Ratchet & Clank: Going Commando: Difference between revisions

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Corrected issue of mine.
(Added my test results.)
m (Corrected issue of mine.)
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|french            = SCES-51607
|french            = SCES-51607
|german            = SCES-51607
|german            = SCES-51607
|japanese          = SCPS-15056 & SCPS-19317 & SCPS-19302
|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            = SCKA-20037 & SCKA-20011
|korean            = SCKA-20011
<!-- NTSC-U props -->
<!-- NTSC-U props -->
|NTSCU            = 1
|NTSCU            = 1
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<!-- 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 />SCKA-20011<br />SCKA-20037 <small>(Big Hit)</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>
|CRCsNTSCJ        =
|CRCsNTSCJ        =
|releasedateNTSCJ  = December 11, 2003<br />February 19, 2004 <small>(Korea)</small><br />July 8, 2004 <small>(PlayStation 2 the Best)</small><br />November 2, 2005 <small>(PlayStation 2 the Best Reprint)</small><br />2004 <small>(BigHit Series, Korea)</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>
|statusNTSCJ      =  
|statusNTSCJ      =  
|linuxstatusNTSCJ  =
|linuxstatusNTSCJ  =
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* ?
* ?
* ?
* ?
|Comments=HACKS: sometimes when a video loads the game crashes (PAL version, NTSC seems fine); EE timing hack fixed it., *If you can use PAL version, since it has less slowdowns because of running @ 50fps
|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, no VU Cycle stealing, Direct3D HW mode = Texture issues(Mipmap) Fix: use software mode with mipmap enabled. You will need CPU power like hardcore to run it smooth
*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., Texture graphics distortion is present, but doesn't inhibit gameplay too much.
|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), 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, 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.
|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 fps it's very unlikely that you'll get stable 50 fps or even like 45-50 40-50... with a similar CPU to mine if you don't have... I say an i5 with at least maybe 2.5 GHz or something similar don't even bother it's not worth it also worth mentioning garbage graphics on hardware mode software mode looks fine here's some tips if you want to try with a better CPU: if you can use the PAL version because that version is locked on 50 fps so your machine has less work to do, use 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. '''Update:''' apparently there's a way to play this kinda decently on a similar machine to mine there's a custom PCSX2 1.2.1 version that fixes some problem, it partially fixes the garbage textures in hardware mode making the game playable and it kinda boosts the game by a little bit i played a bit of the first stage and i got like 37-50 fps almost everywhere
|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 HW 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 ;).
|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. Unfortunatelly game crashed on the Thugs-4-Less cutscene.
|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 fps on Hardware mode without slowdowns.
|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 x64
|OS=Windows 10 Pro Build 1809
|CPU=Ryzen 1700 @ 3.40 GHz
|CPU=Intel Core i7-9700k OC'd @ 4.9GHz
|GPU=NVIDIA GeForce GTX 1070 @ 8 GB
|GPU=NVIDIA GeForce RTX 2080 OC'd
|Revision=1.4.0 (r5492)
|Revision=v1.5.0 (dev-2982)
|Graphics=GSdx 1.0.0
<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)
* [x] Allow 8 bits textures
* Allow 8 bits textures: Enabled
* Internal Resolution: 4x
* Internal Resolution: 3x (1080p)
* Anisotropic Filtering: 16x
* Mipmapping: Auto
* Blending Unit Accuracy: Full
* CRC Hack Level: Auto
* [x] Alpha
* Accurate Date: Auto
* [x] Alpha Stencil
</spoiler>
* [x] INTC Spin
|Sound=
* [x] Wait Loop
* SPU2-X 2.0.0
* [x] mVU Flag
* LilyPad 0.12.1
* [x] MTVU
|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>
</spoiler>
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
* LilyPad 0.11.0
* LilyPad 0.12.1
|Comments=Lots of issues with textures. Game runs with minor, infrequent slowdown after Aranos. Will continue testing.
|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={{ForumUser|TheTechnician27}}
|Tester=TheTechnician27
}}
}}
{{TestingFooter}}
{{TestingFooter}}
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* Interlacing: Auto
* Interlacing: Auto
* Texture Filtering: Bilinear (PS2)
* Texture Filtering: Bilinear (PS2)
* [x] Allow 8 bits textures
* 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 리로디드''' (SCKA-20037) & (SCKA-20011)
* 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)




== Known Issues ==
== Known Issues ==
{{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.
|Workaround=There's no known solution.
}}
{{Issue
{{Issue
|IssueName=Broken textures
|IssueName=Broken textures
|IsFixed=0
|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=Go to Config > Video (GS) > Plugin Settings, and 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.
}}
}}


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{{Issue
{{Issue
|IssueName=Megaturret Glove's turrets don't work
|IssueName=Megacorp Trooper Freeze
|IsFixed=0
|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.
|AffectedVersions=All
|Workaround=There's no known solution.
|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.
}}
}}


== Gameplay Screenshots ==
== Gameplay Screenshots ==
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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)]}}
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