ 5.0 GHz
  • AMD Radeon 7970 GHz (CF x2) disabled for PCSX2 in Radeon Settings
1.5.0 (dev-3179) GSdx SSE4.1 SPU2-X 2.0.0 Playing 4:3, Direct3D 11, Internal Resolution: 3x Native, Anisotropic Filtering: NA. The rest are default settings, except 8bit FB, large FB, HWMipMap (Basic) SkipDraw 1. BIOS: USA 2.20. The game is playable with some slow moments and some microstutter Anh Nation is especially slow 60% to 80%. Pyro1515
NTSC-U Windows 10 Pro x64
  • Intel Core i7-4790K @ 4.00 GHz
  • NVIDIA GeForce RTX 2080
1.7.0-dev-191-g5118aba45

<spoiler show="Settings" hide="Hide">

  • EE Cyclerate: 0/-1
  • EE Cycle Skipping: 0
  • mVU Flag Hack: Yes
  • MTVU: Yes
  • Preset: 2

</spoiler>

GSdx 1.2.0

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL (Hardware)
  • Internal Resolution: 3x
  • 8-bit Textures: Yes
  • Large Framebuffer: Yes
  • Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset

</spoiler>

  • SPU2-X 2.0.0
  • Synchronizing Mode: Async Mix
  • Lilypad 0.12.1
Game is very demanding. Occasionally slows down with EE Cyclerate 0, but setting to -1 activates the game's internal frameskipping and makes it run a little smoother in most sections. Game desyncs audio on a few cutscenes due to slowdown. Use both fixes listed on the page to fix graphical issues. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great. Darkshadows
PAL Windows 11 Pro x64
  • AMD Ryzen 7 5800X @ 3.80 GHz
  • AMD Radeon RX 6700XT
Nightly 1.7.2351 (x64 build) GSdx AVX2 (Vulkan) Defaults BIOS: EUROPE v1.6, Render Scale: 6x (4K), Used Aquatos and Bloom fixes listed below. Occasional slowdowns but was completely playable for the entire main story. MilshakeXO
NTSC-U Windows 10 Pro
  • Intel Core i7-10700 @ 2.90 GHz
  • NVIDIA GeForce RTX 3060 Ti
1.7.2864

<spoiler show="Settings" hide="Hide">

  • EE Cyclerate: 2
  • EE Cycle Skipping: 0
  • mVU Flag Hack: Yes
  • MTVU: Yes

</spoiler>

GSdx AVX2 (Vulkan)

<spoiler show="Settings" hide="Hide">

  • Renderer: Vulkan
  • Internal Resolution: 6x
  • GPU Palette Conversion: Yes
  • Mipmapping: Basic
  • Texture Preloading: Full
  • Advanced Settings and Hacks: Disable Partial Invalidation, Merge Sprite, Wild Arms Hack

</spoiler>

Defaults Runs very well. EE Cycle Rate 2 improved smoothness and reduced microstutters. In game text becomes warped as a result of fixes applied for bloom (Merge Sprite/Wild Arms Hack). HankyThe99th
NTSC-U Windows 10 Home
  • Intel Core i5-3570k @ 4.7GHz
  • NVIDIA GeForce GTX 670
1.7.4 (SSE4)

<spoiler show="Settings" hide="Hide">

  • MTVU: On
  • Instant VU1: On
  • Speedhacks: None

</spoiler>

GSdx 1.2.0 (Vulkan)

<spoiler show="Settings" hide="Hide">

  • Renderer: Vulkan
  • Internal Resolution: 3*Native
  • GPU Palette Conversion: On
  • Texture Preloading: Full
  • Merge Sprite: On
  • Wild Arms Hack: On

</spoiler>

SPU2-X v2.0.0

<spoiler show="Settings" hide="Hide">

  • Backend: Cubeb
  • Interpolation: Gaussian

</spoiler>

Vertex stretching seems to happen for Ratchet, Clank, and enemies frequently in Holostar Studios, and once in Clank's section of Aquatos. In Aquatos, restarting fixed the bug, but not in Holostar Studios. Like in R&C2, it doesn't affect gameplay, but is still pretty noticeable. Full VU0 synchronisation fixed this, but increased EE usage to the point where it caused some lag, so I had it off most of the time. Aside from this, the game lagged a lot during the ranger missions in Kerwan, which seemed odd as there was no obvious bottleneck (EE, GS, VU, and GPU were all well below 100%). GS usage approached 100% during the final boss, but it never dropped noticeably from full speed. Text is distorted, but bloom is fine. Fully playable. PandoraGTX
NTSC-U Windows 11 22621.2361
  • AMD Ryzen 7 5800X
  • NVIDIA GeForce RTX 2070 Super
1.7.5074

<spoiler show="Settings" hide="Hide">

  • EE Cyclerate: 180%
  • EE Cycle Skipping: Disabled
  • MTVU: Enabled

</spoiler>

Vulkan

<spoiler show="Settings" hide="Hide">

  • Internal Resolution: 4x
  • Blending Accuracy: Basic
  • Mipmapping: Basic
  • Anisotropic Filtering: 16x
  • Dithering: Scaled
  • Texture Preloading: Full

Hardware Fixes:

  • Disable Partial Invalidation
  • Auto Flush: Enabled (All Primatives)
  • Half Pixel Offset: Special (Texture)

Game Fixes:

