Ratchet & Clank: Up Your Arsenal: Difference between revisions

Add test config
(Add test config)
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|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
<spoiler show="Settings" hide="Hide">
* EE Cyclerate: 180%
* EE Cycle Skipping: Disabled
* MTVU: Enabled
</spoiler>
|Graphics=Integrated
<spoiler show="Settings" hide="Hide">
* Renderer: 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
</spoiler>
|Sound=Integrated
<spoiler show="Settings" hide="Hide">
* Output Module: Cubeb
* Synchronization: TimeStretch
* Target Latency: 60ms
</spoiler>
|Comments= Full V0 Synchronization fixes the Vertex stretching 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
}}
}}
{{TestingFooter}}
{{TestingFooter}}
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