Ratchet & Clank: Going Commando: Difference between revisions
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|wikipedia = [https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando Link] | |wikipedia = [https://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando Link] | ||
|gamefaqslink = [https://www.gamefaqs.com/ps2/914659-ratchet-and-clank-going-commando Link] | |gamefaqslink = [https://www.gamefaqs.com/ps2/914659-ratchet-and-clank-going-commando Link] | ||
|reviewlinks = {{ReviewLink|[ | |reviewlinks = {{ReviewLink|[https://www.metacritic.com/game/playstation-2/ratchet-clank-going-commando Metacritic]|90/100}} | ||
|gameinfo = From the creators of Ratchet & Clank comes the next installment of this sci-fi action adventure series. Ratchet & Clank: Going Commando features more than 50 imaginative weapons and gadgets. The more things you blow up, the stronger Ratchet gets and the more advanced the weapons you'll have. Participate in all-new side challenges; destroy hordes of enemies in gladiator arenas, upgrade your ship and pick off enemies in space combat, and leave competitors to eat your dust in hi-speed challenge. Are you up for it?<br /> | |gameinfo = From the creators of Ratchet & Clank comes the next installment of this sci-fi action adventure series. Ratchet & Clank: Going Commando features more than 50 imaginative weapons and gadgets. The more things you blow up, the stronger Ratchet gets and the more advanced the weapons you'll have. Participate in all-new side challenges; destroy hordes of enemies in gladiator arenas, upgrade your ship and pick off enemies in space combat, and leave competitors to eat your dust in hi-speed challenge. Are you up for it?<br /> | ||
Ratchet & Clank: Going Commando is a 2003 3D platformer video game developed by [[Insomniac Games]]. The gameplay of ''Going Commando'' is similar to that of the original ''Ratchet & Clank''. The player explores planets in the "Bogon" Galaxy and undertakes missions. It contains more mini-games than were present in the previous game. The game also introduces role-playing game (RPG) elements, such as upgradeable weapons. ''Going Commando'' was released roughly a year after its predecessor, and received very positive reviews. Critics noted the game's improved graphics, longer gameplay, and added role-playing elements as being major improvements over the original, but also criticized the game for its very high difficulty. | Ratchet & Clank: Going Commando is a 2003 3D platformer video game developed by [[Insomniac Games]]. The gameplay of ''Going Commando'' is similar to that of the original ''Ratchet & Clank''. The player explores planets in the "Bogon" Galaxy and undertakes missions. It contains more mini-games than were present in the previous game. The game also introduces role-playing game (RPG) elements, such as upgradeable weapons. ''Going Commando'' was released roughly a year after its predecessor, and received very positive reviews. Critics noted the game's improved graphics, longer gameplay, and added role-playing elements as being major improvements over the original, but also criticized the game for its very high difficulty. | ||
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<!-- NTSC-J props --> | <!-- NTSC-J props --> | ||
|NTSCJ = 1 | |NTSCJ = 1 | ||
|serialsNTSCJ = SCPS-15056<br />SCKA-20011 <small>(Korea)</small><br />SCPS-19302 <small>(PlayStation 2 the Best)</small><br />SCPS-19317 <small>(PlayStation 2 the Best Reprint)</small> | |serialsNTSCJ = SCPS-15056<br />SCKA-20011 <small>(Korea)</small><br />SCPS-19302 <small>(PlayStation 2 the Best)</small><br />SCPS-19317 <small>(PlayStation 2 the Best Reprint)</small><br />SCAJ-20052 <small>(Asia)</small> | ||
|CRCsNTSCJ = | |CRCsNTSCJ = | ||
