Ratchet & Clank: Going Commando: Difference between revisions

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{{infobox
{{infobox
|image            = Ratchet and Clank Going Commando NTSC-U Boxart.jpeg
|image            = Ratchet and Clank Going Commando NTSC-U Boxart.jpeg
|caption          = NTSC-U Boxart
|developer        = [[Insomniac Games]]
|developer        = Insomniac Games
|publisher        = [[Sony|SCEA]] (US), [[Sony|SCEE]] (EU), [[Sony|SCEI]] (JP, KO), [[Sony|SCE Australia]] (AU)
|publisher        = [[Sony|SCEA]] (US), [[Sony|SCEE]] (EU), [[Sony|SCEI]] (JP, KO), [[Sony|SCE Australia]] (AU)
|genre            = Action, Platformer
|genre            = Action, Platformer
|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]
|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.
|wikipedia        = [http://en.wikipedia.org/wiki/Ratchet_%26_Clank:_Going_Commando Link]
<!-- General props -->
|cpu-intensive    = 1
|cpu-intensive    = 1
|sw-rendering-only = 1
|widescreen        = 1
|widescreen        = 2
|widescreenpatch  = 1
|progressive      = 1
|progressive      = 1
|gamefaqslink      = [http://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}}
|ko_rating        = ALL
|ko_rating        = ALL
|au_rating        = PG
|au_rating        = PG
|japan_rating      = A
|japan_rating      = A
|eu_rating        = 3+
|eu_rating        = 3+
|na_rating        = T
|na_rating_text    = Mild Violence
|na_rating_text    = Mild Violence
|na_rating        = T
<!-- Language props -->
|italian          = SCES-51607
|italian          = SCES-51607
|spanish          = SCES-51607
|spanish          = SCES-51607
|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
|english          = SCES-51607 & SCUS-97268 & SCUS-97268GH & SCUS-97381 & SCUS-97322 & SCUS-97323 & SCUS-97513
|korean            = SCKA-20011
<!-- NTSC-U props -->
<!-- NTSC-U props -->
|NTSCU            = 1
|NTSCU            = 1
Line 38: Line 40:
|serialsPAL        = SCES-51607<br />SCES-51607/P <small>(Platinum)</small>
|serialsPAL        = SCES-51607<br />SCES-51607/P <small>(Platinum)</small>
|CRCsPAL          = 2F486E6F
|CRCsPAL          = 2F486E6F
|releasedatePAL    = November 21, 2003<br />August 13, 2004 <small>(Platinum)</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>
|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<br />July 8, 2004 <small>(PlayStation 2 the Best)</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>
|statusNTSCJ      =  
|statusNTSCJ      =  
|linuxstatusNTSCJ  =
|linuxstatusNTSCJ  =
Line 59: Line 61:
|Region=NTSC/PAL
|Region=NTSC/PAL
|OS=?
|OS=?
|CPU=Intel Core i5 @ 4.5 GHz
|CPU=Intel Core i5 @ 4.50 GHz
|GPU=Nvidia GeForce GTX 570
|GPU=NVIDIA GeForce GTX 570
|Revision=0.9.9 r5347
|Revision=0.9.9 (r5347)
|Graphics=GSdx
|Graphics=GSdx
|Sound=
|Sound=
*?
* ?
*?
* ?
|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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|Region=NTSC-U
|Region=NTSC-U
|OS=Windows
|OS=Windows
|CPU=Intel Core i7 @ 3.4GHz
|CPU=Intel Core i7 @ 3.40 GHz
|GPU=Nvidia GeForce GTX 285 768MB
|GPU=NVIDIA GeForce GTX 285 @ 768 MB
|Revision=1.1.0 r5492
|Revision=1.1.0 (r5492)
|Graphics=GSdx 5464 SSE41
|Graphics=GSdx SSE41 (r5464)
|Sound=
|Sound=
*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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|Region=PAL
|Region=PAL
|OS=Windows
|OS=Windows
|CPU=Intel Core i7 @ 3.8GHz
|CPU=Intel Core i7 @ 3.80 GHz
|GPU=Nvidia GeForce GTX 570 1368MB
|GPU=NVIDIA GeForce GTX 570 @ 1368 MB
|Revision=1.1.0 r5829
|Revision=1.1.0 (r5829)
<!--
* Speedhacks:
** Enable INTC Spin Detection
** Enable Wait Loop Detection
** mVU Flag Hack: Enabled
** MTVU: Enabled
-->
|Graphics=GSdx
|Graphics=GSdx
|Sound=
|Sound=
*SPU2-X
* SPU2-X
*?
* ?
|Comments=Europe v01.70(27/02/2003), MTVU, INTC Spin Detection, Enable Wait Loop Detection, mVU Flag Hack. 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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|Status=2
|Status=2
|Region=PAL
|Region=PAL
|OS=Windows 7 Home Premium 64-bit
|OS=Windows 7 Home Premium x64
|CPU=Intel Core i3-550 @ 3.2 GHz
|CPU=Intel Core i3-550 @ 3.20 GHz
|GPU=ATI Radeon HD 5670 512MB
|GPU=ATI Radeon HD 5670 @ 512 MB
|Revision=1.2.1 r5875
|Revision=1.2.1 (r5875)
|Graphics=GSdx D3D9 Hardware mode
<!--
* Speedhacks:
** EE Cyclerate: 3
-->
|Graphics=GSdx
<!--
* Renderer: Direct3D9 (Hardware)
-->
|Sound=
|Sound=
*SPU2-X
* SPU2-X
*?
* ?
|Comments=*SPEEDHACKS: all recommended, EE Cyclerate lvl3
|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.
*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 here ill link the YouTube video
 