  • EE Timing Hack
  • Full VU0 Synchronization

</spoiler>

Built-in

<spoiler show="Settings" hide="Hide">

  • Output Module: Cubeb
  • Synchronization: TimeStretch
  • Target Latency: 60ms

</spoiler>

Full V0 Synchronization resolves most of the Vertex stretching issues and without it 180% EE Overclock is not stable. With 180%EE the game can hold a locked internal 60FPS most of the time, 130% is also a major improvement, though drops still happen regularly with 130%. The fixes required to make Aquatos playable and fix bloom mess up UI text a little, this seems to be the only notable issue with this configuration. Performance is very solid, unlocked FPS range from 180-260. Flachzange
NTSC-U Windows 10 Pro
  • AMD Ryzen 3 3100 @ 3.90 GHz
  • AMD Radeon RX 6650XT @ 8 GB
nightly v1.7.5178

<spoiler show="Settings" hide="Hide">

  • EE Cycle Rate: 130% (Overclock)
  • EE Cycle Skipping: Disabled
  • MTVU: Enabled

</spoiler>

Vulkan

<spoiler show="Settings" hide="Hide"> Rendering

  • Internal Resolution: 8x Native (~2880p/5K)
  • Mipmapping: Default
  • Texture Filtering: Default
  • Trilinear Filtering: Default
  • Anisotropic Filtering: 16x
  • Dithering: Scaled
  • Blending Accuracy: Medium
  • Texture Preloading: Full (Hash Cache)

Upscaling Fixes

  • Half Pixel Offset: Normal (Vertex)
  • Round Sprite: Default
  • Bilinear Dirty Upscale: Default
  • Texture Offsets: Default , Default
  • Merge Sprite: Enabled

</spoiler>

Default Settings Game ran smooth as butter throughout, few occasional slowdowns during times with high particle count such as big fights with an explosive weapon but those were usually due to intensive background programs or accidently not having the emulator as the main window.

Listed fix for bloom misalignment didn't work for me with 8x render resolution. I instead used Half Pixel Offset: Normal (Vertex) and it worked far better with some very very faint misalignment if you squinted from far away. Coincidentally I believe this is a better fix overall for the bloom issues than the listed fix because it doesn't mess with the text but I guess more people will need to try it. No Issues with Widescreen Patch besides faint issues on the edges and it works all the way through the game. 180% EE Overclock consistently crashed the Emulator every time I tried it, I didn't need it anyway but I think it's worth brining up Final Verdict: This game runs f••king amazing now on the newer nightlies, far better than 2 years ago. 100% Recommend attempting to emulate it now, I imagine even 7 year old hardware can take so much advantage out of the new upgrades to PCSX2.

lotion


Test configurations on Linux:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC-U Manjaro
  • Ryzen 7 5800X
  • GTX 1070
v1.7.5584 Default Default Game runs very well, and I have done reasonably thorough testing for graphical issues. Requires High blending to achieve some relatively minor graphical effects, most noticeable on Obani Draco. Nonetheless, no ostensible issues from start to finish once that's on. TheTechnician27


Trivia

  • Original names: ラチェット&クランク3 突撃!ガラクチック★レンジャーズ (SCPS-15084) & (SCPS-19309), 라쳇&클랭크: 공구전사 리로디드 (SCKA-20037)
  • Also known as Ratchet & Clank 3 (EU), Ratchet & Clank 3: Up Your Arsenal (AU), Ratchet & Clank 3: Totsugeki! Galactic Rangers (JP)
  • Widescreen crops the top and bottom of the 4:3 image, meaning less visible viewing area than when played in 4:3.


Known Issues

Fixed Issues

Blocky shadows

  • Status: Fixed
  • Type: Minor
  • Description: Shadows appear bigger and more blocky than they would on a PS2 while using the Direct3D hardware renderer
  • Workaround: Switch to either software renderer or use OpenGL hardware renderer with Blending Accuracy set to at least Basic

Issue with bloom on high resolutions

  • Status: Fixed
  • Type: Minor
  • Description: When running the game in a higher resolution than native, the bloom in the game becomes out of place and is too bright.
  • Workaround: Misaligned bloom is fixed by the GameDB in the latest versions of PCSX2.

Broken textures

  • Status: Fixed
  • Type: Serious
  • Description: Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
  • Workaround: This can be resolved with the latest 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.

Invisible textures in Aquatos level

  • Status: Fixed
  • Type: Minor
  • Description: In the Aquatos level, pausing the game, bringing up the map or using a weapon vendor results in all non-transparent textures disappearing. If another planet (level) is visited afterwards, several textures on the player character are still missing. The problem appears only on Hardware renderers which support Depth Emulation, which at the time of writing is only OpenGL Hardware. It is possible to complete the level if the pause menu, map or weapon vendors are not used.
  • Workaround: Head to View > Game Properties if UYA is running or right click UYA > Game Properties when in the main menu of PCSX2. Then, head to Graphics > enable Manual Hardware Renderer Fixes. Go to the Hardware Fixes tab and check 'Disable Partial Invalidation'. You can disable it afterwards if it's too much on your CPU, it is only required for this level.

Vertex stretching

  • Status: Fixed
  • Type: Minor
  • Description: Some polygons on Ratchet, Clank, and most enemies' models stretch/warp in Holostar Studios and Clank's section of Aquatos.
  • Workaround: Unable to replicate on the latest nightl v1.7.5584. Unsure if this was ever an issue. If this was an issue for older versions, the instructions were as follows: "Restart PCSX2. If this doesn't fix it, enable Full VU0 Synchronisation under Properties/Game Fixes. This does increase EE usage, but is unlikely to affect performance on most recent midrange or higher systems."

Sly 2 demo won't get into in-game

  • Type: Note (not an issue)
  • Description: To get the Sly 2 demo hold the 4 shoulder buttons (the 4 L and R buttons) on the title screen, However this wont work if you use widescreen hack.
  • Workaround: Unable to replicate this on NTSC-U on v1.7.5584. If this is a problem, disable the widescreen hack.

The gallery


Public compatibility forum links