|releasedateNTSCJ = December 11, 2003<br />February 19, 2004 <small>(Korea)</small><br />July 8, 2004 <small>(PlayStation 2 the Best)</small><br />February 22, 2005 <small>(BigHit, Korea)</small><br />November 2, 2005 <small>(PlayStation 2 the Best Reprint)</small> | |releasedateNTSCJ = December 11, 2003<br />February 19, 2004 <small>(Korea)</small><br />July 8, 2004 <small>(PlayStation 2 the Best)</small><br />February 22, 2005 <small>(BigHit, Korea)</small><br />November 2, 2005 <small>(PlayStation 2 the Best Reprint)</small> | ||
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}} | }} | ||
{{TestingHeader|OS=Windows}} | {{TestingHeader|OS=Windows}} | ||
{{TestingEntry | {{TestingEntry | ||
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|GPU=NVIDIA GeForce GTX 570 @ 1368 MB | |GPU=NVIDIA GeForce GTX 570 @ 1368 MB | ||
|Revision=1.1.0 (r5829) | |Revision=1.1.0 (r5829) | ||
< | <!-- | ||
* Speedhacks: | * Speedhacks: | ||
** Enable INTC Spin Detection | ** Enable INTC Spin Detection | ||
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** mVU Flag Hack: Enabled | ** mVU Flag Hack: Enabled | ||
** MTVU: Enabled | ** MTVU: Enabled | ||
--> | |||
|Graphics=GSdx | |Graphics=GSdx | ||
|Sound= | |Sound= | ||
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|GPU=ATI Radeon HD 5670 @ 512 MB | |GPU=ATI Radeon HD 5670 @ 512 MB | ||
|Revision=1.2.1 (r5875) | |Revision=1.2.1 (r5875) | ||
< | <!-- | ||
* Speedhacks: | * Speedhacks: | ||
** EE Cyclerate: 3 | ** EE Cyclerate: 3 | ||
--> | |||
|Graphics=GSdx | |Graphics=GSdx | ||
< | <!-- | ||
* Renderer: Direct3D9 (Hardware) | * Renderer: Direct3D9 (Hardware) | ||
--> | |||
|Sound= | |Sound= | ||
* SPU2-X | * SPU2-X | ||
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|GPU=ATI Mobility Radeon HD 5650 | |GPU=ATI Mobility Radeon HD 5650 | ||
|Revision=1.3.0 (svn 05-Aug-2014) | |Revision=1.3.0 (svn 05-Aug-2014) | ||
< | <!-- | ||
* Speedhacks: | * Speedhacks: | ||
** EE Cyclerate: 2 | ** EE Cyclerate: 2 | ||
** VU Cycle Stealing: 1 | ** VU Cycle Stealing: 1 | ||
--> | |||
|Graphics=GSdx | |Graphics=GSdx | ||
|Sound= | |Sound= | ||
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|GPU=NVIDIA GeForce 840M @ 2 GB | |GPU=NVIDIA GeForce 840M @ 2 GB | ||
|Revision=v1.5.0 (Sep-2017) | |Revision=v1.5.0 (Sep-2017) | ||
< | <!-- | ||
* Speedhacks: | * Speedhacks: | ||
** EE Cyclerate: -1 | ** EE Cyclerate: -1 | ||
--> | |||
|Graphics=GSdx SSE41 | |Graphics=GSdx SSE41 | ||
|Sound= | |Sound= | ||
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|GPU=NVIDIA GeForce RTX 2080 OC'd | |GPU=NVIDIA GeForce RTX 2080 OC'd | ||
|Revision=v1.5.0 (dev-2982) | |Revision=v1.5.0 (dev-2982) | ||
< | <!-- | ||
* EE Cyclerate: +2 | * EE Cyclerate: +2 | ||
* INTC Spin: Enabled | * INTC Spin: Enabled | ||
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* mVU Flag: Enabled | * mVU Flag: Enabled | ||
* MTVU: Enabled | * MTVU: Enabled | ||
--> | |||
|Graphics=GSdx 1.1.0 SSE4.1 | |Graphics=GSdx 1.1.0 SSE4.1 | ||
< | <!-- | ||
* Renderer: Direct3D11 (Hardware) | * Renderer: Direct3D11 (Hardware) | ||
* Interlacing: Auto | * Interlacing: Auto | ||
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* CRC Hack Level: Auto | * CRC Hack Level: Auto | ||
* Accurate Date: Auto | * Accurate Date: Auto | ||
--> | |||
|Sound= | |Sound= | ||
* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
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|GPU=NVIDIA GeForce GTX 1070 | |GPU=NVIDIA GeForce GTX 1070 | ||
|Revision=v1.5.0 (dev-3291) | |Revision=v1.5.0 (dev-3291) | ||
< | <!-- | ||
* Preset: 2 - Safe | * Preset: 2 - Safe | ||
* MTVU: Enabled | * MTVU: Enabled | ||
--> | |||
|Graphics=GSdx 1.1.0 | |Graphics=GSdx 1.1.0 | ||
< | <!-- | ||
* Renderer: OpenGL (Hardware) | * Renderer: OpenGL (Hardware) | ||
* Interlacing: Automatic | * Interlacing: Automatic | ||
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* HW Hacks: Disabled | * HW Hacks: Disabled | ||
* Texture Filtering of Display: Enabled | * Texture Filtering of Display: Enabled | ||
--> | |||
|Sound= | |Sound= | ||
* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
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|GPU=Nvidia GeForce GTX 1070 | |GPU=Nvidia GeForce GTX 1070 | ||
|Revision=PCSX2 1.6.0-20200506140834 | |Revision=PCSX2 1.6.0-20200506140834 | ||
< | <!-- | ||
* MTVU (Multi-Threaded microVU1): Checked | * MTVU (Multi-Threaded microVU1): Checked | ||
* All else default. | * All else default. | ||
--> | |||
|Graphics=GSdx AVX2 1.2.0 | |Graphics=GSdx AVX2 1.2.0 | ||
< | <!-- | ||
* Renderer: OpenGL (Hardware) | * Renderer: OpenGL (Hardware) | ||
* Interlacing: Automatic (Default) | * Interlacing: Automatic (Default) | ||
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* DATE Accuracy: Fast (Default) | * DATE Accuracy: Fast (Default) | ||
* Blending Accuracy: Basic (Recommended) | * Blending Accuracy: Basic (Recommended) | ||
--> | |||
|Sound= | |Sound= | ||
* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
* LilyPad 0.12.1 | * LilyPad 0.12.1 | ||
< | <!-- | ||
* Interpolation: 3 - Hermite | * Interpolation: 3 - Hermite | ||
* Module: XAudio 2 (Recommended) | * Module: XAudio 2 (Recommended) | ||
* Synchronizing mode: Timestretch | * Synchronizing mode: Timestretch | ||
* Audio Expansion Mode: Surround 5.1 | * Audio Expansion Mode: Surround 5.1 | ||
--> | |||
|Comments=BIOS: USA 2.00. Played at full speed. Opaque background to menus, but it's worth it to stay in hardware mode. Crashed once when a level was being loaded, but it was after hours of play. The game auto-saves before this. Anisotropic Filtering is optional. | |Comments=BIOS: USA 2.00. Played at full speed. Opaque background to menus, but it's worth it to stay in hardware mode. Crashed once when a level was being loaded, but it was after hours of play. The game auto-saves before this. Anisotropic Filtering is optional. | ||
|Tester=Otamajakushi | |Tester=Otamajakushi | ||
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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 | ||
< | <!-- | ||
* 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 | ||
--> | |||
|Graphics=GSdx 1.2.0 | |Graphics=GSdx 1.2.0 | ||
< | <!-- | ||
* Renderer: OpenGL (Hardware) | * Renderer: OpenGL (Hardware) | ||
* Internal Resolution: 3x | * Internal Resolution: 3x | ||
* 8-bit Textures: Yes | * 8-bit Textures: Yes | ||
* Large Framebuffer: Yes | * Large Framebuffer: Yes | ||
--> | |||
|Sound= | |Sound= | ||
* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
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|Comments=Game is very demanding. Occasionally slows down with EE Cyclerate 0, but setting to -1 activates the game's internal frameskipping. This may make the game play better but YMMV, it slows some sections down to a crawl. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great. | |Comments=Game is very demanding. Occasionally slows down with EE Cyclerate 0, but setting to -1 activates the game's internal frameskipping. This may make the game play better but YMMV, it slows some sections down to a crawl. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great. | ||
|Tester=Darkshadows | |Tester=Darkshadows | ||
}} | |||
{{TestingEntry | |||
|Status = 2 | |||
|Region=NTSC-U | |||
|OS=Windows 10 | |||
|CPU=Intel Core i9 10900K @ 4.80 GHz | |||
|GPU=NVIDIA GeForce RTX 3070 Ti | |||
|Revision=1.7.2952 | |||
|Graphics=GSdx | |||
|Sound= | |||
* SPU2-X | |||
* ? | |||
|Comments= I had zero game breaking issues with Going Commando and I played it all the way through completion. Zero crashes and zero visual bugs (other than the menu screen ofc). I DID have minor fps drops at the very start of my playthrough, but that went away on it's own and I never had them again. Might have been some weird nightly build regression or something. Anyway that was only for the first hour, the rest of my hours were near perfect. | |||
|Tester=Optim | |||
}} | |||
{{TestingEntry | |||
|Status = 2 | |||