Youtube video:https://www.youtube.com/watch?v=WyzWjv2lgB0
|Tester=Razor96
|Tester=Razor96
}}
}}
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|Region=NTSC-U
|Region=NTSC-U
|OS=Windows 7
|OS=Windows 7
|CPU=Intel Core i5-460M @ 2.53GHz
|CPU=Intel Core i5-460M @ 2.53 GHz
|GPU=ATI Mobility Radeon HD 5650
|GPU=ATI Mobility Radeon HD 5650
|Revision=1.3.0-20140805121745
|Revision=1.3.0 (svn 05-Aug-2014)
<!--
* Speedhacks:
** EE Cyclerate: 2
** VU Cycle Stealing: 1
-->
|Graphics=GSdx
|Graphics=GSdx
|Sound=
|Sound=
*SPU2-X
* SPU2-X
*?
* ?
|Comments=Used all recommended speedhacks, EE cyclerate 2, and VU stealing 1. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements.
|Comments=Used all recommended speedhacks. Using hardware mode, it ran at playable speeds with lag when there are a lot of on screen elements.
|Tester=Clank
|Tester=Clank
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 10 Pro x64
|CPU=Intel Xeon X5460 @ 4.00 GHz
|GPU=EVGA GeForce GTX 480 SSC @ 830 MHz
|Revision=v1.5.0
|Graphics=GSdx SSE4
|Sound=
* SPU2-X 2.0.0
* ?
|Comments=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.
|Tester=GouStoulos
}}
{{TestingEntry
|Status=2
|Region=NTSC
|OS=Windows
|CPU=Intel Core i5-4460 @ 3.20 GHz
|GPU=Nvidia GeForce GTX 970 @ 4 GB
|Revision=v1.5.0 (26-Sep-2016)
|Graphics=GSdx
|Sound=
* SPU2-X
* ?
|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}}
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows 10 Pro
|CPU=Intel Core i5-4690 @ 3.50 GHz
|GPU=NVIDIA GeForce GTX 960 @ 2 GB
|Revision=v1.5.0 (dev-1646 g483b3d6)
|Graphics=GSdx
|Sound=
* SPU2-X
* ?
|Comments= Works better as expected, really smooth, no lag here. Unfortunately game crashed on the Thugs-4-Less cutscene.
|Tester=_AG
}}
{{TestingEntry
|Status=2
|Region=PAL
|OS=Windows
|CPU=Intel Core i5-5200U @ 2.20 GHz
|GPU=NVIDIA GeForce 840M @ 2 GB
|Revision=v1.5.0 (Sep-2017)
<!--
* Speedhacks:
** EE Cyclerate: -1
-->
|Graphics=GSdx SSE41
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
|Comments=Runs at solid 60 FPS on Hardware mode without slowdowns.
|Tester=Martin.kosecky5
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro Build 1809
|CPU=Intel Core i7-9700k OC'd @ 4.9GHz
|GPU=NVIDIA GeForce RTX 2080 OC'd
|Revision=v1.5.0 (dev-2982)
<!--
* EE Cyclerate: +2
* INTC Spin: Enabled
* Wait Loop: Enabled
* mVU Flag: Enabled
* MTVU: Enabled
-->
|Graphics=GSdx 1.1.0 SSE4.1
<!--
* Renderer: Direct3D11 (Hardware)
* Interlacing: Auto
* Texture Filtering: Bilinear (PS2)
* Allow 8 bits textures: Enabled
* Internal Resolution: 3x (1080p)
* Mipmapping: Auto
* CRC Hack Level: Auto
* Accurate Date: Auto
-->
|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)
<!--
* Preset: 2 - Safe
* MTVU: Enabled
-->
|Graphics=GSdx 1.1.0
<!--
* 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
-->
|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
<!--
* MTVU (Multi-Threaded microVU1): Checked
* All else default.
-->
|Graphics=GSdx AVX2 1.2.0
<!--
* 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)
-->
|Sound=
* SPU2-X 2.0.0
* LilyPad 0.12.1
<!--
* Interpolation: 3 - Hermite
* Module: XAudio 2 (Recommended)
* Synchronizing mode: Timestretch
* 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.
|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
<!--
* EE Cyclerate: 0/-1
* EE Cycle Skipping: 0
* mVU Flag Hack: Yes
* MTVU: Yes
* Preset: 2
-->
|Graphics=GSdx 1.2.0
<!--
* Renderer: OpenGL (Hardware)
* Internal Resolution: 3x
* 8-bit Textures: Yes
* Large Framebuffer: Yes
-->
|Sound=
* SPU2-X 2.0.0
* Synchronizing Mode: Async Mix
* Lilypad 0.12.1
|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
}}
{{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}}


