Ratchet & Clank: Up Your Arsenal: Difference between revisions

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|GPU=NVIDIA GeForce GTX 570 1368MB
|GPU=NVIDIA GeForce GTX 570 1368MB
|Revision=1.1.0 r5829
|Revision=1.1.0 r5829
<spoiler show="Settings" hide="Hide">
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* '''Speedhacks:'''
* '''Speedhacks:'''
** MTVU
** MTVU
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** Enable Wait Loop Detection
** Enable Wait Loop Detection
** mVU Flag Hack
** mVU Flag Hack
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|Graphics=GSdx
|Graphics=GSdx
|Sound=
|Sound=
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|GPU=NVIDIA GeForce GTX 770
|GPU=NVIDIA GeForce GTX 770
|Revision=1.5.0 (dev-1909)
|Revision=1.5.0 (dev-1909)
<spoiler show="Settings" hide="Hide">
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Preset: 3 (deactivated)
Preset: 3 (deactivated)
* SpeedHacks:
* SpeedHacks:
** EE Cyclerate: +3
** EE Cyclerate: +3
** MTVU
** MTVU
</spoiler>
-->
|Graphics=GSdx SSE4
|Graphics=GSdx SSE4
<spoiler show="Settings" hide="Hide">
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* Version: 1.0.1.9
* Version: 1.0.1.9
* Renderer: Direct3D9 (Hardware)
* Renderer: Direct3D9 (Hardware)
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* Logarithmic Z
* Logarithmic Z
* Alpha Correction
* Alpha Correction
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|Sound= SPU2-X 2.0.0 (r4851)
|Sound= SPU2-X 2.0.0 (r4851)
|Comments='''Version''': SCUS-97353; '''BIOS''': v02.00; Widescreen; '''Performance''' is almost perfect (rarely EE 100%).     
|Comments='''Version''': SCUS-97353; '''BIOS''': v02.00; Widescreen; '''Performance''' is almost perfect (rarely EE 100%).     
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|GPU=NVIDIA GeForce RTX 2080
|GPU=NVIDIA GeForce RTX 2080
|Revision=1.7.0-dev-191-g5118aba45
|Revision=1.7.0-dev-191-g5118aba45
<spoiler show="Settings" hide="Hide">
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* EE Cyclerate: 0/-1
* EE Cyclerate: 0/-1
* EE Cycle Skipping: 0
* EE Cycle Skipping: 0
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* MTVU: Yes
* MTVU: Yes
* Preset: 2
* Preset: 2
</spoiler>
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|Graphics=GSdx 1.2.0
|Graphics=GSdx 1.2.0
<spoiler show="Settings" hide="Hide">
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* Renderer: OpenGL (Hardware)
* Renderer: OpenGL (Hardware)
* Internal Resolution: 3x
* Internal Resolution: 3x
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* Large Framebuffer: Yes
* Large Framebuffer: Yes
* Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset
* Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset
</spoiler>
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|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=NVIDIA GeForce RTX 3060 Ti
|GPU=NVIDIA GeForce RTX 3060 Ti
|Revision=1.7.2864
|Revision=1.7.2864
<spoiler show="Settings" hide="Hide">
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* EE Cyclerate: 2
* EE Cyclerate: 2
* EE Cycle Skipping: 0
* EE Cycle Skipping: 0
* mVU Flag Hack: Yes
* mVU Flag Hack: Yes
* MTVU: Yes
* MTVU: Yes
</spoiler>
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|Graphics=GSdx AVX2 (Vulkan)
|Graphics=GSdx AVX2 (Vulkan)
<spoiler show="Settings" hide="Hide">
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* Renderer: Vulkan
* Renderer: Vulkan
* Internal Resolution: 6x
* Internal Resolution: 6x
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* Texture Preloading: Full
* Texture Preloading: Full
* Advanced Settings and Hacks: Disable Partial Invalidation, Merge Sprite, Wild Arms Hack
* Advanced Settings and Hacks: Disable Partial Invalidation, Merge Sprite, Wild Arms Hack
</spoiler>
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|Sound=Defaults
|Sound=Defaults
|Comments=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).
|Comments=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).
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|GPU=NVIDIA GeForce GTX 670
|GPU=NVIDIA GeForce GTX 670
|Revision=1.7.4 (SSE4)
|Revision=1.7.4 (SSE4)
<spoiler show="Settings" hide="Hide">
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* MTVU: On
* MTVU: On
* Instant VU1: On
* Instant VU1: On
* Speedhacks: None
* Speedhacks: None
</spoiler>
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|Graphics=GSdx 1.2.0 (Vulkan)
|Graphics=GSdx 1.2.0 (Vulkan)
<spoiler show="Settings" hide="Hide">
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* Renderer: Vulkan  
* Renderer: Vulkan  
* Internal Resolution: 3*Native
* Internal Resolution: 3*Native
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* Merge Sprite: On
* Merge Sprite: On
* Wild Arms Hack: On
* Wild Arms Hack: On
</spoiler>
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|Sound=SPU2-X v2.0.0
|Sound=SPU2-X v2.0.0
<spoiler show="Settings" hide="Hide">
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* Backend: Cubeb
* Backend: Cubeb
* Interpolation: Gaussian
* Interpolation: Gaussian
</spoiler>
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|Comments=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.
|Comments=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.
|Tester=PandoraGTX
|Tester=PandoraGTX
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|GPU=NVIDIA GeForce RTX 2070 Super
|GPU=NVIDIA GeForce RTX 2070 Super
|Revision=1.7.5074
|Revision=1.7.5074
<spoiler show="Settings" hide="Hide">
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* EE Cyclerate: 180%
* EE Cyclerate: 180%
* EE Cycle Skipping: Disabled
* EE Cycle Skipping: Disabled
* MTVU: Enabled
* MTVU: Enabled
</spoiler>
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|Graphics=Vulkan
|Graphics=Vulkan
<spoiler show="Settings" hide="Hide">
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* Internal Resolution: 4x
* Internal Resolution: 4x
* Blending Accuracy: Basic
* Blending Accuracy: Basic
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* EE Timing Hack
* EE Timing Hack
* Full VU0 Synchronization
* Full VU0 Synchronization
</spoiler>
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|Sound=Built-in
|Sound=Built-in
<spoiler show="Settings" hide="Hide">
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* Output Module: Cubeb
* Output Module: Cubeb
* Synchronization: TimeStretch
* Synchronization: TimeStretch
* Target Latency: 60ms
* Target Latency: 60ms
</spoiler>
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|Comments= 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.
|Comments= 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.
|Tester=Flachzange
|Tester=Flachzange
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|GPU=AMD Radeon RX 6650XT @ 8 GB
|GPU=AMD Radeon RX 6650XT @ 8 GB
|Revision=nightly v1.7.5178
|Revision=nightly v1.7.5178
<spoiler show="Settings" hide="Hide">
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*EE Cycle Rate: 130% (Overclock)
*EE Cycle Rate: 130% (Overclock)
*EE Cycle Skipping: Disabled
*EE Cycle Skipping: Disabled
*MTVU: Enabled
*MTVU: Enabled
</spoiler>
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|Graphics=Vulkan
|Graphics=Vulkan
<spoiler show="Settings" hide="Hide">
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Rendering
Rendering
*Internal Resolution: 8x Native (~2880p/5K)
*Internal Resolution: 8x Native (~2880p/5K)
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*Texture Offsets: Default , Default
*Texture Offsets: Default , Default
*Merge Sprite: Enabled
*Merge Sprite: Enabled
</spoiler>
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|Sound=Default Settings
|Sound=Default Settings
|Comments=  
|Comments=  
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