Ratchet & Clank: Up Your Arsenal: Difference between revisions

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|releasedateNTSCU  = November 3, 2004<br />August 25, 2005 <small>(Greatest Hits)</small>
|releasedateNTSCU  = November 3, 2004<br />August 25, 2005 <small>(Greatest Hits)</small>
|statusNTSCU      = 2
|statusNTSCU      = 2
|linuxstatusNTSCU  =
|linuxstatusNTSCU  = 2
|macstatusNTSCU    =
|macstatusNTSCU    =
<!-- PAL props -->
<!-- PAL props -->
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|GPU=NVIDIA GeForce GTX 570 1368MB
|GPU=NVIDIA GeForce GTX 570 1368MB
|Revision=1.1.0 r5829
|Revision=1.1.0 r5829
<spoiler show="Settings" hide="Hide">
<!--
* '''Speedhacks:'''
* '''Speedhacks:'''
** MTVU
** MTVU
Line 131: Line 131:
** Enable Wait Loop Detection
** Enable Wait Loop Detection
** mVU Flag Hack
** mVU Flag Hack
</spoiler>
-->
|Graphics=GSdx
|Graphics=GSdx
|Sound=
|Sound=
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|GPU=NVIDIA GeForce GTX 770
|GPU=NVIDIA GeForce GTX 770
|Revision=1.5.0 (dev-1909)
|Revision=1.5.0 (dev-1909)
<spoiler show="Settings" hide="Hide">
<!--
Preset: 3 (deactivated)
Preset: 3 (deactivated)
* SpeedHacks:
* SpeedHacks:
** EE Cyclerate: +3
** EE Cyclerate: +3
** MTVU
** MTVU
</spoiler>
-->
|Graphics=GSdx SSE4
|Graphics=GSdx SSE4
<spoiler show="Settings" hide="Hide">
<!--
* Version: 1.0.1.9
* Version: 1.0.1.9
* Renderer: Direct3D9 (Hardware)
* Renderer: Direct3D9 (Hardware)
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* Logarithmic Z
* Logarithmic Z
* Alpha Correction
* Alpha Correction
</spoiler>
-->
|Sound= SPU2-X 2.0.0 (r4851)
|Sound= SPU2-X 2.0.0 (r4851)
|Comments='''Version''': SCUS-97353; '''BIOS''': v02.00; Widescreen; '''Performance''' is almost perfect (rarely EE 100%).     
|Comments='''Version''': SCUS-97353; '''BIOS''': v02.00; Widescreen; '''Performance''' is almost perfect (rarely EE 100%).     
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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
<spoiler show="Settings" hide="Hide">
<!--
* EE Cyclerate: 0/-1
* EE Cyclerate: 0/-1
* EE Cycle Skipping: 0
* EE Cycle Skipping: 0
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* MTVU: Yes
* MTVU: Yes
* Preset: 2
* Preset: 2
</spoiler>
-->
|Graphics=GSdx 1.2.0
|Graphics=GSdx 1.2.0
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: OpenGL (Hardware)
* Renderer: OpenGL (Hardware)
* Internal Resolution: 3x
* Internal Resolution: 3x
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* Large Framebuffer: Yes
* Large Framebuffer: Yes
* Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset
* Advanced Settings and Hacks: Fast Texture Invalidation, Merge Sprites, Wild Arms Offset
</spoiler>
-->
|Sound=
|Sound=
* SPU2-X 2.0.0
* SPU2-X 2.0.0
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|GPU=NVIDIA GeForce RTX 3060 Ti
|GPU=NVIDIA GeForce RTX 3060 Ti
|Revision=1.7.2864
|Revision=1.7.2864
<spoiler show="Settings" hide="Hide">
<!--
* EE Cyclerate: 2
* EE Cyclerate: 2
* EE Cycle Skipping: 0
* EE Cycle Skipping: 0
* mVU Flag Hack: Yes
* mVU Flag Hack: Yes
* MTVU: Yes
* MTVU: Yes
</spoiler>
-->
|Graphics=GSdx AVX2 (Vulkan)
|Graphics=GSdx AVX2 (Vulkan)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Vulkan
* Renderer: Vulkan
* Internal Resolution: 6x
* Internal Resolution: 6x
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* Texture Preloading: Full
* Texture Preloading: Full
* Advanced Settings and Hacks: Disable Partial Invalidation, Merge Sprite, Wild Arms Hack
* Advanced Settings and Hacks: Disable Partial Invalidation, Merge Sprite, Wild Arms Hack
</spoiler>
-->
|Sound=Defaults
|Sound=Defaults
|Comments=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).
|Comments=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).
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|GPU=NVIDIA GeForce GTX 670
|GPU=NVIDIA GeForce GTX 670
|Revision=1.7.4 (SSE4)
|Revision=1.7.4 (SSE4)
<spoiler show="Settings" hide="Hide">
<!--
* MTVU: On
* MTVU: On
* Instant VU1: On
* Instant VU1: On
* Speedhacks: None
* Speedhacks: None
</spoiler>
-->
|Graphics=GSdx 1.2.0 (Vulkan)
|Graphics=GSdx 1.2.0 (Vulkan)
<spoiler show="Settings" hide="Hide">
<!--
* Renderer: Vulkan  
* Renderer: Vulkan  
* Internal Resolution: 3*Native
* Internal Resolution: 3*Native
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* Merge Sprite: On
* Merge Sprite: On
* Wild Arms Hack: On
* Wild Arms Hack: On
</spoiler>
-->
|Sound=SPU2-X v2.0.0
|Sound=SPU2-X v2.0.0
<spoiler show="Settings" hide="Hide">
<!--
* Backend: Cubeb
* Backend: Cubeb
* Interpolation: Gaussian
* Interpolation: Gaussian
</spoiler>
-->
