https://wiki.rpcs3.net/api.php?action=feedcontributions&user=MarioSonic2987&feedformat=atomRPCS3 Wiki - User contributions [en]2024-03-28T14:50:00ZUser contributionsMediaWiki 1.39.6https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=45145Saints Row: The Third2024-01-25T22:12:39Z<p>MarioSonic2987: Fixed missing setting for "Disable Vertex Cache".</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR3.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|JP=November 17, 2011|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01342, BLUS30666, NPEB00888, NPEB00890, NPUB30700|oid=BLES01343, BLKS20333|ird=Yes}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPEB90361, NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --><br />
|spu xfloat accuracy notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|shader quality = <!-- High, Low, Auto --><br />
|shader quality notes =<br />
|3d rendering mode = <!-- Disabled, Anaglyph, Side-by-side, Over-under --><br />
|3d rendering mode notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = Legacy (singlethreaded)<!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = Async mode will make player's character textures black.<br />
|write color buffers = On<!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On<!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- Cubeb, XAudio2, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- Cubeb, FAudio, Disabled --><br />
|audio out linux notes = <br />
|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual --><br />
|audio format notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake, Qt --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Network configuration --><br />
|network status = <!-- Disconnected, Connected --><br />
|network status notes = <br />
|psn status = <!-- Disconnected, Simulated, RPCN --><br />
|psn status notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|accurate spu dma = <!-- On, Off --><br />
|accurate spu dma notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- On, Off --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = On<!-- On, Off --><br />
|read color buffers notes = Fixes water on the distance.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable vertex cache = On<!-- On, Off --><br />
|disable vertex cache notes = Fixes flickering in the map menu.<br />
|rsx fifo accuracy = <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|vblank ntsc fixup = <!-- On, Off --><br />
|vblank ntsc fixup notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|force gpu texture scaling = <!-- On, Off --><br />
|force gpu texture scaling notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu thread count = <!-- Value between 1 to 8 --><br />
|ppu thread count notes = <br />
<!-- Recommended patches --><br />
|highly recommended patch = <!-- Mention patch names --><br />
|highly recommended patch notes = <br />
|recommended patch = <!-- Mention patch names --><br />
|recommended patch notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Shaking water===<br />
When you're near the sea, it will start to shake. There's no setting to fix this. See {{issue|11725}} for details.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=45144Saints Row: The Third2024-01-25T21:47:52Z<p>MarioSonic2987: /* Configuration */ SPU ASMJIT is no longer needed to fix broken sound. Removed outdated renderer setting.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR3.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|JP=November 17, 2011|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01342, BLUS30666, NPEB00888, NPEB00890, NPUB30700|oid=BLES01343, BLKS20333|ird=Yes}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPEB90361, NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --><br />
|spu xfloat accuracy notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|shader quality = <!-- High, Low, Auto --><br />
|shader quality notes =<br />
|3d rendering mode = <!-- Disabled, Anaglyph, Side-by-side, Over-under --><br />
|3d rendering mode notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = Legacy (singlethreaded)<!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = Async mode will make player's character textures black.<br />
|write color buffers = On<!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On<!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- Cubeb, XAudio2, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- Cubeb, FAudio, Disabled --><br />
|audio out linux notes = <br />
|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual --><br />
|audio format notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake, Qt --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Network configuration --><br />
|network status = <!-- Disconnected, Connected --><br />
|network status notes = <br />
|psn status = <!-- Disconnected, Simulated, RPCN --><br />
|psn status notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|accurate spu dma = <!-- On, Off --><br />
|accurate spu dma notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- On, Off --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = On<!-- On, Off --><br />
|read color buffers notes = Fixes water on the distance.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|rsx fifo accuracy = <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|vblank ntsc fixup = <!-- On, Off --><br />
|vblank ntsc fixup notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|force gpu texture scaling = <!-- On, Off --><br />
|force gpu texture scaling notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu thread count = <!-- Value between 1 to 8 --><br />
|ppu thread count notes = <br />
<!-- Recommended patches --><br />
|highly recommended patch = <!-- Mention patch names --><br />
|highly recommended patch notes = <br />
|recommended patch = <!-- Mention patch names --><br />
|recommended patch notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Shaking water===<br />
When you're near the sea, it will start to shake. There's no setting to fix this. See {{issue|11725}} for details.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=45143Saints Row: The Third2024-01-25T21:24:57Z<p>MarioSonic2987: Loud noises are no longer happening in 0.0.30-16004. Added shaking water bug.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR3.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|JP=November 17, 2011|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01342, BLUS30666, NPEB00888, NPEB00890, NPUB30700|oid=BLES01343, BLKS20333|ird=Yes}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPEB90361, NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --><br />
|spu xfloat accuracy notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = Vulkan has broken water reflections.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|shader quality = <!-- High, Low, Auto --><br />
|shader quality notes =<br />
|3d rendering mode = <!-- Disabled, Anaglyph, Side-by-side, Over-under --><br />
|3d rendering mode notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = Legacy (singlethreaded)<!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = Async mode will make player's character textures black.<br />
|write color buffers = On<!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On<!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- Cubeb, XAudio2, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- Cubeb, FAudio, Disabled --><br />
|audio out linux notes = <br />
|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual --><br />
|audio format notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake, Qt --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Network configuration --><br />
|network status = <!-- Disconnected, Connected --><br />
|network status notes = <br />
|psn status = <!-- Disconnected, Simulated, RPCN --><br />
|psn status notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|accurate spu dma = <!-- On, Off --><br />
|accurate spu dma notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- On, Off --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = On<!-- On, Off --><br />
|read color buffers notes = Fixes water on the distance.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|rsx fifo accuracy = <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|vblank ntsc fixup = <!-- On, Off --><br />
|vblank ntsc fixup notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|force gpu texture scaling = <!-- On, Off --><br />
|force gpu texture scaling notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu thread count = <!-- Value between 1 to 8 --><br />
|ppu thread count notes = <br />
<!-- Recommended patches --><br />
|highly recommended patch = <!-- Mention patch names --><br />
|highly recommended patch notes = <br />
|recommended patch = <!-- Mention patch names --><br />
|recommended patch notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Shaking water===<br />
When you're near the sea, it will start to shake. There's no setting to fix this. See {{issue|11725}} for details.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=User:MarioSonic2987&diff=45142User:MarioSonic29872024-01-25T18:04:48Z<p>MarioSonic2987: Saints Row: The Third (Alternative ending) finished!</p>
<hr />
<div>{| class="wikitable sortable"<br />
|+'''List of games played and finished in RPCS3'''<br />
!|Game<br />
!|Date<br />
!|CPU<br />
!|GPU<br />
!|OS<br />
|-<br />
| Saint Seiya: Brave Soldiers<br />
| March 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Naruto Shippuden: Ultimate Ninja Storm Revolution<br />
| 5 Oct 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Dragon Ball Z - Battle of Z<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Dragon Ball: Raging Blast<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Crazy Golf<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Sly 3: Honor Among Thieves<br />
| 4 Jul 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| One Piece: Pirate Warriors<br />
| 27 Sep 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Ultimate Mayhem (Worms 3D campaign)<br />
| 8 Feb 2022<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
| Saints Row: The Third<br />
| 30 Mar 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row: Gat out of Hell<br />
| 29 Apr 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row IV<br />
| 23 May 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Kingdom Hearts II Final Mix (HD 2.5 ReMIX)<br />
| 9 Jul 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| One Piece: Pirate Warriors 3<br />
| 24 Sep 2023<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
| Saints Row: The Third (Alternative ending)<br />
| 25 Jan 2024<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+'''SPURS Test v1.1.2 Benchmark Results, Average of 5 Runs, SPU Block Size Mega'''<br />
!|RPCS3<br />
!|CPU<br />
!|RAM<br />
!|OS<br />
!|Aval<br />
!|Pong<br />
!|War1<br />
!|War2<br />
!|Int<br />
!|Float<br />
!|Spin<br />
!|LLUC<br />
!|LLC<br />
!|PUT<br />
!|Large<br />
!|Total<br />
|-<br />
| colspan="16"; style="text-align:center; font-weight:bold;" | RPCS3 v0.0.23-13925<br />
|-<br />
| 23-13925<br />
| i9-9900KF 3.6<br />
| 2x8 2800<br />
| Windows 11 21H2<br />
| style="background: #DD0031; color: white; " | 4365<br />
| style="background: #76B900; color: white; " | 2709<br />
| style="background: #DD0031; color: white; " | 5144<br />
| style="background: #DD0031; color: white; " | 6381<br />
| style="background: #76B900; color: white; " | 3052<br />
| style="background: #76B900; color: white; " | 797<br />
| style="background: #DD0031; color: white; " | 5316<br />
| style="background: #76B900; color: white; " | 2988<br />
| style="background: #76B900; color: white; " | 2271<br />
| style="background: #76B900; color: white; " | 1385<br />
| style="background: #76B900; color: white; " | 1903<br />
| 36311<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=45006Saints Row: The Third2024-01-20T14:17:05Z<p>MarioSonic2987: Enabling Write Color Buffers and Read Color Buffers fixes broken water on the distance.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR3.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|JP=November 17, 2011|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01342, BLUS30666, NPEB00888, NPEB00890, NPUB30700|oid=BLES01343, BLKS20333|ird=Yes}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPEB90361, NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --><br />
|spu xfloat accuracy notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = Vulkan has broken water reflections.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|shader quality = <!-- High, Low, Auto --><br />
|shader quality notes =<br />
|3d rendering mode = <!-- Disabled, Anaglyph, Side-by-side, Over-under --><br />
|3d rendering mode notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = Legacy (singlethreaded)<!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = Async mode will make player's character textures black.<br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- Cubeb, XAudio2, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- Cubeb, FAudio, Disabled --><br />
|audio out linux notes = <br />
|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual --><br />
|audio format notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake, Qt --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Network configuration --><br />
|network status = <!-- Disconnected, Connected --><br />
|network status notes = <br />
|psn status = <!-- Disconnected, Simulated, RPCN --><br />
|psn status notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|accurate spu dma = <!-- On, Off --><br />
|accurate spu dma notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- On, Off --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = On<!-- On, Off --><br />
|read color buffers notes = Fixes water on the distance.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|rsx fifo accuracy = <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|vblank ntsc fixup = <!-- On, Off --><br />
|vblank ntsc fixup notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|force gpu texture scaling = <!-- On, Off --><br />