|Region=NTSC-U | |||
|OS=Windows 10 Home x64 | |||
|CPU=Intel Core i5-3570K @ 4.7GHz | |||
|GPU=NVIDIA GeForce GTX 670 (2GB VRAM) | |||
|Revision=1.7.4314 (SSE4) | |||
<!-- | |||
* MTVU: On | |||
* Instant VU1: On | |||
* Speedhacks: None | |||
--> | |||
|Graphics=GSdx 1.2.0 | |||
<!-- | |||
* Renderer: Vulkan (Hardware) | |||
* Texture Preloading: Full | |||
* Internal Resolution: 3*Native | |||
--> | |||
|Sound=SPU2-X v2.0.0 | |||
<!-- | |||
* Backend: Cubeb | |||
* Interpolation: Gaussian | |||
--> | |||
|Comments=PCSX2 crashed when loading Maktar in challenge mode, but the game never crashed again and loaded after a restart, so this was probably a one-off. When loading a savestate saved when moving between planets, PCSX2 ejects the memory cards, but you can still save after landing. Models stretched/warped on Oozla and Snivelak, but in the latter case PCSX2 updated after I closed it and the issue was fixed when I restarted the game. Towards the beginning of the game the pause screen showed solid colours, but after an update this was fixed, though the screen changed to native resolution when paused. There was some relatively minor lag in the opening cutscene before the first visit to Aranos and at the beginning of some planets, most notably Maktar and Dobbo, but this stops once you move the camera. The only area where lag affected gameplay at all was in some parts of Grelbin. It never reached unplayable speed but not much seemed to be going on when it did lag. These were all GS bottlenecks so GPU palette conversion would probably have improved performance. Other than that, full speed. Fully playable. | |||
|Tester=PandoraGTX | |||
}} | }} | ||
{{TestingFooter}} | {{TestingFooter}} | ||
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|Revision=1.5.0 | |Revision=1.5.0 | ||
|Graphics=GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx] | |Graphics=GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx] | ||
< | <!-- | ||
* Renderer: OpenGL (Hardware) | * Renderer: OpenGL (Hardware) | ||
* Interlacing: Auto | * Interlacing: Auto | ||
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* Automatic CRC Level: Partial | * Automatic CRC Level: Partial | ||
* Mipmapping: Full | * Mipmapping: Full | ||
--> | |||
|Sound=SPU2-X 2.0.0 [libspu2x-2.0.0] | |Sound=SPU2-X 2.0.0 [libspu2x-2.0.0] | ||
< | <!-- | ||
* Interpolation: 4 - Catmull-Rom (PS2-like/slow) | * Interpolation: 4 - Catmull-Rom (PS2-like/slow) | ||
* Synchronization Mode: TimeStretch | * Synchronization Mode: TimeStretch | ||
* Latency: 100ms | * Latency: 100ms | ||
--> | |||
|Comments=BIOS: Europe v2.20 | |Comments=BIOS: Europe v2.20 | ||
The game runs smooth almost all the time. | The game runs smooth almost all the time. | ||
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{{TestingFooter}} | {{TestingFooter}} | ||
{{TestingHeader|OS=macOS}} | |||
{{TestingEntry | |||
|Status= | |||
|Region= | |||
|OS= | |||
|CPU= | |||
|GPU= | |||
|Revision= | |||
|Graphics= | |||
|Sound= | |||
|Comments= | |||
|Tester= | |||
}} | |||
{{TestingFooter}} | |||
== Trivia == | == Trivia == | ||
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== Known Issues == | == Known Issues == | ||
{{Issue | {{Issue | ||
|IssueName= | |IssueName=Vertex stretching | ||
|IsFixed=0 | |IsFixed=0 | ||
|IssueLevel=0 | |IssueLevel=0 | ||
|Description= | |Description=Some polygons on Ratchet, Clank, and most enemies' models stretch/warp on Oozla and Snivelak. | ||
|Workaround=Restart PCSX2. | |Workaround=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. | ||
}} | }} | ||
==Fixed Issues== | |||
{{Issue | {{Issue | ||
|IssueName=Glitched menu backgrounds | |IssueName=Glitched menu backgrounds | ||
|IsFixed= | |IsFixed=1 | ||
|IssueLevel=0 | |IssueLevel=0 | ||
|Description=Most menu backgrounds are glitched in GSdx hardware modes. | |Description=Most menu backgrounds are glitched in GSdx hardware modes. | ||
