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|[http://www.metacritic.com/game/playstation-2/ratchet-clank-going-commando Metacritic]|90/100}}
|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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|GPU=NVIDIA GeForce GTX 570 @ 1368 MB
|GPU=NVIDIA GeForce GTX 570 @ 1368 MB
|Revision=1.1.0 (r5829)
|Revision=1.1.0 (r5829)
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** MTVU: Enabled
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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)
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* 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)
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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)
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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)
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* EE Cyclerate: +2
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* INTC Spin: Enabled
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* mVU Flag: Enabled
* mVU Flag: Enabled
* MTVU: Enabled
* MTVU: Enabled
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|Graphics=GSdx 1.1.0 SSE4.1
|Graphics=GSdx 1.1.0 SSE4.1
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* CRC Hack Level: Auto
* Accurate Date: Auto
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* 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)
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|Graphics=GSdx 1.1.0
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* 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
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|Graphics=GSdx AVX2 1.2.0
|Graphics=GSdx AVX2 1.2.0
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* DATE Accuracy: Fast (Default)
* DATE Accuracy: Fast (Default)
* Blending Accuracy: Basic (Recommended)
* Blending Accuracy: Basic (Recommended)
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|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
* LilyPad 0.12.1
* LilyPad 0.12.1
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* Audio Expansion Mode: Surround 5.1
* Audio Expansion Mode: Surround 5.1
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|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
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* MTVU: Yes
* Preset: 2
* Preset: 2
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|Graphics=GSdx 1.2.0
|Graphics=GSdx 1.2.0
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* Internal Resolution: 3x
* Internal Resolution: 3x
* 8-bit Textures: Yes
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* Large Framebuffer: Yes
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|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.  
|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
|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)
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* Instant VU1: On
* Speedhacks: None
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|Graphics=GSdx 1.2.0
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|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
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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]
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* Mipmapping: Full
* Mipmapping: Full
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|Sound=SPU2-X 2.0.0 [libspu2x-2.0.0]
|Sound=SPU2-X 2.0.0 [libspu2x-2.0.0]
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* Latency: 100ms
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|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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== Known Issues ==
== Known Issues ==
{{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'. See [https://github.com/PCSX2/pcsx2/issues/964 this GitHub issue].
}}


{{Issue
{{Issue
|IssueName=Glitched menu backgrounds
|IssueName=Framerate dips
|IsFixed=0
|IsFixed=0
|IssueLevel=0
|IssueLevel=-1
|Description=Most menu backgrounds are glitched in GSdx hardware modes.
|Description=R&C's framerate may dip when many (small) enemies or allies are in view. This occurs on original hardware.
|Workaround=Use software mode, or ignore it (gameplay is not affected).
|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.
}}
}}


{{Issue
{{Issue
|IssueName=Megaturret Glove's turrets don't work
|IssueName=Vertex stretching
|IsFixed=0
|IsFixed=0
|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=Some polygons on Ratchet, Clank, and most enemies' models stretch/warp on Oozla and Snivelak.
|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.
|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=Low framerate
|IssueName=Glitched menu backgrounds
|IsFixed=0
|IsFixed=1
|IssueLevel=-1
|IssueLevel=0
|Description=R&C: GC runs at low framerates in combat.
|Description=Most menu backgrounds are glitched in GSdx hardware modes.
|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).
|Workaround=Use software mode, or ignore it (gameplay is not affected).
}}
}}


==Fixed Issues==
{{Issue
{{Issue
|IssueName=Broken textures
|IssueName=Broken textures
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}}
}}


{{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'. See [https://github.com/PCSX2/pcsx2/issues/964 this GitHub issue].
}}


{{Issue
|IssueName=Megaturret Glove's turrets don't work
|IsFixed=1
|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=Fixed on latest Nightly (Tested on v1.7.4721)
}}


== Gameplay Screenshots ==
== Gameplay Screenshots ==
67,565

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