Star Ocean: Till the End of Time: Difference between revisions

m
no edit summary
mNo edit summary
 
(17 intermediate revisions by 10 users not shown)
Line 7: Line 7:
|wikipedia        = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]
|wikipedia        = [https://en.wikipedia.org/wiki/Star_Ocean:_Till_the_End_of_Time Link]
|gamefaqslink      = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]
|gamefaqslink      = [http://www.gamefaqs.com/ps2/536705-star-ocean-till-the-end-of-time Link], [http://www.gamefaqs.com/ps2/919104-star-ocean-3-directors-cut Link]
|reviewlinks      = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[http://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}
|reviewlinks      = {{ReviewLink|[http://www.gamerankings.com/ps2/536705-star-ocean-till-the-end-of-time/index.html GameRankings]|81/100}}, {{ReviewLink|[https://www.metacritic.com/game/playstation-2/star-ocean-till-the-end-of-time Metacritic]|80/100}}
|gameinfo          = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...
|gameinfo          = The third game in the Star Ocean series, Star Ocean: Till the End of Time is set 400 years after the events of Star Ocean: The Second Story. Fayt Leingod, an ordinary college student, is vacationing on a resort planet which suddenly gets attacked by aliens. A few escapes later, his escape pod crash lands on an undeveloped planet, he gets rescued by a member of a resistance group named Quark, they crash on another undeveloped planet, and they get caught up in local politics. The repercussions of the alien attack, and the reasons for it, are going to catch up with Fayt again...
<!-- General props -->
<!-- General props -->
|numberofplayers  = 2
|widescreen        = 1
|widescreen        = 1
|progressive      = 1
|progressive      = 1
|cpu-intensive    = 1
|cpu-intensive    = 1
|au_rating        = G
|au_rating_text    = Low Level Animated Violence
|eu_rating        = 12+
|eu_rating        = 12+
|eu_rating_text    = Violence
|eu_rating_text    = Violence
Line 46: Line 49:
}}
}}


<!-- Windows and Linux testing tables (remove comment signs on usage, for Macintosh you have to add the same lines begin with {{TestingHeader|OS=Mac}}) -->
{{TestingHeader|OS=Windows}}
{{TestingHeader|OS=Windows}}
{{TestingEntry
{{TestingEntry
Line 70: Line 72:
|Revision=1.3.0 (svn r5932)
|Revision=1.3.0 (svn r5932)
|Graphics=GSdx SSE4 (r5932)
|Graphics=GSdx SSE4 (r5932)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Direct3D11 (Hardware)
* Renderer: Direct3D11 (Hardware)
* Custom Resolution: 2560x1440
* Custom Resolution: 2560x1440
Line 77: Line 79:
** FXAA: Enabled
** FXAA: Enabled
** Shadeboost: Enabled
** Shadeboost: Enabled
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X (r5893)
* SPU2-X (r5893)
Line 83: Line 85:
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.
|Comments=Runs great and remains stable at 60 FPS while playing in a custom 2560x1440 resolution. I've had no issues playing this game. The only problematic area was due to a controller issue, which is the Barr Mountains area where you had to play the Dragon Flute. This was already a horrendous area even on the actual PS2, but using the workaround mentioned in 'Known Issues' found below, I was able to pass this area just fine.
|Tester=Ryudo
|Tester=Ryudo
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Home x64 (V1809)
|CPU=Intel Core i7-8700K @ 4.70 GHz
|GPU=NVIDIA GeForce GTX 1070 Ti 8 GB GDDR5
|Revision=1.5.0 (dev-2717)
|Graphics=GSdx avx2
<!--
* Renderer: OpenGL (Hardware)
* Allow 8-Bit Textures: Yes
* Large Framebuffer: Yes
* Resolution: 4x Native
* Anisotropic Filtering: 16x
* Mipmapping: Basic
* CRC Hack Level: Partial (OpenGL)
* Shader Configuration:
** FXAA: Enabled
-->
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=Runs Very well up to & including 4K. No crashes after only a few hours of playing non-stop. Large framebuffer works well for cards with large VRAM (4GB+) a few warnings in the log about low VRAM came and went without crashing, usually during cutscenes with heavy effects. Noticed the Auto setting for Interlacing introduces blurriness in the overall image. Set to Bob tff for a much clearer, crisp fullscreen image.
|Tester=Yokrei
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10
|CPU=Intel Core i7-4790 @ 3.6 GHz
|GPU=AMD Radeon RX 570
|Revision=1.7.0 (dev 1154)
<!--
*Speedhacks: preset 3
-->
|Graphics=GSdx32-AVX2 1.2.0 (default 1.7)
<!--
*Software rendering mode
-->
|Sound=*Default (core 1.7)
|Comments=Light slowdown occasionally. This game used to stutter due to MTVU GIF console spam, it has been fixed in recent dev builds by removing console messages.
|Tester=Nyahello
}}
}}
{{TestingFooter}}
{{TestingFooter}}