<!--
{{TestingHeader|OS=Linux}}
{{TestingHeader|OS=Linux}}
{{TestingEntry
{{TestingEntry
|Status=?
|Status=2
|Region=?
|Region=PAL
|OS=?
|OS=Ubuntu 17.10 x64
|CPU=?
|CPU=Intel Core i7-7700K @ 4.20 GHz
|GPU=?
|GPU=EVGA GeForce GTX 1080
|Revision=?
|Revision=1.5.0
|Graphics=?
|Graphics=GSdx (GCC 7.2.0 SSE2/AVX) 1.1.0 [libGSdx]
|Sound=?
<!--
|Comments=?
* Renderer: OpenGL (Hardware)
|Tester=?
* Interlacing: Auto
* Texture Filtering: Bilinear (PS2)
* Allow 8 bits textures: Enabled
* Internal Resolution: 8x
* Anisotropic Filtering: 16x
* Blending Unit Accuracy: Full
* Automatic CRC Level: Partial
* Mipmapping: Full
-->
|Sound=SPU2-X 2.0.0 [libspu2x-2.0.0]
<!--
* Interpolation: 4 - Catmull-Rom (PS2-like/slow)
* Synchronization Mode: TimeStretch
* Latency: 100ms
-->
|Comments=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!
|Tester=Programie
}}
}}
{{TestingFooter}}
{{TestingFooter}}
-->


==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), '''ラチェット&クランク2 ガガガ!銀河のコマンドーっす PlayStation®2 the Best''' (SCPS-19302) & (SCPS-19317)
== 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)
* 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 ==
{{Issue
|IssueName=Framerate dips
|IsFixed=0
|IssueLevel=-1
|Description=R&C's framerate may dip when many (small) 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.
}}
{{Issue
|IssueName=Vertex stretching
|IsFixed=0
|IssueLevel=0
|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==