|force gpu texture scaling notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu thread count = <!-- Value between 1 to 8 --><br />
|ppu thread count notes = <br />
<!-- Recommended patches --><br />
|highly recommended patch = <!-- Mention patch names --><br />
|highly recommended patch notes = <br />
|recommended patch = <!-- Mention patch names --><br />
|recommended patch notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Loud noises on SPU LLVM===<br />
Sometimes loud noises appear when you use SPU LLVM, specially in New Colvin (east of Steelport). SPU ASMJIT doesn't have this bug.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Sonic_Adventure&diff=44846Sonic Adventure2024-01-04T19:50:01Z<p>MarioSonic2987: With "Disable Vertex Cache", fixes flashing image on transitions.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SonicAdventure.jpg}}|300px]]<br />
|developer = Sonic Team<br />
|publisher = Sega<br />
|series = Sonic the Hedgehog<br />
|date = {{vgregion|NA|September 20, 2010}}{{vgregion|EU|September 21, 2010}}{{vgregion|JP=September 29, 2010}}<br />
|release = Multi-platform<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = Action, Adventure, Platform<br />
|modes = Single-player<!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=NPEB00304, NPUB30249|oid=NPJB00083, NPHB00228|ird=NA}}<br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --><br />
|spu xfloat accuracy notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|shader quality = <!-- High, Low, Auto --><br />
|shader quality notes =<br />
|3d rendering mode = <!-- Disabled, Anaglyph, Side-by-side, Over-under --><br />
|3d rendering mode notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On<!-- On, Off --><br />
|disable vertex cache notes = Fixes flashing image between transitions.<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- Cubeb, XAudio2, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- Cubeb, FAudio, Disabled --><br />
|audio out linux notes = <br />
|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual --><br />
|audio format notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake, Qt --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Network configuration --><br />
|network status = <!-- Disconnected, Connected --><br />
|network status notes = <br />
|psn status = <!-- Disconnected, Simulated, RPCN --><br />
|psn status notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|accurate spu dma = <!-- On, Off --><br />
|accurate spu dma notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- On, Off --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable vertex cache = On<!-- On, Off --><br />
|disable vertex cache notes = Fixes flashing image on transitions.<br />
|rsx fifo accuracy = <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|vblank ntsc fixup = <!-- On, Off --><br />
|vblank ntsc fixup notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|force gpu texture scaling = <!-- On, Off --><br />
|force gpu texture scaling notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu thread count = <!-- Value between 1 to 8 --><br />
|ppu thread count notes = <br />
<!-- Recommended patches --><br />
|highly recommended patch = <!-- Mention patch names --><br />
|highly recommended patch notes = <br />
|recommended patch = <!-- Mention patch names --><br />
|recommended patch notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
There are no reported issues with this title.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content =<br />
Anchors:<br />
SonicAdventure_FullScreen: &SonicAdventure_FullScreen<br />
- [ be32, 0x00909260, 0x009b1604 ]<br />
- [ be32, 0x0090e5b0, 0x40a00000 ]<br />
- [ be32, 0x00909270, 0x40400000 ]<br />
- [ be32, 0x00909274, 0xc0400000 ]<br />
- [ be32, 0x00909278, 0xbf400000 ]<br />
- [ bef32, 0x05043f18, 0.75 ]<br />
- [ be32, 0x006d0220, 0x60000000 ]<br />
<br />
PPU-5fc2b4ea8ae9cd7a4247f28dc6af65ca1a6a9fa4:<br />
"Full Screen":<br />
Games:<br />
"Sonic Adventure":<br />
NPUB30249: [ All ]<br />
NPEB00304: [ All ]<br />
Author: "Esppiral, Margen67"<br />
Notes: "Removes the borders and makes the game take up the entire screen without stretching. Transitions are still 4:3. Breaks some startup screens."<br />
Patch Version: 1.0<br />
Patch:<br />
- [ load, *SonicAdventure_FullScreen ]<br />
"Force Japanese Voices":<br />
Games:<br />
"Sonic Adventure":<br />
NPUB30249: [ All ]<br />
NPEB00304: [ All ]<br />
Author: "Margen67"<br />
Notes:<br />
Patch Version: 1.0<br />
Patch:<br />
- [ utf8, 0x007f4432, "JP" ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=User:MarioSonic2987&diff=44025User:MarioSonic29872023-09-24T18:52:03Z<p>MarioSonic2987: One Piece: Pirate Warriors 3 finished!</p>
<hr />
<div>{| class="wikitable sortable"<br />
|+'''List of games played and finished in RPCS3'''<br />
!|Game<br />
!|Date<br />
!|CPU<br />
!|GPU<br />
!|OS<br />
|-<br />
| Saint Seiya: Brave Soldiers<br />
| March 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Naruto Shippuden: Ultimate Ninja Storm Revolution<br />
| 5 Oct 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Dragon Ball Z - Battle of Z<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Dragon Ball: Raging Blast<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Crazy Golf<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Sly 3: Honor Among Thieves<br />
| 4 Jul 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| One Piece: Pirate Warriors<br />
| 27 Sep 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Ultimate Mayhem (Worms 3D campaign)<br />
| 8 Feb 2022<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
| Saints Row: The Third<br />
| 30 Mar 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row: Gat out of Hell<br />
| 29 Apr 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row IV<br />
| 23 May 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Kingdom Hearts II Final Mix (HD 2.5 ReMIX)<br />
| 9 Jul 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| One Piece: Pirate Warriors 3<br />
| 24 Sep 2023<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+'''SPURS Test v1.1.2 Benchmark Results, Average of 5 Runs, SPU Block Size Mega'''<br />
!|RPCS3<br />
!|CPU<br />
!|RAM<br />
!|OS<br />
!|Aval<br />
!|Pong<br />
!|War1<br />
!|War2<br />
!|Int<br />
!|Float<br />
!|Spin<br />
!|LLUC<br />
!|LLC<br />
!|PUT<br />
!|Large<br />
!|Total<br />
|-<br />
| colspan="16"; style="text-align:center; font-weight:bold;" | RPCS3 v0.0.23-13925<br />
|-<br />
| 23-13925<br />
| i9-9900KF 3.6<br />
| 2x8 2800<br />
| Windows 11 21H2<br />
| style="background: #DD0031; color: white; " | 4365<br />
| style="background: #76B900; color: white; " | 2709<br />
| style="background: #DD0031; color: white; " | 5144<br />
| style="background: #DD0031; color: white; " | 6381<br />
| style="background: #76B900; color: white; " | 3052<br />
| style="background: #76B900; color: white; " | 797<br />
| style="background: #DD0031; color: white; " | 5316<br />
| style="background: #76B900; color: white; " | 2988<br />
| style="background: #76B900; color: white; " | 2271<br />
| style="background: #76B900; color: white; " | 1385<br />
| style="background: #76B900; color: white; " | 1903<br />
| 36311<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=The_Simpsons_Game&diff=43510The Simpsons Game2023-08-10T12:07:08Z<p>MarioSonic2987: Broken input is fixed by PR 14458.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:The Simpsons Game PS3.jpg}}|300px]]<br />
|developer = Visceral Games<br />
|publisher = Electronic Arts<br />
|series = The Simpsons<br />
|date = {{vgregion|NA=October 30, 2007|EU=November 2, 2007|AU=November 6, 2007}}<br />
|release = Multi-platform<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = Platform<br />
|modes = Single-player, Co-op<!-- Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=BLUS30065, BLES00142|ird=Yes}}, {{gameid|id=BLES00146|ird=No}}<br>'''''Demo'''''<br>{{gameid|id=NPEB90029, NPUB90048|ird=NA}}<br />
|internal resolution = 1280x720<br />
}}<br />
<br />
'''''The Simpsons Game''''' features an original storyline written by The Simpsons writers Tim Long and Matt Warburton. In the self-referential plot, the family discovers that they are forced to participate in another The Simpsons video game. Similar to the show, the game pokes fun at popular culture, other video games, and Electronic Arts, its publisher.<br />
<br />
The game follows the five Simpson family members—Homer, Marge, Bart, Lisa and Maggie—who learn they are part of a video game and are given superpowers to resolve several situations. Eventually, they must save their 8-bit predecessors from Will Wright, and the creator of their video game character selves, Matt Groening. The Simpson family travels to four scenarios in parodies of other games to collect key cards used to infiltrate their creator's mansion and ultimately to save their predecessors from destruction to reverse their generations old ban on video games.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --><br />
|spu xfloat accuracy notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|shader quality = <!-- High, Low, Auto --><br />
|shader quality notes =<br />
|3d rendering mode = <!-- Disabled, Anaglyph, Side-by-side, Over-under --><br />
|3d rendering mode notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- Cubeb, XAudio2, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- Cubeb, FAudio, Disabled --><br />
|audio out linux notes = <br />
|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual --><br />
|audio format notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake, Qt --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Network configuration --><br />
|network status = <!-- Disconnected, Connected --><br />
|network status notes = <br />
|psn status = <!-- Disconnected, Simulated, RPCN --><br />
|psn status notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|accurate spu dma = <!-- On, Off --><br />
|accurate spu dma notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- On, Off --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|rsx fifo accuracy = <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|vblank ntsc fixup = <!-- On, Off --><br />
|vblank ntsc fixup notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|force gpu texture scaling = <!-- On, Off --><br />
|force gpu texture scaling notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu thread count = <!-- Value between 1 to 8 --><br />
|ppu thread count notes = <br />
<!-- Recommended patches --><br />
|highly recommended patch = <!-- Mention patch names --><br />
|highly recommended patch notes = <br />
|recommended patch = <!-- Mention patch names --><br />
|recommended patch notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
*<s>When you start the game using a controller that isn't using "XInput", a message pops up saying that your controller is disconnected and pressing "start" didn't work. The workaround is simply go to the pad settings and select a controller that doesn't exist, save, return to the pad settings and select your old controller again. Alternatively, use the '''Fix pad initialization''' patch.</s> - <i>Fixed by {{pr|14458}}</i>.<br />
<br />
*Upon entering Matt Groening's mansion, you can't move Homer and switch to Bart. Restarting the emulator fixes the problem.<br />
<br />
*The '''60 FPS''' patch causes the marshmallow trampolines to not work as intended forcing the player into the chocolate lake on the initial ones then requiring a double jump to use them after that. This makes progression a bit more difficult than intended but not impossible. Furthermore the patch causes the player's to fall through the T-rex in the second mission halting progression with the patch enabled.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
{{netplay<br />
|gamever = <br />
|connect = No<!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = N/A<!-- Yes, No, Partial, Untested, N/A --><br />
|match = N/A<!-- Yes, No, Partial, Untested, N/A --><br />
|features = No<!-- Yes, No, Partial, Untested, N/A --><br />
|notes = Requires custom server.<br />
}}<br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
PPU-cfa4d1b380b8ebfa5acd59fa9378c50e3059865c:<br />
"60 FPS":<br />
Games:<br />
"The Simpsons Game":<br />
BLES00142: [ 01.00 ]<br />
BLES00146: [ 01.00 ]<br />
BLUS30065: [ 01.00 ]<br />
Author: "illusion"<br />
Notes:<br />
Patch Version: 1.0<br />
Patch:<br />
- [ byte, 0x005b4ebf, 0x01 ]<br />
}}<br />
{{patch<br />
|type = Canary<br />
|version = 1.2<br />
|content = <br />
PPU-cfa4d1b380b8ebfa5acd59fa9378c50e3059865c:<br />
"Fix pad initialization":<br />
Games:<br />
"The Simpsons Game":<br />
BLES00142: [ 01.00 ]<br />
BLES00146: [ 01.00 ]<br />
BLUS30065: [ 01.00 ]<br />
Author: "nastys"<br />
Notes: "Fixes pad initialization when using the keyboard handler."<br />
Patch Version: 1.0<br />
Patch:<br />
- [ be32, 0x0044eba0, 0x60000000 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Yakuza_Ishin!&diff=34749Yakuza Ishin!2023-04-07T10:18:58Z<p>MarioSonic2987: The remake is now released.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:YIshinCover.jpg}}|300px]]<br />
|developer = Ryu Ga Gotoku Studio<br />
|publisher = Sega<br />
|series = Yakuza<br />
|date = {{vgregion|JP=February 22, 2014}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure, Hack and slash<br />
|modes = Single-player <!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=BLJM61149, NPJB00532|ird=Yes}}<br>'''''Demo'''''<br>{{gameid|id=NPJB90690|ird=NA}}<br />
|wikipedia = https://en.wikipedia.org/wiki/Ryū_ga_Gotoku_Ishin!<br />
}}<br />
<br />