|Workaround=Use software mode, or ignore it (gameplay is not affected). | |Workaround=Use software mode, or ignore it (gameplay is not affected). | ||
}} | }} | ||
{{Issue | {{Issue | ||
|IssueName=Broken textures | |IssueName=Broken textures | ||
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|Workaround=Mipmapping is automatically enabled for this game in recent PCSX2 v.1.5.0 development builds. For earlier v1.5.0 builds go to Config > Video (GS) > Plugin Settings, and manually set '''Mipmapping''' to "'''Basic (Fast)'''". Or switch to Software mode by setting Renderer to any of the "(Software)" options. | |Workaround=Mipmapping is automatically enabled for this game in recent PCSX2 v.1.5.0 development builds. For earlier v1.5.0 builds go to Config > Video (GS) > Plugin Settings, and manually set '''Mipmapping''' to "'''Basic (Fast)'''". Or switch to Software mode by setting Renderer to any of the "(Software)" options. | ||
}} | }} | ||
{{Issue | {{Issue | ||
|IssueName= | |IssueName=Megacorp Trooper Freeze | ||
|IsFixed=1 | |||
|IssueLevel=0 | |||
|AffectedVersions=All | |||
|Description=Killing certain Megacorp troopers in the Planet Dobbo level will cause the game to freeze. | |||
|Workaround= For now, use save states and the Decoy Glove weapon to identify and avoid the affected enemies. | |||
}} | |||
{{Issue | |||
|IssueName=Game slows down after a cut-scene | |||
|IsFixed=1 | |IsFixed=1 | ||
|IssueLevel=0 | |IssueLevel=0 | ||
|Description=After | |Description=After certain cut-scenes (e.g. the final Siberius cut-scene) the game will slow down to 50% normal speed. | ||
|Workaround= | |Workaround=Restart PCSX2. Saving works correctly when running at 50% speed. | ||
}} | |||
{{Issue | |||
|IssueName=Crash after finishing the Jammer Array level | |||
|IsFixed=1 | |||
|IssueLevel=1 | |||
|Description=During the level completion cut-scene you can only hear the audio while the screen remains black. The game crashes after the cut-scene. | |||
|Workaround=Go to Config > Emulation Settings > Game Fixes > Enable manual game fixes > enable 'EE timing hack'. | |||
|GithubID=964 | |||
}} | }} | ||
{{Issue | {{Issue | ||
|IssueName= | |IssueName=Megaturret Glove's turrets don't work | ||
|IsFixed=1 | |IsFixed=1 | ||
|IssueLevel=0 | |IssueLevel=0 | ||
| | |Description=The upgraded turret glove's turrets loop the deployment animation and sound continuously and can't shoot anything. By revision 1.5.0, this issue only affects the PAL version. | ||
|Description= | |Workaround=Fixed on latest Nightly | ||
|Workaround= | |FirstTestedOn=v1.2.1 | ||
|LastTestedOn=v1.7.4721 | |||
|GithubID=354 | |||
}} | |||
==Non-Issues== | |||
{{Issue | |||
|IssueName=Framerate dips | |||
|IsFixed=0 | |||
|IssueLevel=-1 | |||
|Description=R&C's framerate may dip when many enemies or allies are in view. This occurs on original hardware. | |||
|Workaround=First verify that your device is not the bottleneck if you experience framerate dips. If your device is too slow and you attempt the following fix, you will make the problem worse. Try to overclock the EE Cycle Rate under Settings > Emulation. 130% fixes almost all slowdowns in exchange for a higher GPU and CPU utilization. Higher values than 130% lead to certain instabilities. | |||
}} | }} | ||
== | |||
== Gallery == | |||
<gallery widths="175px" heights="100px"> | <gallery widths="175px" heights="100px"> | ||
Ratchet_&_Clank_Going_Commando_Forum_1.jpg | Ratchet_&_Clank_Going_Commando_Forum_1.jpg | ||
</gallery> | </gallery> | ||
{{Ratchet & Clank series}} | {{Ratchet & Clank series}} | ||
{{ForumLinksList|list= | {{ForumLinksList|list= | ||
*[ | *[https://forums.pcsx2.net/Thread-Ratchet-Clank-2-Locked-and-Loaded-SCES-51607-E--29309 Ratchet & Clank 2 - Locked and Loaded (SCES 51607) (E)] | ||
*[ | *[https://forums.pcsx2.net/Thread-Ratchet-Clank-Going-Commando-SCUS-97268-U--29398 Ratchet & Clank - Going Commando (SCUS 97268) (U)]}} |