|Comments=Vertex stretching seems to happen for Ratchet, Clank, and enemies frequently in Holostar Studios, and once in Clank's section of Aquatos. In Aquatos, restarting fixed the bug, but not in Holostar Studios. Like in R&C2, it doesn't affect gameplay, but is still pretty noticeable. Full VU0 synchronisation fixed this, but increased EE usage to the point where it caused some lag, so I had it off most of the time. Aside from this, the game lagged a lot during the ranger missions in Kerwan, which seemed odd as there was no obvious bottleneck (EE, GS, VU, and GPU were all well below 100%). GS usage approached 100% during the final boss, but it never dropped noticeably from full speed. Text is distorted, but bloom is fine. Fully playable.
|Comments=Vertex stretching seems to happen for Ratchet, Clank, and enemies frequently in Holostar Studios, and once in Clank's section of Aquatos. In Aquatos, restarting fixed the bug, but not in Holostar Studios. Like in R&C2, it doesn't affect gameplay, but is still pretty noticeable. Full VU0 synchronisation fixed this, but increased EE usage to the point where it caused some lag, so I had it off most of the time. Aside from this, the game lagged a lot during the ranger missions in Kerwan, which seemed odd as there was no obvious bottleneck (EE, GS, VU, and GPU were all well below 100%). GS usage approached 100% during the final boss, but it never dropped noticeably from full speed. Text is distorted, but bloom is fine. Fully playable.
|Tester=PandoraGTX
|Tester=PandoraGTX
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 11 22621.2361
|CPU=AMD Ryzen 7 5800X
|GPU=NVIDIA GeForce RTX 2070 Super
|Revision=1.7.5074
<!--
* EE Cyclerate: 180%
* EE Cycle Skipping: Disabled
* MTVU: Enabled
-->
|Graphics=Vulkan
<!--
* Internal Resolution: 4x
* Blending Accuracy: Basic
* Mipmapping: Basic
* Anisotropic Filtering: 16x
* Dithering: Scaled
* Texture Preloading: Full
Hardware Fixes:
* Disable Partial Invalidation
* Auto Flush: Enabled (All Primatives)
* Half Pixel Offset: Special (Texture)
Game Fixes:
* EE Timing Hack
* Full VU0 Synchronization
-->
|Sound=Built-in
<!--
* Output Module: Cubeb
* Synchronization: TimeStretch
* Target Latency: 60ms
-->
|Comments= Full V0 Synchronization resolves most of the Vertex stretching issues and without it 180% EE Overclock is not stable. With 180%EE the game can hold a locked internal 60FPS most of the time, 130% is also a major improvement, though drops still happen regularly with 130%. The fixes required to make Aquatos playable and fix bloom mess up UI text a little, this seems to be the only notable issue with this configuration. Performance is very solid, unlocked FPS range from 180-260.
|Tester=Flachzange
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro
|CPU=AMD Ryzen 3 3100 @ 3.90 GHz
|GPU=AMD Radeon RX 6650XT @ 8 GB
|Revision=nightly v1.7.5178
<!--
*EE Cycle Rate: 130% (Overclock)
*EE Cycle Skipping: Disabled
*MTVU: Enabled
-->
|Graphics=Vulkan
<!--
Rendering
*Internal Resolution: 8x Native (~2880p/5K)
*Mipmapping: Default
*Texture Filtering: Default
*Trilinear Filtering: Default
*Anisotropic Filtering: 16x
*Dithering: Scaled
*Blending Accuracy: Medium
*Texture Preloading: Full (Hash Cache)
Upscaling Fixes
*Half Pixel Offset: Normal (Vertex)
*Round Sprite: Default
*Bilinear Dirty Upscale: Default
*Texture Offsets: Default , Default
*Merge Sprite: Enabled
-->
|Sound=Default Settings
|Comments=
Game ran smooth as butter throughout, few occasional slowdowns during times with high particle count such as big fights with an explosive weapon but those were usually due to intensive background programs or accidently not having the emulator as the main window.
Listed fix for bloom misalignment didn't work for me with 8x render resolution. I instead used Half Pixel Offset: Normal (Vertex) and it worked far better with some very very faint misalignment if you squinted from far away. Coincidentally I believe this is a better fix overall for the bloom issues than the listed fix because it doesn't mess with the text but I guess more people will need to try it.
No Issues with Widescreen Patch besides faint issues on the edges and it works all the way through the game.
180% EE Overclock consistently crashed the Emulator every time I tried it, I didn't need it anyway but I think it's worth brining up
Final Verdict: This game runs f**king amazing now on the newer nightlies, far better than 2 years ago. 100% Recommend attempting to emulate it now, I imagine even 7 year old hardware can take so much advantage out of the new upgrades to PCSX2.
|Tester=lotion
}}
}}
{{TestingFooter}}
{{TestingFooter}}


