Ratchet & Clank: Up Your Arsenal: Difference between revisions

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|Comments=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.
|Comments=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.
|Tester=Rigle
|Tester=Rigle
}}
{{TestingEntry
|Status=2
|Region=NTSC - U
|OS= Windows 7 64-bit
|CPU= AMD FX 9370 @ 5.0 GHz
|GPU= AMD Radeon 7970 GHz (CF x2) disabled for PCSX2 in Radeon Settings
|Revision= 1.5.0 (dev-3179)
|Graphics= GSdx SSE4.1
|Sound= SPU2-X 2.0.0
|Comments=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%.
|Tester=Pyro1515
}}
{{TestingEntry
|Status=2
|Region=NTSC-U
|OS=Windows 10 Pro x64
|CPU=Intel Core i7-4790K @ 4.00 GHz
|GPU=NVIDIA GeForce RTX 2080
|Revision=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>
|Graphics=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>
|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 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.
|Tester=Darkshadows
}}
}}
{{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==
==Known Issues==
{{Issue
{{Issue
|IssueName=Broken textures
|IssueName=Invisible textures in Aquatos level
|IsFixed=0
|IsFixed=0
|IssueLevel=1
|IssueLevel=1
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
|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=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=Switch to any Software renderer, or Fast Texture Invalidation in the GSdx Advanced Settings and Hacks menu.
}}
 
{{Issue
|IssueName=Issue with bloom on high resolutions
|IsFixed=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.
|Workaround=. Go to Config > Video(GS) > Plugin Settings, and enable HW Hacks then check Merge Sprite (to fix overly bright bloom) and check Wild Arms Offset (fixes misaligned bloom and other sprite alignment issues).
}}
}}


{{Issue
{{Issue
|IssueName=Invisible textures in Aquatos level
|IssueName=Sly 2 demo wont get into ingame
|IsFixed=0
|IsFixed=0
|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.
|Workaround=Dont use widescreen hack.
}}
==Fixed Issues==
{{Issue
|IssueName=Blocky shadows
|IsFixed=1
|IssueLevel=0
|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
}}
{{Issue
|IssueName=Broken textures
|IsFixed=1
|IssueLevel=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.
|Description=Garbage textures until you stand close to objects due to GSdx not supporting mip-mapping in hardware mode.
|Workaround=Switch to any Software renderer, or Disable Depth Emulation in the GSdx Advanced Settings and Hacks menu.
|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.
}}
}}
==The gallery==
==The gallery==
<gallery>
<gallery>
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