Ratchet & Clank: Going Commando: Difference between revisions
Ratchet & Clank: Going Commando (view source)
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, 27 November 2022Not fighting that enemy is not really a "fix"
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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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|french = SCES-51607 | |french = SCES-51607 | ||
|german = SCES-51607 | |german = SCES-51607 | ||
|japanese = SCPS-15056 & SCPS-19317 & | |japanese = SCPS-15056 & SCPS-19317 & SCPS-19302 | ||
|english = SCES-51607 & SCUS-97268 & SCUS-97268GH & SCUS-97381 & SCUS-97322 & SCUS-97323 & SCUS-97513 | |english = SCES-51607 & SCUS-97268 & SCUS-97268GH & SCUS-97381 & SCUS-97322 & SCUS-97323 & SCUS-97513 | ||
|korean = | |korean = SCKA-20011 | ||
<!-- NTSC-U props --> | <!-- NTSC-U props --> | ||
|NTSCU = 1 | |NTSCU = 1 | ||
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|releasedatePAL = November 21, 2003<br />August 13, 2004 <small>(Platinum)</small><br />2003 <small>(Australia)</small> | |releasedatePAL = November 21, 2003<br />August 13, 2004 <small>(Platinum)</small><br />2003 <small>(Australia)</small> | ||
|statusPAL = 2 | |statusPAL = 2 | ||
|linuxstatusPAL = | |linuxstatusPAL = 2 | ||
|macstatusPAL = | |macstatusPAL = | ||
<!-- NTSC-J props --> | <!-- NTSC-J props --> | ||
|NTSCJ = 1 | |NTSCJ = 1 | ||
|serialsNTSCJ = SCPS-15056<br />SCPS-19302 <small>(PlayStation 2 the Best)</small><br />SCPS-19317 <small>(PlayStation 2 the Best Reprint)</small><br /> | |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 /> | |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> | ||
|statusNTSCJ = | |statusNTSCJ = | ||
|linuxstatusNTSCJ = | |linuxstatusNTSCJ = | ||
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* ? | * ? | ||
* ? | * ? | ||
|Comments= | |Comments=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 | *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. | |||
|Tester=Mkav | |Tester=Mkav | ||
}} | }} | ||
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* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
* LilyPad 0.11.0 | * LilyPad 0.11.0 | ||
|Comments=Runs near full speed. | |Comments=Runs near full speed. Texture graphics distortion is present, but doesn't inhibit gameplay too much. | ||
|Tester={{ForumUser|General-Plot}} | |Tester={{ForumUser|General-Plot}} | ||
}} | }} | ||
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* SPU2-X | * SPU2-X | ||
* ? | * ? | ||
|Comments=Europe v01.70(27/02/2003), | |Comments=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. | ||
|Tester={{ForumUser|refraction}} | |Tester={{ForumUser|refraction}} | ||
}} | }} | ||
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* SPU2-X | * SPU2-X | ||
* ? | * ? | ||
|Comments=''Performance'': Laggy as hell 24-50 | |Comments=''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. | ||
|Tester=Razor96 | |Tester=Razor96 | ||
}} | }} | ||
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* SPU2-X | * SPU2-X | ||
* ? | * ? | ||
|Comments= Mipmapping now works in | |Comments=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 ;). | ||
|Tester={{ForumUser|CK1}} | |Tester={{ForumUser|CK1}} | ||
}} | }} | ||
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* SPU2-X | * SPU2-X | ||
* ? | * ? | ||
|Comments= Works better as expected, really smooth, no lag here. | |Comments= Works better as expected, really smooth, no lag here. Unfortunately game crashed on the Thugs-4-Less cutscene. | ||
|Tester=_AG | |Tester=_AG | ||
}} | }} | ||
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* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
* LilyPad 0.12.1 | * LilyPad 0.12.1 | ||