<!--
{{TestingHeader|OS=Linux}}
{{TestingHeader|OS=Linux}}
{{TestingEntry
{{TestingEntry
|Status=?
|Status=2
|Region=?
|Region=NTSC-U
|OS=?
|OS=Manjaro
|CPU=?
|CPU=Ryzen 7 5800X
|GPU=?
|GPU=GTX 1070
|Revision=?
|Revision=v1.7.5584
|Graphics=?
|Graphics=Default
|Sound=?
|Sound=Default
|Comments=?
|Comments=Game runs very well, and I have done reasonably thorough testing for graphical issues. Requires High blending to achieve some relatively minor graphical effects, most noticeable on Obani Draco. Nonetheless, no ostensible issues from start to finish once that's on.
|Tester=?
|Tester=TheTechnician27
}}
}}
{{TestingFooter}}
{{TestingFooter}}
-->




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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==
==Fixed Issues==


{{Issue
{{Issue
|IssueName=Vertex stretching
|IssueName=Blocky shadows
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Some polygons on Ratchet, Clank, and most enemies' models stretch/warp in Holostar Studios and Clank's section of Aquatos.
|Description=Shadows appear bigger and more blocky than they would on a PS2 while using the Direct3D hardware renderer
|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.
|Workaround=Switch to either software renderer or use OpenGL hardware renderer with Blending Accuracy set to at least Basic
}}
}}


{{Issue
|IssueName=Issue with bloom on high resolutions
|IssueName=Issue with bloom on high resolutions
|IsFixed=0
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=When running the game in a higher resolution than native, the bloom in the game becomes out of place and is too bright.
|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=Head to View > Game Properties if UYA is running or right click UYA > Game Properties when in the main menu of PCSX2. Then, head to Graphics > enable Manual Hardware Renderer Fixes. Go to the Upscaling Fixes tab and enable Merge Sprite + Wild Arms Hack. This will fix bloom being too bright and will align it up properly, but at the cost of distorting text a little bit.
|Workaround=Misaligned bloom is fixed by the GameDB in the latest versions of PCSX2.
}}
}}


{{Issue
{{Issue
|IssueName=Sly 2 demo wont get into ingame
|IssueName=Broken textures
|IsFixed=0
|IsFixed=1
|IssueLevel=-1
|IssueLevel=1
|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.  
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
|Workaround=Dont use widescreen hack.  
|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.
}}
}}
==Fixed Issues==


{{Issue
{{Issue
|IssueName=Blocky shadows
|IssueName=Invisible textures in Aquatos level
|IsFixed=1
|IsFixed=1
|IssueLevel=0
|IssueLevel=0
|Description=Shadows appear bigger and more blocky than they would on a PS2 while using the Direct3D hardware renderer
|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 either software renderer or use OpenGL hardware renderer with Blending Accuracy set to at least Basic
|Workaround=Head to View > Game Properties if UYA is running or right click UYA > Game Properties when in the main menu of PCSX2. Then, head to Graphics > enable Manual Hardware Renderer Fixes. Go to the Hardware Fixes tab and check 'Disable Partial Invalidation'. You can disable it afterwards if it's too much on your CPU, it is only required for this level.
}}
}}


{{Issue
{{Issue
|IssueName=Broken textures
|IssueName=Vertex stretching
|IsFixed=1
|IsFixed=1
|IssueLevel=1
|IssueLevel=0
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
|Description=Some polygons on Ratchet, Clank, and most enemies' models stretch/warp in Holostar Studios and Clank's section of Aquatos.
|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=Unable to replicate on the latest nightl v1.7.5584. Unsure if this was ever an issue. If this was an issue for older versions, the instructions were as follows: "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."
}}
}}


{{Issue
{{Issue
|IssueName=Invisible textures in Aquatos level
|IssueName=Sly 2 demo won't get into in-game
|IsFixed=1
|IsFixed=1
|IssueLevel=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.
|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=Head to View > Game Properties if UYA is running or right click UYA > Game Properties when in the main menu of PCSX2. Then, head to Graphics > enable Manual Hardware Renderer Fixes. Go to the Hardware Fixes tab and check 'Disable Partial Invalidation'. You can disable it afterwards if it's too much on your CPU, it is only required for this level.
|Workaround=Unable to replicate this on NTSC-U on v1.7.5584. If this is a problem, disable the widescreen hack.
}}
}}


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