'''''Ryū ga Gotoku Ishin!''''' (<u>Japanese</u>: 龍が如く 維新!, lit. ''Like a Dragon Restoration!''), unofficially known as Yakuza Ishin!, is a spin-off game in the Yakuza series. Set in the chaotic Bakumatsu period (between 1853 and 1867), Sakamoto Ryōma is distressed resulting from conflicting pressures and uncertainty about one's self and role in the society. Being embroiled in the middle of a Tosa coup d'état and bent on finding the murderer who assassinated his mentor, Ryoma burrows himself with a hidden identity in the streets of Kyoto and joins the grim Shinsengumi. Despite being the second Yakuza series spin-off set in samurai era instead of modern-day Japan, this game is unrelated to [[Yakuza Kenzan!]], which was released in 2008 on the PlayStation 3. Yakuza Kenzan! is set two centuries before Yakuza Ishin!, hence the plots are not related with each other since both games focus on different characters, the historical figures of Miyamoto Musashi (1584-1645) and Sakamoto Ryōma (1836-1867) respectively.<br><br>A remake, '''''Like a Dragon: Ishin!''''' (Japanese: 龍が如く 維新! 極, lit. ''Like a Dragon: Restoration! Extreme''), was announced in September 2022 and was released in February 2023.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = Mega <!-- Safe, Mega, Giga --><br />
|spu block size notes = No improvement to performance but reduces the number of SPU cache objects.<br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = Auto<!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = Use 60 instead if using Vblank to reach 60fps<br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = Relaxed <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = Improves performance when paired with SPU MLAA patch.<br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On<!-- On, Off --><br />
|write color buffers notes = Optional. Reduces performance, but fixes visual issues when using Force CPU Blit<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = As Host<br />
|sleep timers accuracy notes = Improves performance.<br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = 120<!-- Value between 1 to 500 --><br />
|vblank rate notes = Optional. Allows for 60fps gameplay, requires framelimiter set to 60 instead of Auto to fix menu gamespeed. Some minigames will be sped up.<br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = On<!-- On, Off --><br />
|force cpu blit emulation notes = Optional. Reduces performance but improves upscaling quality. Requires Write Color Buffers and MLAA Patch to negate the visual issues<br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = On <!-- On, Off --><br />
|accurate getllar notes = Reduces random crashing.<br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
===Random Crashing - <i>{{issue|4489}}</i>===<br />
The game currently suffers from random crashing without any log output. Enable Accurate GETLLAR to reduce the amount of crashes.<br />
<br />
===Sun / Lens Flare goes through objects - <i>{{issue|4489}}</i>===<br />
The sun shines through everything.<br />
<br />
===Room with wrong colors - <i>{{issue|4489}}</i>===<br />
A specific room during a story mission will show incorrect lighting, looking like a cartoon world.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
===SPU MLAA removal patch===<br />
Thanks to Whatcookie, a [[Help:Game Patches/SPU#Disable SPU MLAA|SPU MLAA removal patch]] is available for this title. Do note, it won't work at 100% resolution scale, needs to be either above or below. No visual issues were found using the patch.<br />
<br />
{{netplay<br />
|gamever = 1.08<br />
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = No <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = No <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = [https://cdn.discordapp.com/attachments/319224795785068545/907711141885669386/RPCS3.log.gz RPCS3.log.gz]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=The_Sly_Collection&diff=34232The Sly Collection2023-03-08T20:27:35Z<p>MarioSonic2987: /* Known Issues */ Broken autosave function when overwriting save data in Sly 2 and 3 is now fixed in PR 13492.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:Sly collection.jpg}}|300px]]<br />
|developer = Sanzaru Games, Sucker Punch Productions<br />
|publisher = Sony Computer Entertainment<br />
|series = Sly Cooper<br />
|date = {{vgregion|NA=November 9, 2010|AU=December 2, 2010}}{{vgregion|EU=December 3, 2010}}{{vgregion|JP=January 27, 2011}}<br />
|release = PlayStation exclusive<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = Platform, Stealth, Action, Adventure<br />
|modes = Single-player, Co-op<!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = '''''Sly Cooper and the Thievius Raccoonus'''''<br>{{gameid|id=NPEA00341, NPUA80663|ird=NA}}<br>'''''Sly 2: Band of Thieves'''''<br>{{gameid|id=NPEA00342, NPUA80664|ird=NA}}<br>'''''Sly 3: Honor Among Thieves'''''<br>{{gameid|id=NPEA00343, NPUA80665|ird=NA}}<br>'''''The Sly Collection'''''<br>{{gameid|id=BCES00968, BCUS98246|ird=Yes}}, {{gameid|id=BCES00982, BCJS30061|ird=No}}<br />
|wikipedia = https://en.wikipedia.org/wiki/Sly_Cooper#The_Sly_Collection<br />
}}<br />
<br />
'''''The Sly Collection''''' (titled '''The Sly Trilogy''' in PAL regions and '''Sly Cooper Collection''' in Asia) is a remastered port of the first three-game games in the series - ''Sly Cooper and the Thievius Raccoonus'', ''Sly 2: Band of Thieves'' and ''Sly 3: Honor Among Thieves'', released for the PlayStation 3 on a single Blu-ray Disc as a Classics HD title. The games were ported by Sanzaru Games and includes a set of mini-games.<br />
<br />
'''''Sly Cooper and the Thievius Raccoonus''''' (known as ''Sly Raccoon'' in Europe and Australia) was created by Sucker Punch Productions and released on the PlayStation 2 in 2002. The game focuses on master thief ''Sly Cooper'' and his gang, ''Bentley the Turtle'' and ''Murray the Hippo'', as they seek out the ''Fiendish Five'' to recover his family's "Thievius Raccoonus", a book with the accumulation of all of Sly's ancestors' thieving moves. The game was praised for using a variation on cel-shading rendering, which is used to create a film noir feel, while still rendered as a hand-drawn animated movie, though criticized for being too short.<br />
<br />
'''''Sly 2: Band of Thieves''''' was the sequel to the game Sly Cooper and the Thievius Raccoonus and was released in 2004 for PlayStation 2. The game received critical acclaim and is often considered to be one of the greatest PlayStation 2 games of all time. The game has a variety of changes, particularly in level design. The ultimate goal is to acquire Clockwerk parts, one or more of which can be found per world. Sly 2 features a health meter for characters such as Sly, Bentley and Murray, replacing the "charm system" of the first game. Other changes include missions where the player controls Bentley or Murray, who have their own unique skills and are able to do much more than in the previous game.<br />
<br />
'''''Sly 3: Honor Among Thieves''''' was released in 2005 for the PlayStation 2. It is the third game in the Sly Cooper franchise. Sly 3 has optional 3-D stages, and comes with a pair of 3-D glasses inside the manual. The game received generally positive reviews from the gaming press. New variations in the game include additional playable characters besides those of Sly, Murray and Bentley. An offline multiplayer mode is included, along with challenges and extra movies unlocked for specific game completion percentages. The multiplayer games are: Cops and Robbers, Hackathon, Bi-Plane Duel, and Galleon Duel. Challenges are missions that are set with specific standards, along with a Treasure Hunt mission for each world attained at the end of the game.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = 60<!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = Game speed is tied to 60 FPS so going above it will cause the game to run too fast.<br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
<br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
<br />
Sly 1 - Some minor sound effects are missing and the game may crash upon beating the Crocodile boss or the Final boss when you unlock a trophy. Upon beating the boss again this will not happen. ''(Need to check if this still occurs)''<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
===Custom Icon Art by Jjw410===<br />
Custom replacement icon art by user [[User:Jjw410|Jjw410]]. Can be switched with original icon by renaming the image "ICON0.PNG" and replacing the file of the same name in the game's "PS3_GAME" directory (it is recommended to retain the original art for safety). The Author has removed the background and has given the logo a subtle white glow to match that of the Jak Trilogy's icon.<br />
<br />
[[File:Sly Trilogy ICON0.PNG|300px]]<br />
<br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
PPU-4954615ba4883e0799e933ee8619098b26830416:<br />
"Flat Lighting":<br />
Games:<br />
"Sly Cooper and the Thievius Raccoonus":<br />
NPUA80663: [ 01.00 ]<br />
Author: "VelocityRa"<br />
Notes: "Removes shadows and fog."<br />
Patch Version: 2.2<br />
Patch:<br />
- [ be32, 0x001300a8, 0xeda00024 ]<br />
"Spooky Lighting":<br />
Games:<br />
"Sly Cooper and the Thievius Raccoonus":<br />
NPUA80663: [ 01.00 ]<br />
Author: "VelocityRa"<br />
Notes: "Changes light colors in an unpredictable manner."<br />
Patch Version: 2.2<br />
Patch:<br />
- [ be32, 0x001300a8, 0xedad6824 ]<br />
"Unskippable Images Intro Skip":<br />
Games:<br />
"Sly Cooper and the Thievius Raccoonus":<br />
NPUA80663: [ 01.00 ]<br />
Author: "VelocityRa"<br />
Notes: "Skips the \"Warning\" & Sanzaru logo intro/splash images."<br />
Patch Version: 2.2<br />
Patch:<br />
- [ be32, 0x0039d190, 0x00000000 ]<br />
<br />
PPU-d3a99698275b4203d42c7aeccc053299a5811804:<br />
"Unskippable Images Intro Skip":<br />
Games:<br />
"Sly 2: Band of Thieves":<br />
NPEA00342: [ 01.00 ]<br />
Author: "VelocityRa"<br />
Notes: "Skips the \"WARNING\" & Sanzaru logo intro/splash images."<br />
Patch Version: 2.2<br />
Patch:<br />
- [ be32, 0x003fe780, 0x00000000 ]<br />
<br />
PPU-3675007cd4110c6e8c2c297e6dde41799e05198c:<br />
"Infinite Draw Distance":<br />
Games:<br />
"Sly 3: Honor Among Thieves":<br />
NPUA80665: [ 01.00 ]<br />
Author: "VelocityRa"<br />
Notes: "Renders all objects, even ones that are far away."<br />
Patch Version: 2.2<br />
Patch:<br />
- [ bef32, 0x0048d148, 0 ]<br />
- [ be32, 0x00099d94, 0xfc000028 ]<br />
- [ be32, 0x0004cd24, 0xfc000028 ]<br />
- [ be32, 0x0005b7d0, 0xfc000028 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row_IV&diff=33682Saints Row IV2023-02-26T01:21:42Z<p>MarioSonic2987: With Async shader compilation, player character will be completely black.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR4.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = Deep Silver<br />
|series = Saints Row<br />
|date = {{vgregion|NA=August 20, 2013|EU=August 23, 2013|AU=September 12, 2013}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Co-op, Multiplayer<br />
|gameid = {{gameid|id=BLES01889, BLUS31205, NPEB01404, NPUB31257|oid=BLES01954, BLJS10246, NPJB00551|ird=Yes}}<br>'''''Game of the Century Edition'''''<br>{{gameid|id=BLES02019|oid=BLUS31416|ird=Yes}}<br>'''''Inauguration Station'''''<br>{{gameid|id=NPEB90502|oid=NPUB90965|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row IV''''' is an open world action-adventure video game where the playable character is the leader of the 3rd Street Saints, a street gang that has become the world's most powerful and popular organization, and must fend off an alien invasion after becoming President of the United States and receiving superpowers. The player is free to explore their environment while completing main and side missions at their leisure. The game incorporates elements from science fiction video games and films, and continues the series' reputation for over-the-top parody.<br />
<br />
The game was Volition's first after its sale to Koch Media in early 2013. The supernatural and superpower concept for the game started in Enter the Dominatrix, a cancelled expansion planned for Saints Row: The Third, which the team expanded into Saints Row IV. Volition later released a "director's cut" of Enter the Dominatrix as downloadable content for Saints Row IV alongside ''How the Saints Saved Christmas'', other weapons, costumes, and vehicle packs, and a standalone expansion, [[Saints Row: Gat out of Hell]] (which serves as the epilogue to the story). Saints Row IV received several limited and summative edition releases, and was briefly banned in Australia. Critics praised Saints Row IV's humor and character customization options, but criticized its lack of challenge. It sold over one million copies in its first week.<br />
<br />
'''''Inauguration Station''''' is a character creation tool released as free downloadable content. The Inauguration Station allows a player to customize and dress characters to upload for use in Saints Row IV.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = Legacy (singlethreaded)<!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = Async mode will make player's character textures black.<br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=33681Saints Row: The Third2023-02-26T01:20:01Z<p>MarioSonic2987: With Async shader compilation, player character will be completely black.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR3.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|JP=November 17, 2011|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Co-op, Multiplayer<br />
|gameid = {{gameid|id=BLES01342, BLUS30666, NPEB00888, NPEB00890, NPUB30700|oid=BLES01343|ird=Yes}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPEB90361, NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = Vulkan has broken water reflections.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = Legacy (singlethreaded)<!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = Async mode will make player's character textures black.<br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Loud noises on SPU LLVM===<br />
Sometimes loud noises appear when you use SPU LLVM, specially in New Colvin (east of Steelport). SPU ASMJIT doesn't have this bug.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row_IV&diff=33275Saints Row IV2023-02-06T20:01:42Z<p>MarioSonic2987: /* Configuration */ Blue fog when clusters are on screen is now fixed.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR4.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = Deep Silver<br />
|series = Saints Row<br />