|Comments=Runs at solid 60 | |Comments=Runs at solid 60 FPS on Hardware mode without slowdowns. | ||
|Tester=Martin.kosecky5 | |Tester=Martin.kosecky5 | ||
}} | }} | ||
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|Status=2 | |Status=2 | ||
|Region=NTSC-U | |Region=NTSC-U | ||
|OS=Windows 10 Pro | |OS=Windows 10 Pro Build 1809 | ||
|CPU= | |CPU=Intel Core i7-9700k OC'd @ 4.9GHz | ||
|GPU=NVIDIA GeForce | |GPU=NVIDIA GeForce RTX 2080 OC'd | ||
|Revision= | |Revision=v1.5.0 (dev-2982) | ||
|Graphics=GSdx 1.0. | <spoiler show="Settings" hide="Hide"> | ||
* EE Cyclerate: +2 | |||
* INTC Spin: Enabled | |||
* Wait Loop: Enabled | |||
* mVU Flag: Enabled | |||
* MTVU: Enabled | |||
</spoiler> | |||
|Graphics=GSdx 1.1.0 SSE4.1 | |||
<spoiler show="Settings" hide="Hide"> | <spoiler show="Settings" hide="Hide"> | ||
* Renderer: Direct3D11 (Hardware) | * Renderer: Direct3D11 (Hardware) | ||
* Interlacing: Auto | * Interlacing: Auto | ||
* Texture Filtering: Bilinear (PS2) | * Texture Filtering: Bilinear (PS2) | ||
* | * Allow 8 bits textures: Enabled | ||
* Internal Resolution: | * Internal Resolution: 3x (1080p) | ||
* Anisotropic Filtering: | * Mipmapping: Auto | ||
* Blending | * CRC Hack Level: Auto | ||
* | * Accurate Date: Auto | ||
* | </spoiler> | ||
* | |Sound= | ||
* | * SPU2-X 2.0.0 | ||
* | * LilyPad 0.12.1 | ||
* | |Comments=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. | ||
|Tester={{ForumUser|TJ8}} | |||
}} | |||
{{TestingEntry | |||
|Status=2 | |||
|Region=NTSC-U | |||
|OS=Windows 10 Pro x64 | |||
|CPU=AMD Ryzen 1700 @ 3.40 GHz | |||
|RAM=16 GB DDR4 @2933 MHz (16-17-17-35) | |||
|GPU=NVIDIA GeForce GTX 1070 | |||
|Revision=v1.5.0 (dev-3291) | |||
<spoiler show="Settings" hide="Hide"> | |||
* Preset: 2 - Safe | |||
* MTVU: Enabled | |||
</spoiler> | |||
|Graphics=GSdx 1.1.0 | |||
<spoiler show="Settings" hide="Hide"> | |||
* Renderer: OpenGL (Hardware) | |||
* Interlacing: Automatic | |||
* Texture Filtering: Bilinear (PS2) | |||
* Allow 8 bits textures: Disabled | |||
* Large Framebuffer: Disabled | |||
* Internal Resolution: 3x Native (~1080p) | |||
* Anisotropic Filtering: Off | |||
* Mipmapping: Automatic | |||
* Automatic CRC Level: Automatic | |||
* Accurate Blending: Basic | |||
* HW Hacks: Disabled | |||
* Texture Filtering of Display: Enabled | |||
</spoiler> | |||
|Sound= | |||
* SPU2-X 2.0.0 | |||
* LilyPad 0.12.1 | |||
|Comments=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. | |||
|Tester=TheTechnician27 | |||
}} | |||
{{TestingEntry | |||
|Status=2 | |||
|Region=NTSC-U | |||
|OS=Windows 10 | |||
|CPU=Intel Core i7-6700K @ 4.0GHz | |||
|GPU=Nvidia GeForce GTX 1070 | |||
|Revision=PCSX2 1.6.0-20200506140834 | |||
<spoiler show="Settings" hide="Hide"> | |||
* MTVU (Multi-Threaded microVU1): Checked | |||
* All else default. | |||
</spoiler> | |||
|Graphics=GSdx AVX2 1.2.0 | |||
<spoiler show="Settings" hide="Hide"> | |||
* Renderer: OpenGL (Hardware) | |||
* Interlacing: Automatic (Default) | |||
* Texture Filtering: Bilinear (PS2) | |||
* Resolution: 3x Native (~1080p) | |||
* Anisotropic Filtering: 4x | |||
* Mipmapping: Basic (Fast) | |||
* CRC Hack Level: Automatic (Default) | |||
* DATE Accuracy: Fast (Default) | |||
* Blending Accuracy: Basic (Recommended) | |||
</spoiler> | |||
|Sound= | |||
* SPU2-X 2.0.0 | |||
* LilyPad 0.12.1 | |||
<spoiler show="Settings" hide="Hide"> | |||
* Interpolation: 3 - Hermite | |||
* Module: XAudio 2 (Recommended) | |||
* Synchronizing mode: Timestretch | |||
* Audio Expansion Mode: Surround 5.1 | |||
</spoiler> | |||
|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 | |||
}} | |||
{{TestingEntry | |||
|Status=2 | |||
|Region=NTSC-U | |||
|OS=Windows 10 Pro x64 | |||
|CPU=Intel i7-4790k @ 4.00Ghz | |||
|GPU=NVIDIA GeForce RTX 2080 | |||