<!--
{{TestingHeader|OS=Linux}}
{{TestingHeader|OS=Linux}}
{{TestingEntry
{{TestingEntry
|Status=?
|Status=
|Region=?
|Region=
|OS=?
|OS=
|CPU=?
|CPU=
|GPU=?
|GPU=
|Revision=?
|Revision=
|Graphics=?
|Graphics=
|Sound=?
|Sound=
|Comments=?
|Comments={{TestPlaceholder}}
|Tester=?
|Tester=
}}
}}
{{TestingFooter}}
{{TestingFooter}}
-->


{{TestingHeader|OS=macOS}}
{{TestingEntry
|Status=
|Region=
|OS=
|CPU=
|GPU=
|Revision=
|Graphics=
|Sound=
|Comments={{TestPlaceholder}}
|Tester=
}}
{{TestingFooter}}


==Trivia==
==Trivia==
Line 112: Line 170:
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.
** <b>Battle Trophy Data Update:</b> The save file restriction can be bypassed using the Memory Card Folder system. Simply convert your memory card to a folder and you can then overwrite the BT data files with whichever you want. You will not get the usual 'corrupted' error when trying to load these files.
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.
* There is a section in the dungeons of Barr Mountains that requires you to "play tunes" by pressing the circle button to activate a tune. The game has 4 tunes mapped to the button, differentiated by tap/hold and light/hard pressure. However, most gamepads and keyboards only send a fixed pressure, therefore if you attempt playing tunes normally you will always get the hard tap/hold tunes. To get around this an additional button needs to be mapped to circle as well but configured to deliver "light" pressure. This is done by opening the Controllers plugin configuration and setting a unused or rarely used input(like the button set to select or L2) and (re)mapping it to the circle button, and setting the sensitivity to 0.500 or thereabouts. In-game use that button to deliver "light" tap/hold tunes while the regular circle button can be used normally to deliver "hard" tap/hold tunes.


==Known Issues==
==Known Issues==
Line 120: Line 177:
|IssueLevel=0
|IssueLevel=0
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).
|Description=A bloom effect misplacement issue occurs when running the game at a higher than native resolution. It's difficult to spot since the game doesn't have many locations that use bloom effect. A place to observe this is Arkives (Disc 2, late game).
|Workaround=There's no known solution.
|Workaround=
}}
}}


==Fixed Issues==
{{Issue
{{Issue
|IssueName=Abnormal high GPU usage
|IssueName=Abnormal high GPU usage
Line 128: Line 186:
|IssueLevel=1
|IssueLevel=1
|Description=Game has massive slowdown in Hardware mode.
|Description=Game has massive slowdown in Hardware mode.
|Workaround=This has been fixed in recent PCSX2 v1.5.0 git builds as long as CRC Hack Level is not set to "None". For older versions go to Config > Video (GS) > Plugin Settings, and set '''CRC Hack Level''' to at least "'''Full (Safest)'''". Alternatively click "Enable HW Hacks", go to Configure Hacks and set skipdraw to 1.
|Workaround=his has been resolved in recent v1.5.0 git builds. For OpenGL renderer keep Blending Accuracy to at least Basic level. CRC hack level should be left on Automatic.
}}
}}


Line 136: Line 194:
|IssueLevel=0
|IssueLevel=0
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".
|Description=In DX11 Hardware mode, game will stutter on loading cutscenes. When going into battle, game will also stutter. Voiced dialog scenes feel "sluggish".
|Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive.  
|Workaround=Switch to DX9 Hardware mode in GS plugin. Game runs perfectly. Very smooth and responsive. *Issue is resolved in version 1.5.0.
| *Issue appears to be solved in PCSX2 1.5.0.
}}
}}


==Gameplay Screenshots==
{{Issue
|IssueName=Vertical lines when going through doors
|IsFixed=1
|IssueLevel=0
|Description=There are upscaling artifacts when going through other areas like doors.
|Workaround=PCSX2 1.6.0 build. Go to Config > Video (GS) > Plugin Settings > HW Hacks, and set Round Sprite  to Half. PCSX2 1.7.0+ build  Config > Graphics settings > HW Hacks, and set Round Sprite  to Half.
}}
 
==Gallery==
<gallery widths="175px" heights="100px">
<gallery widths="175px" heights="100px">
SO3-Gameplay1.jpg
SO3-Gameplay1.jpg
Line 148: Line 213:
SO3-Gameplay5.jpg
SO3-Gameplay5.jpg
</gallery>
</gallery>


{{Star Ocean series}}
{{Star Ocean series}}
{{ForumLinksList|list=
{{ForumLinksList|list=
*[http://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}
*[https://forums.pcsx2.net/Thread-Star-Ocean-3-Till-the-End-of-Time-SLUS-20488-U Star Ocean 3 - Till the End of Time (SLUS 20488) (U)]}}
ninja
3,325

edits