Revision as of 19:05, 21 May 2024
Developer(s): Insomniac Games
Publisher(s): SCEA (US), SCEE (EU), SCEI (JP, KO), SCE Australia (AU)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic: 90/100
Game description: From the creators of Ratchet & Clank comes the next installment of this sci-fi action adventure series. Ratchet & Clank: Going Commando features more than 50 imaginative weapons and gadgets. The more things you blow up, the stronger Ratchet gets and the more advanced the weapons you'll have. Participate in all-new side challenges; destroy hordes of enemies in gladiator arenas, upgrade your ship and pick off enemies in space combat, and leave competitors to eat your dust in hi-speed challenge. Are you up for it?
Ratchet & Clank: Going Commando is a 2003 3D platformer video game developed by Insomniac Games. The gameplay of Going Commando is similar to that of the original Ratchet & Clank. The player explores planets in the "Bogon" Galaxy and undertakes missions. It contains more mini-games than were present in the previous game. The game also introduces role-playing game (RPG) elements, such as upgradeable weapons. Going Commando was released roughly a year after its predecessor, and received very positive reviews. Critics noted the game's improved graphics, longer gameplay, and added role-playing elements as being major improvements over the original, but also criticized the game for its very high difficulty.
Test configurations on Windows:
Environment | Configurations | Comments | Tester | ||||
---|---|---|---|---|---|---|---|
Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
NTSC/PAL | ? |
|
0.9.9 (r5347) | GSdx |
|
Sometimes when a video loads the game crashes (PAL version, NTSC seems fine); EE timing gamefix resolved it.
•50-60+ FPS (software mode) depending on scene with speedhacks, no EE cycle rate and no VU Cycle stealing speedhacks. •To fix texture issues(Mipmap) use software mode with mipmap enabled, but you will need CPU power like hardcore to run it smooth. |
Mkav |
NTSC-U | Windows |
|
1.1.0 (r5492) | GSdx SSE41 (r5464) |
|
Runs near full speed. Texture graphics distortion is present, but doesn't inhibit gameplay too much. | |
PAL | Windows |
|
1.1.0 (r5829) | GSdx |
|
Europe v01.70(27/02/2003), GSdx: Requires software mode to fix the graphics (MipMaps). The game can be quite slow. Lowering the extra threads to 2 seems to be optimal for this game and most of the time is full FPS. Speedhacks: VU Cycle Stealing set to 1 can bring the FPS up for the remainder of the slowdowns but the game can appear slightly jumpy as a result. | |
PAL | Windows 7 Home Premium x64 |
|
1.2.1 (r5875) | GSdx |
|
Performance: Laggy as hell, 24-50 FPS. It's very unlikely that you'll get stable 50 FPS or even like 45-50... I say it needs an i5 with at least maybe 2.5 GHz or something similar, otherwise don't even bother it's not worth it. Use GSdx software mode, hardware mode is buggy as hell but it has better FPS. If you want to minimize the speed hit experiment with the extra rendering thread option, choose values between 0 and 4. Speedhacks here really come in handy even the VU cycle steal seems to have some effects, but keep in mind that it can show false FPS. Overall: Heavy demanding you really need a powerful PC to run this at a decent speed. | Razor96 |
NTSC-U | Windows 7 |
|
1.3.0 (svn 05-Aug-2014) | GSdx |
|
Used all recommended speedhacks. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements. | Clank |
PAL | Windows 10 Pro x64 |
|
v1.5.0 | GSdx SSE4 |
|
BIOS: Europe v1.6, I just made it to Thug HQ on planet Snivelak, and i didnt face any difficulties so far. The game runs great using all recommended speed hacks, and EE set to -1. | GouStoulos |
NTSC | Windows |
|
v1.5.0 (26-Sep-2016) | GSdx |
|
