Ratchet & Clank: Up Your Arsenal: Difference between revisions

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(Added testing entry.)
m (Tested the Aquatos issue and it is fixed, even with automatic fixes turned off.)
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<!-- IssueLevel is issue severity level -1,0,1 or 2 (note, minor, serious and major accordingly)-->
<!-- IssueLevel is issue severity level -1,0,1 or 2 (note, minor, serious and major accordingly)-->
==Known Issues==
==Known Issues==
{{Issue
|IssueName=Invisible textures in Aquatos level
|IsFixed=0
|IssueLevel=1
|Description=In the Aquatos level, pausing the game, bringing up the map or using a weapon vendor results in all non-transparent textures disappearing. If another planet (level) is visited afterwards, several textures on the player character are still missing. The problem appears only on Hardware renderers which support Depth Emulation, which at the time of writing is only OpenGL Hardware. It is possible to complete the level if the pause menu, map or weapon vendors are not used.
|Workaround=Switch to any Software renderer, or Fast Texture Invalidation in the GSdx Advanced Settings and Hacks menu.
}}


{{Issue
{{Issue
Line 377: Line 369:
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
|Workaround=This can be resolved with the latest v1.5.0 git builds. Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software mode by setting Renderer to any of the "(Software)" options.
|Workaround=This can be resolved with the latest v1.5.0 git builds. Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software mode by setting Renderer to any of the "(Software)" options.
}}
{{Issue
|IssueName=Invisible textures in Aquatos level
|IsFixed=1
|IssueLevel=1
|Description=In the Aquatos level, pausing the game, bringing up the map or using a weapon vendor results in all non-transparent textures disappearing. If another planet (level) is visited afterwards, several textures on the player character are still missing. The problem appears only on Hardware renderers which support Depth Emulation, which at the time of writing is only OpenGL Hardware. It is possible to complete the level if the pause menu, map or weapon vendors are not used.
|Workaround=Switch to any Software renderer, or Fast Texture Invalidation in the GSdx Advanced Settings and Hacks menu.
}}
}}
==The gallery==
==The gallery==

Revision as of 06:42, 22 June 2022

Ratchet & Clank: Up Your Arsenal

NTSC-U cover
Game general and emulation properties:
CERO rating: A
ESRB rating: T (Crude Humor, Fantasy Violence)
PEGI rating: 3+
OFLC rating: PG
GRB rating: ALL
Game supports multi-tap
Game supports headset
Game supports USB keyboard
Widescreen supported natively
Widescreen patch available
Progressive scan supported
CPU intensive game
Supports up to four local players
Supported up to eight LAN/online players
Languages supported:
English: SCES-52456 & SCUS-97353 & SCUS-97413 & SCUS-97411 & SCUS-97518
Japanese: SCPS-15084 & SCPS-19309
German: SCES-52456
French: SCES-52456 & SCUS-97353
Spanish: SCES-52456 & SCUS-97353
Italian: SCES-52456
Korean: SCKA-20037
Region NTSC-U:
Serial numbers: SCUS-97353
SCUS-97413 (Public Beta v1.0)
SCUS-97411 (Regular Demo)
SCUS-97518 (Greatest Hits)
Release date: November 3, 2004
August 25, 2005 (Greatest Hits)
CRCs: 45FE0CC4
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region PAL:
Serial numbers: SCES-52456
SCES-52456/P (Platinum)
TCES-52456 (Beta Trial Disc)
Release date: November 12, 2004
November 18, 2004 (Australia)
June 10, 2005 (Platinum)
CRCs: 17125698
Windows Status: Playable
Linux Status: ?
Mac Status: ?
Region NTSC-J/C/K:
Serial numbers: SCPS-15084
SCKA-20037 (Korea)
SCAJ-20109
SCPS-19309 (PlayStation 2 the Best)
Release date: November 25, 2004
January 13, 2005 (Korea)
July 7, 2005 (PlayStation 2 the Best)
April 27, 2006 (BigHit Series, Korea)
Windows Status: ?
Linux Status: ?
Mac Status: ?