<!-- Remove comment signs and add issues here -->
{{Issue
<!-- IssueLevel is issue severity level -1,0,1 or 2 (note, minor, serious and major accordingly)-->
|IssueName=Glitched menu backgrounds
|IsFixed=1
|IssueLevel=0
|Description=Most menu backgrounds are glitched in GSdx hardware modes.
|Workaround=Use software mode, or ignore it (gameplay is not affected).
}}


==Known Issues==
{{Issue
{{Issue
|IssueName=Broken textures
|IssueName=Broken textures
|IsFixed=0
|IsFixed=1
|IssueLevel=1
|Description=Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode.
|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
|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
|IssueLevel=0
|Description=After certain cut-scenes (e.g. the final Siberius cut-scene) the game will slow down to 50% normal speed.
|Workaround=Restart PCSX2. Saving works correctly when running at 50% speed.
}}
 
{{Issue
|IssueName=Crash after finishing the Jammer Array level
|IsFixed=1
|IssueLevel=1
|IssueLevel=1
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
|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=Run the game in software mode (F9), this however will cause a considerable speed hit. To minimize the speed hit, set "Extra rendering threads" to one less than the number of CPU cores that you have.
|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)
}}
}}


==The gallery==
== Gameplay Screenshots ==
<gallery>
<gallery widths="175px" heights="100px">
File:Ratchet_&_Clank_Going_Commando_Forum_1.jpg|Ratchet & Clank: Going Commando (SCES 51607)
Ratchet_&_Clank_Going_Commando_Forum_1.jpg
</gallery>
</gallery>





Latest revision as of 10:33, 27 March 2024

Ratchet & Clank: Going Commando

Game general and emulation properties:
CERO rating: A
ESRB rating: T (Mild Violence)
PEGI rating: 3+
OFLC rating: PG
GRB rating: ALL
Widescreen supported natively
Widescreen patch available
Progressive scan supported
CPU intensive game
Languages supported:
English: SCES-51607 & SCUS-97268 & SCUS-97268GH & SCUS-97381 & SCUS-97322 & SCUS-97323 & SCUS-97513
Japanese: SCPS-15056 & SCPS-19317 & SCPS-19302
German: SCES-51607
French: SCES-51607
Spanish: SCES-51607
Italian: SCES-51607
Korean: SCKA-20011
Region NTSC-U:
Serial numbers: SCUS-97268
SCUS-97268GH (Greatest Hits)
SCUS-97381 (GameStop Demo)
SCUS-97322 (Regular Demo)
SCUS-97323 (Retail Employees Demo)
SCUS-97513 (Greatest Hits)
Release date: November 11, 2003
2004 (Greatest Hits)
CRCs: 38996035
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region PAL:
Serial numbers: SCES-51607
SCES-51607/P (Platinum)
Release date: November 21, 2003
August 13, 2004 (Platinum)
2003 (Australia)
CRCs: 2F486E6F
Windows Status: Playable
Linux Status: Playable
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SCPS-15056
SCKA-20011 (Korea)
SCPS-19302 (PlayStation 2 the Best)
SCPS-19317 (PlayStation 2 the Best Reprint)
SCAJ-20052 (Asia)
Release date: December 11, 2003
February 19, 2004 (Korea)
July 8, 2004 (PlayStation 2 the Best)
February 22, 2005 (BigHit, Korea)
November 2, 2005 (PlayStation 2 the Best Reprint)
Windows Status: ?
Linux Status: ?
Mac Status: ?