|date = {{vgregion|NA=August 20, 2013|EU=August 23, 2013|AU=September 12, 2013}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Co-op, Multiplayer<br />
|gameid = {{gameid|id=BLES01889, BLUS31205, NPEB01404, NPUB31257|oid=BLES01954, BLJS10246, NPJB00551|ird=Yes}}<br>'''''Game of the Century Edition'''''<br>{{gameid|id=BLES02019|oid=BLUS31416|ird=Yes}}<br>'''''Inauguration Station'''''<br>{{gameid|id=NPEB90502|oid=NPUB90965|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row IV''''' is an open world action-adventure video game where the playable character is the leader of the 3rd Street Saints, a street gang that has become the world's most powerful and popular organization, and must fend off an alien invasion after becoming President of the United States and receiving superpowers. The player is free to explore their environment while completing main and side missions at their leisure. The game incorporates elements from science fiction video games and films, and continues the series' reputation for over-the-top parody.<br />
<br />
The game was Volition's first after its sale to Koch Media in early 2013. The supernatural and superpower concept for the game started in Enter the Dominatrix, a cancelled expansion planned for Saints Row: The Third, which the team expanded into Saints Row IV. Volition later released a "director's cut" of Enter the Dominatrix as downloadable content for Saints Row IV alongside ''How the Saints Saved Christmas'', other weapons, costumes, and vehicle packs, and a standalone expansion, [[Saints Row: Gat out of Hell]] (which serves as the epilogue to the story). Saints Row IV received several limited and summative edition releases, and was briefly banned in Australia. Critics praised Saints Row IV's humor and character customization options, but criticized its lack of challenge. It sold over one million copies in its first week.<br />
<br />
'''''Inauguration Station''''' is a character creation tool released as free downloadable content. The Inauguration Station allows a player to customize and dress characters to upload for use in Saints Row IV.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=33274Saints Row: The Third2023-02-06T19:59:53Z<p>MarioSonic2987: Broken graphics in OpenGL are fixed.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:SR3.jpg}}|300px]]<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|JP=November 17, 2011|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Co-op, Multiplayer<br />
|gameid = {{gameid|id=BLES01342, BLUS30666, NPEB00888, NPEB00890, NPUB30700|oid=BLES01343|ird=Yes}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPEB90361, NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = Vulkan has broken water reflections.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Loud noises on SPU LLVM===<br />
Sometimes loud noises appear when you use SPU LLVM, specially in New Colvin (east of Steelport). SPU ASMJIT doesn't have this bug.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Grand_Theft_Auto_V&diff=33207Grand Theft Auto V2023-02-01T16:09:27Z<p>MarioSonic2987: Flickering rainbow glitches are now fixed. Water still looks wrong.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:GTAV.jpg}}|300px]]<br />
|developer = Rockstar Games<br />
|publisher = Rockstar Games<br />
|series = Grand Theft Auto<br />
|date = September 17, 2013<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01807, BLUS31156, NPEB01283, NPUB31154|oid=BLJM61019|ird=Yes}}, {{gameid|oid=BLJM61182, BLJM61304, NPJB00516|ird=No}}<br />
}}<br />
<br />
'''''Grand Theft Auto V''''' is the first main entry in the Grand Theft Auto series since 2008's Grand Theft Auto IV. Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three protagonists—retired bank robber Michael De Santa, street gangster Franklin Clinton, and drug dealer and arms smuggler Trevor Philips—and their efforts to commit heists while under pressure from a corrupt government agency and powerful criminals. The open world design lets players freely roam San Andreas' open countryside and the fictional city of Los Santos, based on Los Angeles.<br />
<br />
The game is played from a third-person perspective, and its world is navigated on foot and by vehicle. Players control the three lead protagonists throughout single-player and switch among them, both during and outside missions. The story is centred on the heist sequences, and many missions involve shooting and driving gameplay. A "wanted" system governs the aggression of law enforcement response to players who commit crimes. Grand Theft Auto Online, the game's online multiplayer mode, lets up to 30 players engage in a variety of different cooperative and competitive game modes.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = 128x128 <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = Lower values will cause severe, striped visual artifacting in the sky if the render resolution is upscaled beyond 100%.<br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing lighting outdoors.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = On <!-- On, Off --><br />
|accurate rsx reservation access notes = Prevents random freezing/crashing while playing the game.<br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = On <!-- On, Off --><br />
|write depth buffers notes = Fixes missing raindrops.<br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|rsx fifo accuracy = Atomic <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = Massive stability improvement that allows Driver Wake-Up Delay to be left at the default value of 1 μs.<br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes =<br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not fully playable due to broken water reflections that can cause intermittent flickering of bright colors at certain camera angles, even with the fixes above.<br />
<br />
Fortunately, GTA V has a 'checkpoint skip' feature which allows you to get through missions such as 'The Merryweather Heist' by dying 3 times and skipping to the next checkpoint which isn't in the water.<br />
<br />
===Graphical rendering issues===<br />
This game suffers from some graphical rendering issues.<br />
<br />
At this time, reflections are broken when the player is close to bodies of water.<br />
<br />
Rain reflections on wet terrain also do not render correctly, and certain objects may at times appear translucent or render with minor artifacting at object edges that are in front of the sky.<br />
<br />
Intermittent vertex explosions may also occur while driving vehicles under sunny conditions.<br />
<br />
See {{issue|3959}} for further details.<br />
<br />
==Special Notes==<br />
<br />
If the game is failing to load data from disk (which can present as random freezing in-game especially when loading new terrain, or simply just getting stuck at the loading screen when attempting to boot the game), try disabling TSX if it is enabled. This was an issue on older builds of RPCS3, but seems to have been fixed.<br />
<br />
{{netplay<br />
|gamever = 1.00<br />
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = No <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = No <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = Requires Custom server [https://cdn.discordapp.com/attachments/738838647176036393/740199542569435146/RPCS3.log LOG]<br />
}}<br />
<br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
Anchors:<br />
unlock60FpsNotes: &unlock60FpsNotes<br />
"Allows the game to run at 60 FPS when the VBlank frequency is set to 120 Hz.\n\n※ While this patch does set the frame limit to be half of the VBlank frequency, the game will not actually run any higher than 62 FPS except during the legal/copyright notice screen that is shown at boot."<br />
skipRockstarBootLogoNotes: &skipRockstarBootLogoNotes<br />
"Skips the Rockstar boot logo, like the PS5 version.\n\n※ Does not skip the legal/copyright notice screen."<br />
<br />
PPU-e2d0208186c8a9456d5eb143bb695ec356b195a0:<br />
"Unlock Framerate to 60 FPS":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLJM61019: [ 02.24 ]<br />
NPJB00516: [ 01.23 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *unlock60FpsNotes<br />
Patch:<br />
- [ be16, 0x004a0dc4, 0x4800 ]<br />
"Skip Rockstar Boot Logo":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLJM61019: [ 02.24 ]<br />
NPJB00516: [ 01.23 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *skipRockstarBootLogoNotes<br />
Patch:<br />
- [ byte, 0x0180f830, 0x0 ]<br />
<br />
PPU-7b0b0796c3ac6b1274a290bd74c87c48fb459e69:<br />
"Unlock Framerate to 60 FPS":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLJM61019: [ 01.00 ]<br />
NPJB00516: [ 01.00 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *unlock60FpsNotes<br />
Patch:<br />
- [ be16, 0x0043678c, 0x4800 ]<br />
"Skip Rockstar Boot Logo":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLJM61019: [ 01.00 ]<br />
NPJB00516: [ 01.00 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *skipRockstarBootLogoNotes<br />
Patch:<br />
- [ byte, 0x01680860, 0x0 ]<br />
<br />
PPU-33546066628b10ec09f08a3c29c15611f9e65493:<br />
"Unlock Framerate to 60 FPS":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLUS31156: [ 01.27 ]<br />
NPUB31154: [ 01.27 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *unlock60FpsNotes<br />
Patch:<br />
- [ be16, 0x004a7394, 0x4800 ]<br />
"Skip Rockstar Boot Logo":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLUS31156: [ 01.27 ]<br />
NPUB31154: [ 01.27 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *skipRockstarBootLogoNotes<br />
Patch:<br />
- [ byte, 0x0182a4b0, 0x0 ]<br />
<br />
PPU-51eaefa466f3e26a4108f825e9b0856ee079aa2b:<br />
"Unlock Framerate to 60 FPS":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLUS31156: [ 01.00 ]<br />
NPUB31154: [ 01.00 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *unlock60FpsNotes<br />
Patch:<br />
- [ be16, 0x0043b7dc, 0x4800 ]<br />
"Skip Rockstar Boot Logo":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLUS31156: [ 01.00 ]<br />
NPUB31154: [ 01.00 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *skipRockstarBootLogoNotes<br />
Patch:<br />
- [ byte, 0x01698260, 0x0 ]<br />
<br />
PPU-70a481398fc3e934446bc53c8e888d92cbcc62be:<br />
"Unlock Framerate to 60 FPS":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLES01807: [ 01.27 ]<br />
NPEB01283: [ 01.27 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *unlock60FpsNotes<br />
Patch:<br />
- [ be16, 0x004a0e34, 0x4800 ]<br />
"Skip Rockstar Boot Logo":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLES01807: [ 01.27 ]<br />
NPEB01283: [ 01.27 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *skipRockstarBootLogoNotes<br />
Patch:<br />
- [ byte, 0x0180f7b0, 0x0 ]<br />
<br />
PPU-e5f9e0a066e4170a3251451b7ecd9b1a55da7c57:<br />
"Unlock Framerate to 60 FPS":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLES01807: [ 01.00 ]<br />
NPEB01283: [ 01.00 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *unlock60FpsNotes<br />
Patch:<br />
- [ be16, 0x004367fc, 0x4800 ]<br />
"Skip Rockstar Boot Logo":<br />
Games:<br />
"Grand Theft Auto V (Grand Theft Auto 5)":<br />
BLES01807: [ 01.00 ]<br />
NPEB01283: [ 01.00 ]<br />
Author: "illusion, Karen/あけみ (akemin_dayo)"<br />
Patch Version: 1.0<br />
Notes: *skipRockstarBootLogoNotes<br />
Patch:<br />
- [ byte, 0x016808e0, 0x0 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Default_Settings&diff=32968Help:Default Settings2023-01-14T17:01:02Z<p>MarioSonic2987: Added and updated some settings, according to 0.0.26-14568.</p>
<hr />
<div>Below is the default configuration for the emulator. Not all options mentioned below are mandatory. For example, options such as ''Resolution Scale'' and ''Anisotropic Filter'' can be increased if your graphics card can handle the additional load whereas ''Approximate xfloat'' should be disabled with weaker CPUs on games that will work fine without it. If the game has graphical glitches, you may also need to enable ''Write Color Buffers or Read Color Buffers'' to fix them. For best performance, read the description for each option carefully and also refer to the specific configurations mentioned for each game page.<br />
<br />
==CPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''PPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Recompiles the game's executable once before running it for the first time. By far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if PPU LLVM Recompiler doesn't work. <br>'''Interpreter (static)''': This is the most accurate option. Interpreter (slow). Try this if PPU Recompiler doesn't work.<br />
|-<br />
|'''SPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Fastest option with very good compatibility. Recompiles the game's SPU LLVM cache before running which adds extra start-up time. If you experience issues, use the ASMJIT Recompiler. <br>'''ASMJIT Recompiler''': Fast option with very good compatibility. If unsure use this option. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if SPU Recompiler (LLVM) and ASMJIT doesn't work. <br>'''Interpreter (static)''': Slowest option. Try this if SPU Recompiler (LLVM), ASMJIT, and Dynamic do not work.<br />
|-<br />
|'''SPU XFloat Accuracy'''||Approximate XFloat||Control accuracy to SPU float vectors processing.<br>Fixes bugs in various games at the cost of performance.<br>This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Enable SPU loop detection'''||Off||Try to detect loop conditions in SPU kernels and use them as scheduling hints. <br>Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases.<br />
|-<br />
|'''Increase AVX-512 instruction width'''||Off||Enables the use of code with full width AVX-512.<br>This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.<br>Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.<br>Only available with CPUs that support AVX-512.<br />
|-<br />
|'''Max Power saving CPU-preemptions'''||0||Reduces CPU usage and power consumption, on mobile devices improves battery life. ('''0''' means disabled)<br>Higher values cause a more pronounced effect, but may cause audio or performance issues. A value of 50 or less is recommended.<br>This option forces an FPS limit because it's active when framerate is stable.<br>The lighter the game is on the hardware, the more power is saved by it. (Until the preemption count barrier is reached)<br />