Developer(s): Insomniac Games
Publisher(s): SCEA (US), SCEE (EU), SCE Australia (AU), SCEI (JP, AS, KO)
Genre: Action, Platformer
Wikipedia: Link
Game review links: Metacritic91/100
Game description: In Ratchet & Clank: Up Your Arsenal, Ratchet and Clank once again team up for an all-new adventure that combines diverse gameplay with elements of action, exploration, adventure, puzzle-solving, strategy, and role-playing into one experience. Together with the Q-Force, Ratchet and Clank set off to uncover the schemes of the sinister Dr. Nefarious and keep the galaxy safe for organic life. As one of three characters, you can now wield new weapons and gadgets, gain access to an array of vehicles, and master all-new abilities. The game also features both single-player and multiplayer (offline and online) gameplay.



Test configurations on Windows:


Environment Configurations Comments Tester
Region OS CPU/GPU Revision Graphics Sound/Pad
NTSC-U ?
  • Intel Core i5-750 @ 2.66 GHz
  • NVIDIA GeForce GTX 280
0.9.7.3113 GSdx 3068 (MSVC 15.00, SSe2) 0.1.16
  • SPU2-X 1.4.0 (r3117)
  • LilyPad 0.10.0 (r2930)
BIOS: USA v01.60 (07/02/2002), Graphical corruption, to fix the corruption in the object most of the time Ratchet must walk up to it or get close to it. Able to fix by setting GSdx to software mode, instead of hardware. 174.126.227.45
NTSC-U Windows
  • Intel Core i5-3210M @ 2.50 GHz
  • AMD Radeon HD 7650M 1GB
1.0.0 GSdx
  • SPU2-X
  • ?
EE chain set to 2, Seems to play fine, FPS sits around 59.94 FPS. Pentium D reQ high performance, Core i5 reQ Balanced, and AMD reQ High performance power for efficient usage. Laptop usage warning! Shadow weird but definitely add creepiness to the game (shadow is not correctly aligned with the protagonist mostly on the character sometimes on floor but not at her feet as if someone else is standing there!)
NTSC-U Windows 7 64-bit
  • Intel Core i7-4770K @ 3.50 GHz
  • NVIDIA GeForce 980 GTX 4GB
1.0.0 (r5350) GSdx r5350
  • SPU2-X r5350
  • LilyPad r5350
Using hardware mode the game runs fine... as long as you don't mind broken textures. You're going to need to use Software rendering if you want to play the game like it is on a PS2, however to do this you will need a fairly bulky PC as Software mode is a bit annoying. I'd also recommend using Direct3D9 (Software) over Direct3D11 for better framerate. I get 40-60 FPS at most times on Direct3D9 (Software). Paulie9990
NTSC-U Windows
  • Intel Core i7 @ 3.40 GHz
  • NVIDIA GeForce GTX 285 768MB
1.1.0 r5492 GSdx SSE41 (r5464)
  • SPU2-X 2.0.0
  • LilyPad 0.11.0
Runs near full speed. Textures are corrupt if GSdx is in Hardware mode. Looks fine in Software mode.
PAL Windows
  • Intel Core i7 @ 3.80 GHz
  • NVIDIA GeForce GTX 570 1368MB
1.1.0 r5829

<spoiler show="Settings" hide="Hide">

  • Speedhacks:
    • MTVU
    • INTC Spin Detection
    • Enable Wait Loop Detection
    • mVU Flag Hack

</spoiler>

GSdx
  • SPU2-X
  • ?
Europe v01.70(27/02/2003), Still Playable. Game works fine at a good speed. Requires Ssoftware mode to fix the graphics (mipmapping), the game can be quite slow. I achieved pretty much constant full speed by putting VU Cycle Stealing to 1 and 3 extra rendering threads for Software mode.
NTSC-U Windows 7
  • Intel Core i5-460M @ 2.53 GHz
  • ATI Mobility Radeon HD 5650
1.3.0 (2014-08-05, 12:17:45) GSdx
  • SPU2-X
  • ?
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. Clank
NTSC-U Windows 10
  • Intel Core i7-3520M @ 2.90 GHz
  • AMD Radeon HD 7570M
1.4.0 GSdx BIOS: EUROPE v1.6. Sometimes the distant textures bugs or the game is slowed (10-15 FPS). Big bug after the mission of the Thugs 4 Less scrambler, the game crash, to solve this problem simply activate EE timing hack in the game fix. I recommended Hardware mode, it more playable. Aiglerac
NTSC-U Windows 10
  • Intel Core i7-2600K @ 4.20 GHz
  • NVIDIA GeForce GTX 770
1.5.0 (dev-1909)