Mipmapping now works in Hardware renderer and has been mostly fixed (hooray). I didn't encounter the Thugs-4-Less cutscene freeze as mentioned here. The game runs mostly smooth, but there's still a bit of slowdown when alot of action is occuring onscreen ;). | |
PAL | Windows 10 Pro |
|
v1.5.0 (dev-1646 g483b3d6) | GSdx |
|
Works better as expected, really smooth, no lag here. Unfortunately game crashed on the Thugs-4-Less cutscene. | _AG |
PAL | Windows |
|
v1.5.0 (Sep-2017) | GSdx SSE41 |
|
Runs at solid 60 FPS on Hardware mode without slowdowns. | Martin.kosecky5 |
NTSC-U | Windows 10 Pro Build 1809 |
|
v1.5.0 (dev-2982) | GSdx 1.1.0 SSE4.1 |
|
Runs perfectly fine, hardware mipmapping is amazing and works very well! No slowdowns thus far at all. Only had 1 crash, and it happened when the game was flying/loading to Endako when visiting a second time. | |
NTSC-U | Windows 10 Pro x64 |
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v1.5.0 (dev-3291) | GSdx 1.1.0 |
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Much better graphical fidelity than 1.4.0 (especially with mipmapping), though minor issues persist such as the pause menu being completely opaque. Slowdown between 90 and 100% is somewhat common. However, more demanding levels such as Endako will frequently be in the high 80s and low 90s, and will sometimes even dip down into the mid-to-high 70s. No crashes thus far. Note: I did not see a noticeable speed difference between D3D11 and OpenGL, although Ratchet's shadow was broken with D3D11. | TheTechnician27 |
NTSC-U | Windows 10 |
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PCSX2 1.6.0-20200506140834 | GSdx AVX2 1.2.0 |
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BIOS: USA 2.00. Played at full speed. Opaque background to menus, but it's worth it to stay in hardware mode. Crashed once when a level was being loaded, but it was after hours of play. The game auto-saves before this. Anisotropic Filtering is optional. | Otamajakushi |
NTSC-U | Windows 10 Pro x64 |
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1.7.0-dev-191-g5118aba45 | GSdx 1.2.0 |
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Game is very demanding. Occasionally slows down with EE Cyclerate 0, but setting to -1 activates the game's internal frameskipping. This may make the game play better but YMMV, it slows some sections down to a crawl. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great. | Darkshadows |
NTSC-U | Windows 10 |
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1.7.2952 | GSdx |
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I had zero game breaking issues with Going Commando and I played it all the way through completion. Zero crashes and zero visual bugs (other than the menu screen ofc). I DID have minor fps drops at the very start of my playthrough, but that went away on it's own and I never had them again. Might have been some weird nightly build regression or something. Anyway that was only for the first hour, the rest of my hours were near perfect. | Optim |
NTSC-U | Windows 10 Home x64 |
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1.7.4314 (SSE4) | GSdx 1.2.0 | SPU2-X v2.0.0 | PCSX2 crashed when loading Maktar in challenge mode, but the game never crashed again and loaded after a restart, so this was probably a one-off. When loading a savestate saved when moving between planets, PCSX2 ejects the memory cards, but you can still save after landing. Models stretched/warped on Oozla and Snivelak, but in the latter case PCSX2 updated after I closed it and the issue was fixed when I restarted the game. Towards the beginning of the game the pause screen showed solid colours, but after an update this was fixed, though the screen changed to native resolution when paused. There was some relatively minor lag in the opening cutscene before the first visit to Aranos and at the beginning of some planets, most notably Maktar and Dobbo, but this stops once you move the camera. The only area where lag affected gameplay at all was in some parts of Grelbin. It never reached unplayable speed but not much seemed to be going on when it did lag. These were all GS bottlenecks so GPU palette conversion would probably have improved performance. Other than that, full speed. Fully playable. | PandoraGTX |