|-<br />
|'''TSX instructions'''||Enabled||Enable usage of TSX instructions. <br>Needs to be forced on some Haswell or Broadwell CPUs. Forcing this on older Hardware can lead to system instability, use it with caution. Also needs to be forced if TSX-FA is detected.<br />
|-<br />
|'''SPU block size'''||Safe||This option controls the SPU analyser, particularly the size of compiled units. <br>Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. <br>Use the Safe mode for maximum compatibility.<br />
|-<br />
|'''Preferred SPU threads'''||Auto||Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. <br>Please note that the best value depends on the individual game and specific CPU being used, so users need to try different values themselves. <br>Leave this on ''Auto'' if performance is negatively affected when setting a small value.<br />
|-<br />
|'''Thread Scheduler'''||Operating System||Control how RPCS3 utilizes the threads of your system.<br>Each option heavily depends on the game and on your cpu. It is recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported for CPUs with less than 12 logical threads.<br />
|}<br />
<br />
==GPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Renderer'''||Vulkan||Vulkan is the fastest renderer while OpenGL is the most accurate renderer. If unsure, use Vulkan. <br>Should you have any compatibility issues when using Vulkan, fall back to OpenGL.<br />
|-<br />
|'''Graphics device'''||NA||On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL.<br />
|-<br />
|'''Aspect ratio'''||16:9||Leave this on 16:9 unless you have a 4:3 monitor.<br />
|-<br />
|'''Framelimit'''||Auto||Most games have a built in frame limit. By using RPCS3's framelimiter simultaneously with the game one you may only hurt performance. Setting the framelimit to Off is the best option as it performs faster. <br>Only use framelimiter if a game runs too fast without it. Some games may crash if the framerate is too high. If that happens, set value to anything other than ''Off''.<br />
|-<br />
|'''Anisotropic filter'''||Auto||Modern GPUs can handle this setting fine, even at 16x. Keep this on Auto if you want to use the original settings used by a real PS3. May break some Unreal Engine games if set to anything except auto. Higher values increase sharpness of textures on sloped sufaces at the cost of GPU resources. If unsure give 16x a try.<br />
|-<br />
|'''Anti-aliasing'''||Auto||Emulates PS3 multisampling layout.<br>Can fix some visual artifacts in some games.<br>Low to moderate performance hit depending on your GPU hardware.<br />
|-<br />
|'''ZCULL accuracy'''||Precise (slowest)||Changes ZCULL report synchronization behavior. Experiment to find the best option for your game.<br>'''Precise''' is the most accurate to PS3 behaviour.<br>'''Approximate''' is a faster way to generate occlusion data which may not always match what the PS3 would generate.<br>'''Relaxed''' changes the synchronization method completely and can improve performance and break visual effects in some games.<br />
|-<br />
|'''Shader quality'''||High||Controls the precision level of generated shaders. Low precision generates much faster code depending on the hardware, but can sometimes generate minor visual glitches or flicker.<br />
|-<br />
|'''Default resolution'''||1280x720||In most cases, do not change resolution in settings, leave it at ''1280x720''. Any other setting may result in compatibility issues and performance decrease. <br>If you wish to try setting the resolution higher to 1920x1080, you '''MUST''' check the compatible resolutions for the game from the game list to ensure that it can support such a resolution. <br>Forcing such resolution on games that do not support it will result in significant issues. <br>Using resolutions lower than ''1280x720'' will not improve performance.<br />
|-<br />
|'''Resolution scale'''||100%||Scales the game's resolution by the given percentage of the base resolution set in the above option. Set this value to 100% if you want to use the normal resolution. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Resolution scale threshold'''||16 x 16||Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. Do not touch this setting if you are unsure. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''FSR'''||Disabled||AMD FidelityFX Super Resolution upscaling filter. FSR will attempt to handle upscaling with a reduced VRAM usage for games that have high VRAM usage. May cause visual artifacts. Does not currently work with stereo 3D output or OpenGL at the moment. If unsure use Resolution scaler instead.<br />
|-<br />
|'''Shader mode'''||Async (multi threaded)||'''Legacy (single threaded)''': Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.<br>'''Async (multi threaded)''': This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in.<br>'''Async with shader interpreter''': Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.<br>'''Shader interpreter only''': All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental.<br />
|-<br />
|'''Number of shader compiler threads'''||Auto||Number of threads to use for the shader compiler backend.<br>Only has an impact when shader mode is set to one of the asynchronous modes.<br />
|-<br />
|'''Write color buffers'''||Off||Enable this option if you get missing graphics or broken lighting ingame. <br>Might degrade performance and introduce stuttering in some cases.<br />
|-<br />
|'''Strict rendering mode'''||Off||Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. <br>Overrides settings for ''Resolution Scale'' and ''Resolution Scale Threshold'' and enforces default values. <br>It is meant to disable all the shortcuts in the rendering path, and as such it trades speed and resolution options for the enhanced compatibility.<br />
|-<br />
|'''VSync'''||Off||By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.<br />
|-<br />
|'''Stretch to display area'''||Off||Overrides the aspect ratio and stretches the image to the full display area. Useful for games that have an ultrawide (21:9 or 32:9) patch available.<br />
|-<br />
|'''Enable 3D'''||Off||Enables 3D stereo rendering.<br>Note that only anaglyph viewing is supported at the moment.<br />
|-<br />
|'''Disable vertex cache'''||Off||Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance.<br />
|-<br />
|'''Multithreaded RSX'''||Off||Offloads some RSX operations to a secondary thread. <br>May improve performance for some high-core processors. May cause slowdown in some situations due to the extra worker thread load.<br />
|-<br />
|'''Asynchronous texture streaming'''||Off||Stream textures to GPU in parallel with 3D rendering.<br>Can improve performance on more powerful GPUs that have spare headroom.<br>Only works with Vulkan renderer.<br />
|}<br />
<br />
==Audio configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Audio output'''||Cubeb||Cubeb is the recommended option and should be used whenever possible. <br>'''Windows''': XAudio2 is the next best alternative. <br>'''Linux''': PulseAudio is the next best alternative.<br />
|-<br />
|'''Audio format'''||Stereo||Determines the sound format.<br>Configure this setting if you want to switch between stereo and surround sound.<br>Changing these values requires a restart of the game.<br>The manual setting will use your selected formats while the automatic setting will let the game choose from all available formats.<br />
|-<br />
|'''Convert to 16-bit'''||Off||Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound.<br />
|-<br />
|'''Dump to file'''||Off||Saves all audio as a raw wave file. If unsure, leave this unchecked.<br />
|-<br />
|'''Music handler'''||Qt||Currently only used for cellMusic emulation.<br>Select Qt to use the default output device of your operating system.<br>This may not be able to play all audio formats.<br />
|-<br />
|'''Volume'''||100%||Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars. <br />
|-<br />
|'''Enable buffering'''||On||Enables audio buffering, which reduces crackle and stutter but increases audio latency (requires Cubeb or XAudio2).<br />
|-<br />
|'''Audio buffer duration'''||100ms||Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Enable time stretching'''||Off||Reduces crackle and stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. <br>Requires audio buffering to be enabled.<br />
|-<br />
|'''Time stretching threshold'''||75%||Buffer fill level (in percentage) below which time stretching will start. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Microphone type'''||Null||Standard should be used for most games. <br>Singstar emulates a singstar device and should be used with Singstar games. <br>Real Singstar should only be used with a REAL Singstar device with Singstar games. <br>Rocksmith should be used with a Rocksmith dongle.<br />
|}<br />
<br />
==I/O configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Keyboard handler'''||Null||Some games support native keyboard input. Basic will work in these cases.<br />
|-<br />
|'''Mouse handler'''||Basic||Some games support native mouse input. Basic will work in these cases.<br />
|-<br />
|'''Move handler'''||Null||PlayStation Move support is not implemented, leave this on null. <br>'''Fake''': Experimental! This maps Move controls to DS4 controller mappings.<br />
|-<br />
|'''Path handler mode'''||Single-threaded||'''Single-threaded''': All pad handlers run on the same thread sequentially.<br>'''Multi-threaded''': Each pad handler has its own thread.<br>Only use multi-threaded if you can spare the extra threads.<br />
|-<br />
|'''Enable background input'''||On||Allows pad and keyboard input while the game window is unfocused.<br />
|-<br />
|'''Show PlayStation Move cursor'''||Off||Shows the raw position of the PS Move input.<br>This can be very helpful during calibration screens.<br />
|-<br />
|'''Camera input'''||Unknown||Depending on the game you may need to select a specific camera type.<br />
|-<br />
|'''Camera handler'''||Null||select QT to use the default camera device on your Operating System.<br />
|-<br />
|'''Camera'''||Default||Select the camera that you want to use during gameplay.<br />
|-<br />
|'''Camera Flip'''||No||Flips camera either Veritcally, horizontally, or both.<br />
|-<br />
|'''Buzz! emulated controller'''||Null (use real Buzzers)||Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.<br>Select Null if the game has support for DualShock or if you have real Buzz! controllers.<br />
|-<br />
|'''DJ Hero Emulated Turntable'''||Null||Emulates a DJ Hero Turntable. Not needed if you have a real turntable or the game supports DualShock controllers. You can use emulated turntables at the same time as real turntables.<br />
|-<br />
|'''Guitar Hero Live emulated guitar'''||Null||Emulates a Guitar Hero Live controller, Not needed if you have a real Guitar Hero Live controller or the game supports DualShock controllers. You can use emulated guitars at the same time as real guitars.<br />
|}<br />
<br />
==System configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Console language'''||English (US)||Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. <br>It is recommended leaving this on a language supported by the game.<br />
|-<br />
|'''Console region'''||America||The console region defines the license area of the PS3.<br>Depending on the license area, some games may not work.<br />
|-<br />
|'''Enter button assignment'''||Enter with cross||The button used for enter/accept/confirm in system dialogs. You can change this to use the circle button instead, which is the default configuration on Japanese systems and in many Japanese games. <br>In these cases, having the cross button assigned can often lead to confusion.<br />
|-<br />
|'''Clear disk cache automatically'''||Off||Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. <br>Default wipe size is set to 5120MB. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Keyboard type'''||English keyboard (US Standard)||Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported.<br />
|-<br />
|'''Console time'''||Current time||Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.<br>Can be reset to current wallclock time by clicking '''Set to Now'''.<br />
|-<br />
|'''Homebrew: Enable /host_root/'''||Off||Required for some homebrew applications. If unsure, don't use this option.<br />
|}<br />
<br />
==Network configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Network status'''||Disconnected||If set to Connected, RPCS3 will allow programs to use our internet connection.<br />
|-<br />
|'''DNS'''||8.8.8.8||DNS used to resolve hostname by applications.<br />
|-<br />
|'''IP/Host switches'''||||DNS Swap List.<br />
|-<br />
|'''Bind address'''||0.0.0.0||Interface IP address to bind to.<br />
|-<br />
|'''PSN Status'''||Disconnected||If set to Simulated, RPCS3 will fake PSN connection as best as it can. If set to RPCN, RPCS3 will use a Peer to Peer server connection to emulate online gameplay to the best of it's ability.<br />
|}<br />
<br />
==Advanced configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Debug console mode'''||Off||Increases the amount of usable system memory to match a DECR console and more. <br>Causes some software to behave differently than on retail hardware.<br />
|-<br />
|'''Accurate DFMA'''||On||Provides extra accuracy on FMA instructions at the cost of performance.<br>While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.<br>You can't disable it if your CPU supports FMA.<br />
|-<br />
|'''Accurate RSX reservation access'''||Off||Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations. Improves stability in some games but reduces performance.<br />
|-<br />