<spoiler show="Settings" hide="Hide"> Preset: 3 (deactivated)

  • SpeedHacks:
    • EE Cyclerate: +3
    • MTVU

</spoiler>

GSdx SSE4

<spoiler show="Settings" hide="Hide">

  • Version: 1.0.1.9
  • Renderer: Direct3D9 (Hardware)
  • Interlacing: None
  • Allow 8-Bit Textures
  • Large Framebuffer
  • Custom Resolution: 2048x2048
  • Texture Filtering: Bilinear (PS2)
  • Mipmapping: Basic
  • CRC Hack Level: Full
  • Logarithmic Z
  • Alpha Correction

</spoiler>

SPU2-X 2.0.0 (r4851) Version: SCUS-97353; BIOS: v02.00; Widescreen; Performance is almost perfect (rarely EE 100%). whiperkinta


NTSC-U Windows 10
  • Intel Core i7-4770 @ 3.40 GHz
  • NVIDIA GeForce GTX 650 Ti
1.5.0 (dev-2211) GSdx SSE4 SPU2-X 2.0.0 (r4851) All settings are as followed on whiperkinta's entry with edits. Speedhacks EE Cyclerate to -1, switch renderer to OpenGL (Hardware), HW Hacks on (disable depth emulation, Half-Pixel Offset: Normal (Vertex), fast texture invalidation). Performance on certain areas is a bit slow, but is as best it can be (with my hardware at least. Better HW, better results)
PAL Windows 10 64-bit
  • Intel Core i7-4720HQ @ 2.60 GHz
  • NVIDIA GeForce GTX 960M
1.5.0 (dev-2242) GSdx SSE4 SPU2-X 2.0.0 (r4851) Playing 4:3, Direct3D 11, Internal Resolution: 3x Native, Anisotropic Filtering: 4x. The rest are default settings, except skipdraw=1 in HW Hacks. BIOS: EUROPE v1.6. The game is perfectly playable with some slow moments. Rigle


NTSC - U Windows 7 64-bit
  • AMD FX 9370 @ 5.0 GHz
  • AMD Radeon 7970 GHz (CF x2) disabled for PCSX2 in Radeon Settings
1.5.0 (dev-3179) GSdx SSE4.1 SPU2-X 2.0.0 Playing 4:3, Direct3D 11, Internal Resolution: 3x Native, Anisotropic Filtering: NA. The rest are default settings, except 8bit FB, large FB, HWMipMap (Basic) SkipDraw 1. BIOS: USA 2.20. The game is playable with some slow moments and some microstutter Anh Nation is especially slow 60% to 80%. Pyro1515
NTSC-U Windows 10 Pro x64
  • Intel Core i7-4790K @ 4.00 GHz
  • NVIDIA GeForce RTX 2080
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>

GSdx 1.2.0

<spoiler show="Settings" hide="Hide">

  • Renderer: OpenGL (Hardware)
  • Internal Resolution: 3x
  • 8-bit Textures: Yes
  • Large Framebuffer: Yes
  • Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset

</spoiler>

  • 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 and makes it run a little smoother in most sections. Game desyncs audio on a few cutscenes due to slowdown. Use both fixes listed on the page to fix graphical issues. Solid background menus are fine, since other than that and some minor lighting glitches, the game looks great. Darkshadows
PAL Windows 11 Pro x64
  • AMD Ryzen 7 5800X @ 3.80 GHz
  • AMD Radeon RX 6700XT
Nightly 1.7.2351 (x64 build) GSdx AVX2 (Vulkan) Defaults BIOS: EUROPE v1.6, Render Scale: 6x (4K), Used Aquatos and Bloom fixes listed below. Occasional slowdowns but was completely playable for the entire main story. MilshakeXO
NTSC-U Windows 10 Pro
  • Intel Core i7-10700 @ 2.90 GHz
  • NVIDIA GeForce RTX 3060 Ti
1.7.2864