Environment | Configurations | Comments | Tester | ||||
---|---|---|---|---|---|---|---|
Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
PAL | Ubuntu 17.10 x64 |
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1.5.0 | GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx] | SPU2-X 2.0.0 [libspu2x-2.0.0] | BIOS: Europe v2.20
The game runs smooth almost all the time. Sometimes the game slows down to 50% after a cutscene which is only fixable with a full restart of PCSX2. Saving and restoring the state does not work in this case, you have to load the save game after restart of PCSX2! |
Programie |
Environment | Configurations | Comments | Tester | ||||
---|---|---|---|---|---|---|---|
Region | OS | CPU/GPU | Revision | Graphics | Sound/Pad | ||
? | ? |
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? | ? | ? | ? | ? |
Trivia
- Original names: ラチェット&クランク2 ガガガ!銀河のコマンドーっす (SCPS-15056) & (SCPS-19302) & (SCPS-19317), 라쳇&클랭크: 공구전사 대박몰이 (SCKA-20011)
- Also known as Ratchet & Clank 2: Locked and Loaded (EU, AU), Ratchet & Clank 2 (JP), Ratchet & Clank 2: Gagaga! Ginga no Commando-ssu (JP)
- The game has a built in 16:9 widescreen mode that results in a smaller portion of the world being visible.
Known Issues
Vertex stretching
- Status: Active
- Type: Minor
- Description: Some polygons on Ratchet, Clank, and most enemies' models stretch/warp on Oozla and Snivelak.
- Workaround: 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.
Fixed Issues
- Status: Fixed
- Type: Minor
- Description: Most menu backgrounds are glitched in GSdx hardware modes.
- Workaround: Update to the latest nightly version of PCSX2.
Broken textures
- Status: Fixed
- Type: Major
- Description: Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode.
- Workaround: Update to the latest nightly version of PCSX2.
Megacorp Trooper Freeze
- Status: Fixed
- Type: Minor
- Affected Game Versions: All
- Description: Killing certain Megacorp troopers in the Planet Dobbo level will cause the game to freeze.
- Workaround: Update to the latest nightly version of PCSX2.
Game slows down after a cut-scene
- Status: Fixed
- Type: Minor
- Description: After certain cut-scenes (e.g. the final Siberius cut-scene) the game will slow down to 50% normal speed.
- Workaround: Update to the latest nightly version of PCSX2.
Crash after finishing the Jammer Array level
- Status: Fixed
- Type: Major
- Description: During the level completion cut-scene you can only hear the audio while the screen remains black. The game crashes after the cut-scene.
- Workaround: Update to the latest nightly version of PCSX2.
- Github: Issue #964
Megaturret Glove's turrets don't work
- Status: Fixed
- Type: Minor
- Description: The upgraded turret glove's turrets loop the deployment animation and sound continuously and can't shoot anything. By revision 1.5.0, this issue only affects the PAL version.
- Workaround: Update to the latest nightly version of PCSX2.
- First tested on: v1.2.1
- Last tested on: v1.7.4721
- Github: Issue #354
Non-Issues
Framerate dips
- Type: Not an issue
- Description: R&C's framerate may dip when many enemies or allies are in view. This occurs on original hardware.
- Workaround: First verify that your device is not the bottleneck if you experience framerate dips. If your device is too slow and you attempt the following fix, you will make the problem worse. Try to overclock the EE Cycle Rate under Settings > Emulation. 130% fixes almost all slowdowns in exchange for a higher GPU and CPU utilization. Higher values than 130% lead to certain instabilities.
Gallery
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