|'''PPU Non-Java mode Fixup'''||On||Legacy option, Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Saturation Bit'''||Off||Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Non-Java Mode'''||Off||Respect Non-Java Mode bit values for vector ops in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU Vector NaN Fixup'''||Off||Fixup NaN resultsin vector instructions in PPU Backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU vector NaN handling'''||Off||Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Float Condition Control'''||Off||Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU LLVM precompilation'''||On||Searches the game's directory and precompiles extra PPU modules during boot.<br>If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.<br>Only disable this if you want to get ingame more quickly.<br />
|-<br />
|'''Delay each odd MFC command'''||Off||Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.<br>Must be used with either SPU interpreters currently.<br>Severely degrades performance! If unsure, don't use this option.<br />
|-<br />
|'''Suspend-emulation savestates mode'''||On||When this mode is on, emulation exits when saving and the savestate file is concealed after loading it, preventing reuse by RPCS3.<br>This mode is like hibernation of emulation: if you don't want to be able to cheat using savestates when playing the game, consider using this mode.<br>Do note that the savestate file is not gone completely just ignored by RPCS3, you can manually relaunch it if needed.<br />
|-<br />
|'''Start savestates paused'''||Off||When this mode is on, savestates are loaded and paused on the first frame.<br>This allows players to prepare for gameplay without being thrown into the action immediately.<br />
|-<br />
|'''Silence all logs'''||Off||Stop writing any logs after game startup. Don't use unless you believe it's necessary.<br />
|-<br />
|'''Sleep timers accuracy'''||Usleep only||Changes the sleep period accuracy.<br>'''As Host''' uses default accuracy of the underlying operating system, while '''All Timers''' attempts to improve it.<br>'''Usleep Only''' limits the adjustments to usleep syscall only.<br>Can affect perfomance in unexpected ways.<br />
|-<br />
|'''Maximum number of SPURS threads'''||Unlimited||Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. <br>Limiting the number of threads is also likely to cause crashes. It's recommended to keep this at default value.<br />
|-<br />
|'''Clocks scale'''||100%||Changes the scale of emulated system time.<br>Affects software which uses system time to calculate things such as dynamic timesteps.<br>Only available on per-game configurations.<br />
|-<br />
|'''Read depth buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Write depth buffers'''||Off||Writes depth buffer values to vm memory.<br />
|-<br />
|'''Read color buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Disable on-disk shader cache'''||Off||Disables the loading and saving of shaders from and to the shader cache in the data directory.<br />
|-<br />
|'''Allow host GPU labels (experimental)'''||Off||Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution.<br />
|-<br />
|'''Vulkan queue scheduler'''||Safe||Determines how to schedule GPU async compute jobs when using asynchronous streaming.<br>'''Safe''' mode is spec compliant at the cost of some CPU overhead. This works with all devices.<br>'''Fast''' mode is faster but violates the Vulkan specification and is hacky. It is disabled on NVIDIA GPUs as it is known to cause GPU hangs.<br />
|-<br />
|'''RSX FIFO Accuracy'''||Fast||'''Fast''' is the least accurate setting, RSX does not emulate atomic FIFO buffer.<br>'''Atomic''' benefits stability greatly in many games with little performance penalty.<br>'''Atomic & Ordered''' is the most accurate option, but it is the slowest and without much stability benefit in games.<br />
|-<br />
|'''Exclusive fullscreen mode'''||Automatic (Default)||Controls which fullscreen mode RPCS3 requests from drivers when using Vulkan renderer.<br>'''Automatic''' will let the driver choose an appropriate mode, while the other options will hint the drivers on whether they should use exclusive or borderless fullscreen.<br>Using '''Prefer borderless fullscreen''' option can help if you have issues with streaming RPCS3 gameplay or if your system incorrectly enables HDR mode when using fullscreen.<br />
|-<br />
|'''Driver wake-up delay'''||1 µs||Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide. 200μs and 400μs are good for most games.<br>Increments/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.<br>Values above this may cause noticeable performance penalties, use with caution.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank frequency'''||60 Hz||Adjusts the frequency of vertical blanking signals that the emulator sends.<br>Affects timing of events which rely on these signals.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank NTSC Fixup'''||Off||Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz.<br>Known to fix the rhythm game '''''Space Channel 5 Part 2'''''.<br>Only available on per-game configurations.<br />
|}<br />
<br />
==Debug configuration==<br />
Below configurations are primarily used by developers. If unsure, don't use these options.<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''RenderDoc compatibility mode'''||Off||Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.<br>Also allows Vulkan to use debug markers for nicer Renderdoc captures.<br>If unsure, don't use this option.<br />
|-<br />
|'''Debug output'''||Off||Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan.<br />
|-<br />
|'''Debug overlay'''||Off||Provides a graphical overlay of various debugging information.<br>If unsure, don't use this option.<br />
|-<br />
|'''Log shader programs'''||Off||Dump game shaders to file. Only useful to developers.<br>If unsure, don't use this option.<br />
|-<br />
|'''Use high precision Z-buffer'''||Off||Only useful when debugging differences in GPU hardware.<br>Not necessary for average users.<br>If unsure, don't use this option.<br />
|-<br />
|'''Disable ZCull occlusion queries'''||Off||Disables running occlusion queries. Minor to moderate performance boost. <br>Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in.<br />
|-<br />
|'''Force CPU blit emulation'''||Off||Forces emulation of all blit and image manipulation operations on the CPU. <br>Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. <br>Significantly degrades performance but is more accurate in some cases. This setting overrides the 'GPU texture scaling' option.<br />
|-<br />
|'''Disable Vulkan memory allocator'''||Off||Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.<br />
|-<br />
|'''Disable FIFO reordering'''||Off||Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.<br />
|-<br />
|'''Strict texture flushing'''||Off||Forces texture flushing even in situations where it is not necessary/correct. <br>Known to cause visual artifacts, but useful for debugging certain texture cache issues.<br />
|-<br />
|'''Use GPU texture scaling'''||Off||Force all texture transfer, scaling and conversion operations on the GPU. <br>May cause texture corruption in some cases.<br />
|-<br />
|'''PPU debug'''||Off||Creates PPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''SPU debug'''||Off||Creates SPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''MFC debug'''||Off||Creates MFC logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''Set DAZ and FTZ'''||Off||Sets special MXCSR flags to debug errors in SSE operations.<br>Only used in PPU thread when it's not precise.<br>Only useful to developers.<br>Never use this.<br />
|-<br />
|'''Accurate GETLLAR'''||Off||Accurately processes SPU MFC_GETLLAR operation.<br />
|-<br />
|'''Accurate SPU DMA'''||Off||Accurately processes SPU DMA operations.<br />
|-<br />
|'''Accurate cache line stories'''||Off||Accurately processes PPU DCBZ instruction.<br>In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.<br />
|-<br />
|'''Hook static functions'''||Off||Allows to hook some functions like 'memcpy' replacing them with high-level implementations. <br>May do nothing or break things. Experimental.<br />
|-<br />
|'''Enable performance report'''||Off||Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to.<br />
|-<br />
|'''Accurate PPU 128 reservations'''||Disabled||When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.<br>Numerical values control whether or not to enable the accurate version based on the atomic operation's length.<br />
|-<br />
|'''PPU thread count'''||2||Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.<br>2 is the default, if unsure do not modify this setting.<br />
|-<br />
|'''LOD bias offset'''||0.00||Changes texture sampling accuracy. Small values have a big effect. <br>Avoid using values outside the range of '''-12''' to '''+12''' if you're unsure.<br>'''-3''' to '''+3''' is plenty for most usecases<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=31751Saints Row: The Third2022-11-13T10:47:58Z<p>MarioSonic2987: Added EU Initiation Station GAMEID.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Co-op, Multiplayer<br />
|gameid = {{gameid|id=NPEB00888, NPEB00890, NPUB30700|ird=NA}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPEB90361, NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = OpenGL has broken lighting and missing textures. Vulkan has broken water reflections.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Broken graphics on OpenGL===<br />
When using OpenGL renderer, lighting and some textures like shrubs are broken. Vulkan renders fine.<br />
===Loud noises on SPU LLVM===<br />
Sometimes loud noises appear when you use SPU LLVM, specially in New Colvin (east of Steelport). SPU ASMJIT doesn't have this bug.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Midnight_Club:_Los_Angeles&diff=31623Midnight Club: Los Angeles2022-10-31T14:02:10Z<p>MarioSonic2987: /* Known Issues */ Broken shadow at night is fixed in PR 12909.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|developer = Rockstar Games<br />
|publisher = Rockstar Games<br />
|series = <!-- delete if not applicable --><br />
|date = {{vgregion|NA=October 20, 2008}}{{vgregion|EU/AU|October 24, 2008}}<br />
|release = Console exclusive<br />
|genre = Racing<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES00362|ird=Yes}}<br>'''''Complete Edition'''''<br>{{gameid|id=BLES00652, BLUS30442, NPUB30471|ird=Yes}}<!-- NPUB30471 is, in fact, the Complete Edition of MCLA --><br />
}}<br />
<br />
'''''Midnight Club: Los Angeles''''' was by Rockstar San Diego and is the final installment in the Midnight Club series. The game features 43 cars and 4 motorcycles. The game is set in the city of Los Angeles, again providing an option to completely free-roam (in an open world environment larger than all the three cities combined from the previous game, Midnight Club 3: Dub Edition). New additions are a 24-hour day-to-night cycle, weather effects and traffic with licensed vehicles, adding a realistic aspect to the game. The new dynamic weather system has been reported to alter the gameplay experience, making the vehicle more prone to sliding on slick surfaces. If any damage is inflicted upon a vehicle after races, the player does not necessarily need to drive back to a garage for a full repair, but, instead, can choose the "Quick Fix" option through which old, junkyard-esque parts will be added to the car. To get back that "nice, new car look", the player must actually drive back to repair their vehicle at a garage or gas station. This also means that totaling a vehicle is only possible within a single race or event. <br />
<br />
With the RAGE system being used for this game, traffic levels fluctuate throughout the day, with light traffic at night, heavy traffic in the morning and afternoon, and heaviest traffic in the evenings. Motorcycles are again part of the game, including the Ducati 999R and the Kawasaki Ninja ZX-14. Convertible cars, customizable interiors, in-game photo mode, and customizable exotics are all new additions. Developers placed great emphasis on the elimination of load screens, stating that the player could literally jump from career mode to an online race in under ten seconds.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = Mega <!-- Safe, Mega, Giga --><br />
|spu block size notes = Improves performance<br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = Relaxed <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = Improves performance.<br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes broken graphics in player's car and detached parts of it after crashing into any object.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
<br />
===Visual Bugs - <i>Fixed by {{pr|12909}}</i>===<br />
<s>{{issue|9598}} Shadows are broken at night</s><br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
<br />
{{netplay<br />
|gamever = 1.00<br />
|connect = No <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = No <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = No <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = "IP Discovery" issue?<br />
}}<br />
<br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
PPU-227161a77f7e40eed0ad08ecfd1133a10eca2854:<br />
Enable Deltatime:<br />
Games:<br />
"Midnight Club: Los Angeles":<br />
NPEB00546: [ 01.00 ]<br />
NPUB30471: [ 01.00 ]<br />
Author: illusion<br />
Notes: "Runs at any FPS with proper game speed. Increase VBlank for 30+ FPS."<br />
Patch Version: 1.0<br />
Patch:<br />
- [ be32, 0x004c5220, 0x60000000 ]<br />
- [ be32, 0x004c5240, 0x48000084 ]<br />
- [ be32, 0x004c3f0c, 0x386003e8 ]<br />
Disable Motion Blur:<br />
Games:<br />
"Midnight Club: Los Angeles":<br />
NPEB00546: [ 01.00 ]<br />
NPUB30471: [ 01.00 ]<br />
Author: illusion<br />
Patch Version: 1.0<br />
Patch:<br />
- [ be32, 0x0050f9d8, 0x38600000 ]<br />
Skip Intro:<br />
Games:<br />
"Midnight Club: Los Angeles":<br />
NPEB00546: [ 01.00 ]<br />
NPUB30471: [ 01.00 ]<br />
Author: illusion<br />
Patch Version: 1.0<br />
Patch:<br />
- [ be32, 0x002b2410, 0x48000038 ]<br />
<br />
PPU-9d8f7464991444526c6f9ca001dc1eb061fe367b:<br />
Enable Deltatime:<br />
Games:<br />
"Midnight Club: Los Angeles":<br />
BLES00652: [ 01.06 ]<br />
Author: illusion<br />
Notes: "Runs at any FPS with proper game speed. Increase VBlank for 30+ FPS."<br />
Patch Version: 1.0<br />
Patch:<br />
- [ be32, 0x004c5fc0, 0x60000000 ]<br />
- [ be32, 0x004c5fe0, 0x48000084 ]<br />