<spoiler show="Settings" hide="Hide">

  • EE Cyclerate: 2
  • EE Cycle Skipping: 0
  • mVU Flag Hack: Yes
  • MTVU: Yes

</spoiler>

GSdx AVX2 (Vulkan)

<spoiler show="Settings" hide="Hide">

  • Renderer: Vulkan
  • Internal Resolution: 6x
  • GPU Palette Conversion: Yes
  • Mipmapping: Basic
  • Texture Preloading: Full
  • Advanced Settings and Hacks: Disable Partial Invalidation, Merge Sprite, Wild Arms Hack

</spoiler>

Defaults Runs very well. EE Cycle Rate 2 improved smoothness and reduced microstutters. In game text becomes warped as a result of fixes applied for bloom (Merge Sprite/Wild Arms Hack). HankyThe99th


Trivia

  • Original names: ラチェット&クランク3 突撃!ガラクチック★レンジャーズ (SCPS-15084) & (SCPS-19309), 라쳇&클랭크: 공구전사 리로디드 (SCKA-20037)
  • Also known as Ratchet & Clank 3 (EU), Ratchet & Clank 3: Up Your Arsenal (AU), Ratchet & Clank 3: Totsugeki! Galactic Rangers (JP)
  • Widescreen crops the top and bottom of the 4:3 image, meaning less visible viewing area than when played in 4:3.


Known Issues

Issue with bloom on high resolutions

  • Status: Active
  • Type: Minor
  • Description: When running the game in a higher resolution than native, the bloom in the game becomes out of place and is too bright.
  • Workaround: Multiple approaches can mitigate this problem but none will fully resolve it. All relevant options are in Config > Video(GS) > Plugin Settings > Advanced Settings and Hacks, after enabling the HW Hacks checkbox. The first approach, Half-Pixel Offset on Normal (Vertex) will fix misalignment, but fails to fix double-imaging. The second approach, Merge Sprite (reduces bloom brightness) and Wild Arms Offset (changes bloom alignment) will reduce brightness of bloom and partially resolve double-imaging, but will fail to full align the bloom still.

Sly 2 demo wont get into ingame

  • Type: Note (not an issue)
  • Description: To get the sly 2 demo hold the 4 shoulder buttons (the 4 L and R buttons) on the title screen, However this wont work if you use widescreen hack.
  • Workaround: Dont use widescreen hack.

Fixed Issues

Blocky shadows

  • Status: Fixed
  • Type: Minor
  • Description: Shadows appear bigger and more blocky than they would on a PS2 while using the Direct3D hardware renderer
  • Workaround: Switch to either software renderer or use OpenGL hardware renderer with Blending Accuracy set to at least Basic

Broken textures

  • Status: Fixed
  • Type: Serious
  • Description: Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
  • Workaround: This can be resolved with the latest v1.5.0 git builds. Go to Config > Video(GS) > Plugin Settings, and set Mipmapping to "Basic". Or switch to Software mode by setting Renderer to any of the "(Software)" options.

Invisible textures in Aquatos level

  • Status: Fixed
  • Type: Serious
  • Description: In the Aquatos level, pausing the game, bringing up the map or using a weapon vendor results in all non-transparent textures disappearing. If another planet (level) is visited afterwards, several textures on the player character are still missing. The problem appears only on Hardware renderers which support Depth Emulation, which at the time of writing is only OpenGL Hardware. It is possible to complete the level if the pause menu, map or weapon vendors are not used.
  • Workaround: Switch to any Software renderer, or Fast Texture Invalidation in the GSdx Advanced Settings and Hacks menu.

The gallery


Public compatibility forum links