Developer(s): Insomniac Games
Publisher(s): SCEA (US), SCEE (EU), SCEI (JP, KO), SCE Australia (AU)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic90/100
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 ?
  • Intel Core i5 @ 4.50 GHz
  • NVIDIA GeForce GTX 570
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
  • Intel Core i7 @ 3.40 GHz
  • NVIDIA GeForce GTX 285 @ 768 MB
1.1.0 (r5492) GSdx SSE41 (r5464)
  • SPU2-X 2.0.0
  • LilyPad 0.11.0
Runs near full speed. Texture graphics distortion is present, but doesn't inhibit gameplay too much.
PAL Windows
  • Intel Core i7 @ 3.80 GHz
  • NVIDIA GeForce GTX 570 @ 1368 MB
1.1.0 (r5829) GSdx
  • SPU2-X
  • ?
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
  • Intel Core i3-550 @ 3.20 GHz
  • ATI Radeon HD 5670 @ 512 MB
1.2.1 (r5875) GSdx
  • SPU2-X
  • ?
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
  • Intel Core i5-460M @ 2.53 GHz
  • ATI Mobility Radeon HD 5650
1.3.0 (svn 05-Aug-2014) GSdx
  • SPU2-X
  • ?
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
  • Intel Xeon X5460 @ 4.00 GHz
  • EVGA GeForce GTX 480 SSC @ 830 MHz
v1.5.0 GSdx SSE4
  • SPU2-X 2.0.0
  • ?
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
  • Intel Core i5-4460 @ 3.20 GHz
  • Nvidia GeForce GTX 970 @ 4 GB
v1.5.0 (26-Sep-2016) GSdx
  • SPU2-X
  • ?
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
  • Intel Core i5-4690 @ 3.50 GHz
  • NVIDIA GeForce GTX 960 @ 2 GB
v1.5.0 (dev-1646 g483b3d6) GSdx
  • SPU2-X
  • ?
Works better as expected, really smooth, no lag here. Unfortunately game crashed on the Thugs-4-Less cutscene. _AG
PAL Windows
  • Intel Core i5-5200U @ 2.20 GHz
  • NVIDIA GeForce 840M @ 2 GB
v1.5.0 (Sep-2017) GSdx SSE41
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
Runs at solid 60 FPS on Hardware mode without slowdowns. Martin.kosecky5
NTSC-U Windows 10 Pro Build 1809
  • Intel Core i7-9700k OC'd @ 4.9GHz
  • NVIDIA GeForce RTX 2080 OC'd
v1.5.0 (dev-2982) GSdx 1.1.0 SSE4.1
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
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
  • AMD Ryzen 1700 @ 3.40 GHz
  • NVIDIA GeForce GTX 1070
v1.5.0 (dev-3291) GSdx 1.1.0
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
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
  • Intel Core i7-6700K @ 4.0GHz
  • Nvidia GeForce GTX 1070
PCSX2 1.6.0-20200506140834 GSdx AVX2 1.2.0
  • SPU2-X 2.0.0
  • LilyPad 0.12.1
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
  • Intel i7-4790k @ 4.00Ghz
  • NVIDIA GeForce RTX 2080
1.7.0-dev-191-g5118aba45 GSdx 1.2.0
  • SPU2-X 2.0.0
  • Synchronizing Mode: Async Mix
  • Lilypad 0.12.1
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
  • Intel Core i9 10900K @ 4.80 GHz
  • NVIDIA GeForce RTX 3070 Ti
1.7.2952 GSdx
  • SPU2-X
  • ?
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
  • Intel Core i5-3570K @ 4.7GHz
  • NVIDIA GeForce GTX 670 (2GB VRAM)
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


Test configurations on Linux:

Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
PAL Ubuntu 17.10 x64
  • Intel Core i7-7700K @ 4.20 GHz
  • EVGA GeForce GTX 1080
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


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

Framerate dips

  • Type: Note (not an issue)
  • Description: R&C's framerate may dip when many (small) 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.

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

Glitched menu backgrounds

  • Status: Fixed
  • Type: Minor
  • Description: Most menu backgrounds are glitched in GSdx hardware modes.
  • Workaround: Use software mode, or ignore it (gameplay is not affected).

Broken textures

  • Status: Fixed
  • Type: Serious
  • Description: Many textures are broken until you stand close to objects due to GSdx not supporting mip-mapping in Hardware mode.
  • 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.

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: For now, use save states and the Decoy Glove weapon to identify and avoid the affected enemies.

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: Restart PCSX2. Saving works correctly when running at 50% speed.

Crash after finishing the Jammer Array level

  • Status: Fixed
  • Type: Serious
  • 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 this GitHub issue.

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: Fixed on latest Nightly (Tested on v1.7.4721)

Gameplay Screenshots


Public compatibility forum links