- [ be32, 0x004c4cac, 0x386003e8 ]<br />
Disable Motion Blur:<br />
Games:<br />
"Midnight Club: Los Angeles":<br />
BLES00652: [ 01.06 ]<br />
Author: illusion<br />
Patch Version: 1.0<br />
Patch:<br />
- [ be32, 0x005109d0, 0x38600000 ]<br />
Skip Intro:<br />
Games:<br />
"Midnight Club: Los Angeles":<br />
BLES00652: [ 01.06 ]<br />
Author: illusion<br />
Patch Version: 1.0<br />
Patch:<br />
- [ be32, 0x002b31b0, 0x48000038 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Default_Settings&diff=31492Help:Default Settings2022-10-18T16:16:00Z<p>MarioSonic2987: Added more options and replaced the outdated ones with the new version, according to 0.0.24-14286. For example, Disable native float16 support is now Shader quality.</p>
<hr />
<div>Below is the default configuration for the emulator. Not all options mentioned below are mandatory. For example, options such as ''Resolution Scale'' and ''Anisotropic Filter'' can be increased if your graphics card can handle the additional load whereas ''Approximate xfloat'' should be disabled with weaker CPUs on games that will work fine without it. If the game has graphical glitches, you may also need to enable ''Write Color Buffers or Read Color Buffers'' to fix them. For best performance, read the description for each option carefully and also refer to the specific configurations mentioned for each game page.<br />
<br />
==CPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''PPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Recompiles the game's executable once before running it for the first time. By far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if PPU LLVM Recompiler doesn't work. <br>'''Interpreter (static)''': This is the most accurate option. Interpreter (slow). Try this if PPU Recompiler doesn't work.<br />
|-<br />
|'''SPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Fastest option with very good compatibility. Recompiles the game's SPU LLVM cache before running which adds extra start-up time. If you experience issues, use the ASMJIT Recompiler. <br>'''ASMJIT Recompiler''': Fast option with very good compatibility. If unsure use this option. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if SPU Recompiler (LLVM) and ASMJIT doesn't work. <br>'''Interpreter (static)''': Slowest option. Try this if SPU Recompiler (LLVM), ASMJIT, and Dynamic do not work.<br />
|-<br />
|'''SPU XFloat Accuracy'''||Approximate XFloat||Control accuracy to SPU float vectors processing.<br>Fixes bugs in various games at the cost of performance.<br>This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Enable SPU loop detection'''||Off||Try to detect loop conditions in SPU kernels and use them as scheduling hints. <br>Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases.<br />
|-<br />
|'''Increase AVX-512 instruction width'''||Off||Enables the use of code with full width AVX-512.<br>This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.<br>Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.<br>Only available with CPUs that support AVX-512.<br />
|-<br />
|'''Max Power saving CPU-preemptions'''||0||Reduces CPU usage and power consumption, on mobile devices improves battery life. ('''0''' means disabled)<br>Higher values cause a more pronounced effect, but may cause audio or performance issues. A value of 50 or less is recommended.<br>This option forces an FPS limit because it's active when framerate is stable.<br>The lighter the game is on the hardware, the more power is saved by it. (Until the preemption count barrier is reached)<br />
|-<br />
|'''TSX instructions'''||Enabled||Enable usage of TSX instructions. <br>Needs to be forced on some Haswell or Broadwell CPUs. Forcing this on older Hardware can lead to system instability, use it with caution. Also needs to be forced if TSX-FA is detected.<br />
|-<br />
|'''SPU block size'''||Safe||This option controls the SPU analyser, particularly the size of compiled units. <br>Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. <br>Use the Safe mode for maximum compatibility.<br />
|-<br />
|'''Preferred SPU threads'''||Auto||Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. <br>Please note that the best value depends on the individual game and specific CPU being used, so users need to try different values themselves. <br>Leave this on ''Auto'' if performance is negatively affected when setting a small value.<br />
|-<br />
|'''Thread Scheduler'''||Operating System||Control how RPCS3 utilizes the threads of your system.<br>Each option heavily depends on the game and on your cpu. It is recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported for CPUs with less than 12 logical threads.<br />
|}<br />
<br />
==GPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Renderer'''||Vulkan||Vulkan is the fastest renderer while OpenGL is the most accurate renderer. If unsure, use Vulkan. <br>Should you have any compatibility issues when using Vulkan, fall back to OpenGL.<br />
|-<br />
|'''Graphics device'''||NA||On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL.<br />
|-<br />
|'''Aspect ratio'''||16:9||Leave this on 16:9 unless you have a 4:3 monitor.<br />
|-<br />
|'''Framelimit'''||Auto||Most games have a built in frame limit. By using RPCS3's framelimiter simultaneously with the game one you may only hurt performance. Setting the framelimit to Off is the best option as it performs faster. <br>Only use framelimiter if a game runs too fast without it. Some games may crash if the framerate is too high. If that happens, set value to anything other than ''Off''.<br />
|-<br />
|'''Anisotropic filter'''||Auto||Modern GPUs can handle this setting fine, even at 16x. Keep this on Auto if you want to use the original settings used by a real PS3. May break some Unreal Engine games if set to anything except auto. Higher values increase sharpness of textures on sloped sufaces at the cost of GPU resources. If unsure give 16x a try.<br />
|-<br />
|'''Anti-aliasing'''||Auto||Emulates PS3 multisampling layout.<br>Can fix some visual artifacts in some games.<br>Low to moderate performance hit depending on your GPU hardware.<br />
|-<br />
|'''ZCULL accuracy'''||Precise (slowest)||Changes ZCULL report synchronization behavior. Experiment to find the best option for your game.<br>'''Precise''' is the most accurate to PS3 behaviour.<br>'''Approximate''' is a faster way to generate occlusion data which may not always match what the PS3 would generate.<br>'''Relaxed''' changes the synchronization method completely and can improve performance and break visual effects in some games.<br />
|-<br />
|'''Shader quality'''||High||Controls the precision level of generated shaders. Low precision generates much faster code depending on the hardware, but can sometimes generate minor visual glitches or flicker.<br />
|-<br />
|'''Default resolution'''||1280x720||In most cases, do not change resolution in settings, leave it at ''1280x720''. Any other setting may result in compatibility issues and performance decrease. <br>If you wish to try setting the resolution higher to 1920x1080, you '''MUST''' check the compatible resolutions for the game from the game list to ensure that it can support such a resolution. <br>Forcing such resolution on games that do not support it will result in significant issues. <br>Using resolutions lower than ''1280x720'' will not improve performance.<br />
|-<br />
|'''Resolution scale'''||100%||Scales the game's resolution by the given percentage of the base resolution set in the above option. Set this value to 100% if you want to use the normal resolution. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Resolution scale threshold'''||16 x 16||Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. Do not touch this setting if you are unsure. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''FSR'''||Disabled||AMD FidelityFX Super Resolution upscaling filter. FSR will attempt to handle upscaling with a reduced VRAM usage for games that have high VRAM usage. May cause visual artifacts. Does not currently work with stereo 3D output or OpenGL at the moment. If unsure use Resolution scaler instead.<br />
|-<br />
|'''Shader mode'''||Async (multi threaded)||'''Legacy (single threaded)''': Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.<br>'''Async (multi threaded)''': This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in.<br>'''Async with shader interpreter''': Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.<br>'''Shader interpreter only''': All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental.<br />
|-<br />
|'''Number of shader compiler threads'''||Auto||Number of threads to use for the shader compiler backend.<br>Only has an impact when shader mode is set to one of the asynchronous modes.<br />
|-<br />
|'''Write color buffers'''||Off||Enable this option if you get missing graphics or broken lighting ingame. <br>Might degrade performance and introduce stuttering in some cases.<br />
|-<br />
|'''Strict rendering mode'''||Off||Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. <br>Overrides settings for ''Resolution Scale'' and ''Resolution Scale Threshold'' and enforces default values. <br>It is meant to disable all the shortcuts in the rendering path, and as such it trades speed and resolution options for the enhanced compatibility.<br />
|-<br />
|'''VSync'''||Off||By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.<br />
|-<br />
|'''Stretch to display area'''||Off||Overrides the aspect ratio and stretches the image to the full display area. Useful for games that have an ultrawide (21:9 or 32:9) patch available.<br />
|-<br />
|'''Enable 3D'''||Off||Enables 3D stereo rendering.<br>Note that only anaglyph viewing is supported at the moment.<br />
|-<br />
|'''Disable vertex cache'''||Off||Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance.<br />
|-<br />
|'''Multithreaded RSX'''||Off||Offloads some RSX operations to a secondary thread. <br>May improve performance for some high-core processors. May cause slowdown in some situations due to the extra worker thread load.<br />
|-<br />
|'''Asynchronous texture streaming'''||Off||Stream textures to GPU in parallel with 3D rendering.<br>Can improve performance on more powerful GPUs that have spare headroom.<br>Only works with Vulkan renderer.<br />
|}<br />
<br />
==Audio configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Audio output'''||Cubeb||Cubeb is the recommended option and should be used whenever possible. <br>'''Windows''': XAudio2 is the next best alternative. <br>'''Linux''': PulseAudio is the next best alternative.<br />
|-<br />
|'''Audio format'''||Stereo||Determines the sound format.<br>Configure this setting if you want to switch between stereo and surround sound.<br>Changing these values requires a restart of the game.<br>The manual setting will use your selected formats while the automatic setting will let the game choose from all available formats.<br />
|-<br />
|'''Convert to 16-bit'''||Off||Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound.<br />
|-<br />
|'''Dump to file'''||Off||Saves all audio as a raw wave file. If unsure, leave this unchecked.<br />
|-<br />
|'''Music handler'''||Qt||Currently only used for cellMusic emulation.<br>Select Qt to use the default output device of your operating system.<br>This may not be able to play all audio formats.<br />
|-<br />
|'''Volume'''||100%||Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars. <br />
|-<br />
|'''Enable buffering'''||On||Enables audio buffering, which reduces crackle and stutter but increases audio latency (requires Cubeb or XAudio2).<br />
|-<br />
|'''Audio buffer duration'''||100ms||Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Enable time stretching'''||Off||Reduces crackle and stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. <br>Requires audio buffering to be enabled.<br />
|-<br />
|'''Time stretching threshold'''||75%||Buffer fill level (in percentage) below which time stretching will start. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Microphone type'''||Null||Standard should be used for most games. <br>Singstar emulates a singstar device and should be used with Singstar games. <br>Real Singstar should only be used with a REAL Singstar device with Singstar games. <br>Rocksmith should be used with a Rocksmith dongle.<br />
|}<br />
<br />
==I/O configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Keyboard handler'''||Null||Some games support native keyboard input. Basic will work in these cases.<br />
|-<br />
|'''Mouse handler'''||Basic||Some games support native mouse input. Basic will work in these cases.<br />
|-<br />
|'''Move handler'''||Null||PlayStation Move support is not implemented, leave this on null. <br>'''Fake''': Experimental! This maps Move controls to DS4 controller mappings.<br />
|-<br />
|'''Path handler mode'''||Single-threaded||'''Single-threaded''': All pad handlers run on the same thread sequentially.<br>'''Multi-threaded''': Each pad handler has its own thread.<br>Only use multi-threaded if you can spare the extra threads.<br />
|-<br />
|'''Enable background input'''||On||Allows pad and keyboard input while the game window is unfocused.<br />
|-<br />
|'''Show PlayStation Move cursor'''||Off||Shows the raw position of the PS Move input.<br>This can be very helpful during calibration screens.<br />
|-<br />
|'''Camera input'''||Unknown||Depending on the game you may need to select a specific camera type.<br />
|-<br />
|'''Camera handler'''||Null||select QT to use the default camera device on your Operating System.<br />
|-<br />
|'''Camera'''||Default||Select the camera that you want to use during gameplay.<br />
|-<br />
|'''Camera Flip'''||No||Flips camera either Veritcally, horizontally, or both.<br />
|-<br />
|'''Buzz! emulated controller'''||Null (use real Buzzers)||Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.<br>Select Null if the game has support for DualShock or if you have real Buzz! controllers.<br />
|-<br />
|'''DJ Hero Emulated Turntable'''||Null||Emulates a DJ Hero Turntable. Not needed if you have a real turntable or the game supports DualShock controllers. You can use emulated turntables at the same time as real turntables.<br />