|Revision=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> | |||
|Graphics=GSdx 1.2.0 | |||
<spoiler show="Settings" hide="Hide"> | |||
* Renderer: OpenGL (Hardware) | |||
* Internal Resolution: 3x | |||
* 8-bit Textures: Yes | |||
* Large Framebuffer: Yes | |||
</spoiler> | </spoiler> | ||
|Sound= | |Sound= | ||
* SPU2-X 2.0.0 | * SPU2-X 2.0.0 | ||
* | * Synchronizing Mode: Async Mix | ||
|Comments= | * Lilypad 0.12.1 | ||
|Tester= | |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 | |||
}} | |||
{{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 | |||
}} | }} | ||
{{TestingFooter}} | {{TestingFooter}} | ||
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* Interlacing: Auto | * Interlacing: Auto | ||
* Texture Filtering: Bilinear (PS2) | * Texture Filtering: Bilinear (PS2) | ||
* | * Allow 8 bits textures: Enabled | ||
* Internal Resolution: 8x | * Internal Resolution: 8x | ||
* Anisotropic Filtering: 16x | * Anisotropic Filtering: 16x | ||
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== Trivia == | == 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 | * 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) | * 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 == | == Known Issues == | ||
{{Issue | |||
|IssueName=Glitched menu backgrounds | |||
|IsFixed=0 | |||
|IssueLevel=0 | |||
|Description=Most menu backgrounds are glitched in GSdx hardware modes. | |||
|Workaround=Use software mode, or ignore it (gameplay is not affected). | |||
}} | |||
{{Issue | |||
|IssueName=Megaturret Glove's turrets don't work | |||
|IsFixed=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. | |||
|Workaround=There's no known solution. If you want to avoid this issue, you'll have to stick to the U.S. version for the time being. | |||
}} | |||
{{Issue | |||
|IssueName=Low framerate | |||
|IsFixed=0 | |||
|IssueLevel=-1 | |||
|Description=R&C: GC runs at low framerates in combat. | |||
|Workaround=If you're experiencing low frames, try enabling MTVU under Settings > System which as of writing is default turned OFF. If this isn't enough try switching to the Vulkan renderer (Under Graphics > Renderer). | |||
}} | |||
==Fixed Issues== | |||
{{Issue | {{Issue | ||
|IssueName=Broken textures | |IssueName=Broken textures | ||
|IsFixed= | |IsFixed=1 | ||
|IssueLevel=1 | |IssueLevel=1 | ||
|Description=Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode. | |Description=Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode. | ||
|Workaround= | |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=0 | |||
|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 | {{Issue | ||
|IssueName= | |IssueName=Crash after finishing the Jammer Array level | ||
|IsFixed= | |IsFixed=1 | ||
|IssueLevel= | |IssueLevel=1 | ||
|Description=The | |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= | |Workaround=Go to Config > Emulation Settings > Game Fixes > Enable manual game fixes > enable 'EE timing hack'. See [https://github.com/PCSX2/pcsx2/issues/964 this GitHub issue]. | ||
}} | }} | ||
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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= | ||
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-2-Locked-and-Loaded-SCES-51607-E--29309 Ratchet & Clank 2 - Locked and Loaded (SCES 51607) (E)] | *[http://forums.pcsx2.net/Thread-Ratchet-Clank-2-Locked-and-Loaded-SCES-51607-E--29309 Ratchet & Clank 2 - Locked and Loaded (SCES 51607) (E)] | ||
*[http://forums.pcsx2.net/Thread-Ratchet-Clank-Going-Commando-SCUS-97268-U--29398 Ratchet & Clank - Going Commando (SCUS 97268) (U)]}} | *[http://forums.pcsx2.net/Thread-Ratchet-Clank-Going-Commando-SCUS-97268-U--29398 Ratchet & Clank - Going Commando (SCUS 97268) (U)]}} |