|-<br />
|'''Guitar Hero Live emulated guitar'''||Null||Emulates a Guitar Hero Live controller, Not needed if you have a real Guitar Hero Live controller or the game supports DualShock controllers. You can use emulated guitars at the same time as real guitars.<br />
|}<br />
<br />
==System configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Console language'''||English (US)||Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. <br>It is recommended leaving this on a language supported by the game.<br />
|-<br />
|'''Console region'''||America||The console region defines the license area of the PS3.<br>Depending on the license area, some games may not work.<br />
|-<br />
|'''Enter button assignment'''||Enter with cross||The button used for enter/accept/confirm in system dialogs. You can change this to use the circle button instead, which is the default configuration on Japanese systems and in many Japanese games. <br>In these cases, having the cross button assigned can often lead to confusion.<br />
|-<br />
|'''Clear disk cache automatically'''||Off||Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. <br>Default wipe size is set to 5120MB. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Keyboard type'''||English keyboard (US Standard)||Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported.<br />
|-<br />
|'''Console time'''||Current time||Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.<br>Can be reset to current wallclock time by clicking '''Set to Now'''.<br />
|-<br />
|'''Homebrew: Enable /host_root/'''||Off||Required for some homebrew applications. If unsure, don't use this option.<br />
|}<br />
<br />
==Network configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Network status'''||Disconnected||If set to Connected, RPCS3 will allow programs to use our internet connection.<br />
|-<br />
|'''DNS'''||8.8.8.8||DNS used to resolve hostname by applications.<br />
|-<br />
|'''IP/Host switches'''||||DNS Swap List.<br />
|-<br />
|'''PSN Status'''||Disconnected||If set to Simulated, RPCS3 will fake PSN connection as best as it can. If set to RPCN, RPCS3 will use a Peer to Peer server connection to emulate online gameplay to the best of it's ability.<br />
|}<br />
<br />
==Advanced configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Debug console mode'''||Off||Increases the amount of usable system memory to match a DECR console and more. <br>Causes some software to behave differently than on retail hardware.<br />
|-<br />
|'''Accurate DFMA'''||On||Provides extra accuracy on FMA instructions at the cost of performance.<br>While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.<br>You can't disable it if your CPU supports FMA.<br />
|-<br />
|'''Accurate RSX reservation access'''||Off||Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations. Improves stability in some games but reduces performance.<br />
|-<br />
|'''PPU Non-Java mode Fixup'''||On||Legacy option, Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Saturation Bit'''||Off||Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Non-Java Mode'''||Off||Respect Non-Java Mode bit values for vector ops in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU Vector NaN Fixup'''||Off||Fixup NaN resultsin vector instructions in PPU Backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU vector NaN handling'''||Off||Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Float Condition Control'''||Off||Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU LLVM precompilation'''||On||Searches the game's directory and precompiles extra PPU modules during boot.<br>If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.<br>Only disable this if you want to get ingame more quickly.<br />
|-<br />
|'''Delay each odd MFC command'''||Off||Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.<br>Must be used with either SPU interpreters currently.<br>Severely degrades performance! If unsure, don't use this option.<br />
|-<br />
|'''Silence all logs'''||Off||Stop writing any logs after game startup. Don't use unless you believe it's necessary.<br />
|-<br />
|'''Sleep timers accuracy'''||Usleep only||Changes the sleep period accuracy.<br>'''As Host''' uses default accuracy of the underlying operating system, while '''All Timers''' attempts to improve it.<br>'''Usleep Only''' limits the adjustments to usleep syscall only.<br>Can affect perfomance in unexpected ways.<br />
|-<br />
|'''Maximum number of SPURS threads'''||Unlimited||Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. <br>Limiting the number of threads is also likely to cause crashes. It's recommended to keep this at default value.<br />
|-<br />
|'''Clocks scale'''||100%||Changes the scale of emulated system time.<br>Affects software which uses system time to calculate things such as dynamic timesteps.<br>Only available on per-game configurations.<br />
|-<br />
|'''Read depth buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Write depth buffers'''||Off||Writes depth buffer values to vm memory.<br />
|-<br />
|'''Read color buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Force disable exclusive fullscreen mode'''||Off||Forces borderless windowed mode for all fullscreen windows. Disables exclusive fullscreen graphics driver optimizations.<br>Use when you wish to stream using Vulkan or if your screen goes dim using HDR.<br>Note: RPCS3 does not use HDR at all.<br />
|-<br />
|'''Disable on-disk shader cache'''||Off||Disables the loading and saving of shaders from and to the shader cache in the data directory.<br />
|-<br />
|'''Allow host GPU labels (experimental)'''||Off||Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution.<br />
|-<br />
|'''Vulkan queue scheduler'''||Safe||Determines how to schedule GPU async compute jobs when using asynchronous streaming.<br>'''Safe''' mode is spec compliant at the cost of some CPU overhead. This works with all devices.<br>'''Fast''' mode is faster but violates the Vulkan specification and is hacky. It is disabled on NVIDIA GPUs as it is known to cause GPU hangs.<br />
|-<br />
|'''RSX FIFO Accuracy'''||Fast||'''Fast''' is the least accurate setting, RSX does not emulate atomic FIFO buffer.<br>'''Atomic''' benefits stability greatly in many games with little performance penalty.<br>'''Atomic & Ordered''' is the most accurate option, but it is the slowest and without much stability benefit in games.<br />
|-<br />
|'''Driver wake-up delay'''||1 µs||Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide. 200μs and 400μs are good for most games.<br>Increments/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.<br>Values above this may cause noticeable performance penalties, use with caution.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank frequency'''||60 Hz||Adjusts the frequency of vertical blanking signals that the emulator sends.<br>Affects timing of events which rely on these signals.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank NTSC Fixup'''||Off||Multiplies the rate of VBLANK by 1000/1001 for values like 59.94Hz.<br>Known to fix the rhythm game '''''Space Channel 5 Part 2'''''.<br>Only available on per-game configurations.<br />
|}<br />
<br />
==Debug configuration==<br />
Below configurations are primarily used by developers. If unsure, don't use these options.<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''RenderDoc compatibility mode'''||Off||Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.<br>Also allows Vulkan to use debug markers for nicer Renderdoc captures.<br>If unsure, don't use this option.<br />
|-<br />
|'''Debug output'''||Off||Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan.<br />
|-<br />
|'''Debug overlay'''||Off||Provides a graphical overlay of various debugging information.<br>If unsure, don't use this option.<br />
|-<br />
|'''Log shader programs'''||Off||Dump game shaders to file. Only useful to developers.<br>If unsure, don't use this option.<br />
|-<br />
|'''Use high precision Z-buffer'''||Off||Only useful when debugging differences in GPU hardware.<br>Not necessary for average users.<br>If unsure, don't use this option.<br />
|-<br />
|'''Disable ZCull occlusion queries'''||Off||Disables running occlusion queries. Minor to moderate performance boost. <br>Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in.<br />
|-<br />
|'''Force CPU blit emulation'''||Off||Forces emulation of all blit and image manipulation operations on the CPU. <br>Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. <br>Significantly degrades performance but is more accurate in some cases. This setting overrides the 'GPU texture scaling' option.<br />
|-<br />
|'''Disable Vulkan memory allocator'''||Off||Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.<br />
|-<br />
|'''Disable FIFO reordering'''||Off||Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.<br />
|-<br />
|'''Strict texture flushing'''||Off||Forces texture flushing even in situations where it is not necessary/correct. <br>Known to cause visual artifacts, but useful for debugging certain texture cache issues.<br />
|-<br />
|'''Use GPU texture scaling'''||Off||Force all texture transfer, scaling and conversion operations on the GPU. <br>May cause texture corruption in some cases.<br />
|-<br />
|'''PPU debug'''||Off||Creates PPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''SPU debug'''||Off||Creates SPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''MFC debug'''||Off||Creates MFC logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''Set DAZ and FTZ'''||Off||Sets special MXCSR flags to debug errors in SSE operations.<br>Only used in PPU thread when it's not precise.<br>Only useful to developers.<br>Never use this.<br />
|-<br />
|'''Accurate GETLLAR'''||Off||Accurately processes SPU MFC_GETLLAR operation.<br />
|-<br />
|'''Accurate SPU DMA'''||Off||Accurately processes SPU DMA operations.<br />
|-<br />
|'''Accurate cache line stories'''||Off||Accurately processes PPU DCBZ instruction.<br>In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.<br />
|-<br />
|'''Hook static functions'''||Off||Allows to hook some functions like 'memcpy' replacing them with high-level implementations. <br>May do nothing or break things. Experimental.<br />
|-<br />
|'''Enable performance report'''||Off||Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to.<br />
|-<br />
|'''Accurate PPU 128 reservations'''||Disabled||When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.<br>Numerical values control whether or not to enable the accurate version based on the atomic operation's length.<br />
|-<br />
|'''PPU thread count'''||2||Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.<br>2 is the default, if unsure do not modify this setting.<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Grand_Theft_Auto_V&diff=31352Grand Theft Auto V2022-10-07T11:02:07Z<p>MarioSonic2987: /* Graphical rendering issues */ Missing reflections in OpenGL are now fixed.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:GTAV.jpg}}|300px]]<br />
|developer = Rockstar Games<br />
|publisher = Rockstar Games<br />
|series = Grand Theft Auto<br />
|date = September 17, 2013<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01807, BLUS31156, NPEB01283, NPUB31154|oid=BLJM61019|ird=Yes}}, {{gameid|oid=BLJM61182, BLJM61304, NPJB00516|ird=No}}<br />
}}<br />
<br />
'''''Grand Theft Auto V''''' is the first main entry in the Grand Theft Auto series since 2008's Grand Theft Auto IV. Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three protagonists—retired bank robber Michael De Santa, street gangster Franklin Clinton, and drug dealer and arms smuggler Trevor Philips—and their efforts to commit heists while under pressure from a corrupt government agency and powerful criminals. The open world design lets players freely roam San Andreas' open countryside and the fictional city of Los Santos, based on Los Angeles.<br />
<br />
The game is played from a third-person perspective, and its world is navigated on foot and by vehicle. Players control the three lead protagonists throughout single-player and switch among them, both during and outside missions. The story is centred on the heist sequences, and many missions involve shooting and driving gameplay. A "wanted" system governs the aggression of law enforcement response to players who commit crimes. Grand Theft Auto Online, the game's online multiplayer mode, lets up to 30 players engage in a variety of different cooperative and competitive game modes.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = Disabled <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = Having TSX enabled causes the game to encounter issues when attempting to load game/world data, which can lead to random freezing in-game or just getting stuck at the loading screen when booting the game.<br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = 128x128 <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = Lower values will cause severe visual artifacting if you're upscaling the render resolution beyond 100%.<br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing lighting outdoors.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes =<br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = On <!-- On, Off --><br />
|read depth buffers notes = Fixes missing raindrops.<br />
|write depth buffers = On <!-- On, Off --><br />
|write depth buffers notes = Fixes missing raindrops.<br />
|read color buffers = On <!-- On, Off --><br />
|read color buffers notes = Fixes missing raindrops.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|rsx fifo accuracy = Atomic <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = Massive stability improvement, even with Driver Wake Up delay set to 1.<br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes =<br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = On <!-- On, Off --><br />
|disable zcull occlusion queries notes = Fixes broken graphics when in contact with water.<br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable due to broken reflections, mainly in the sea, preventing you to progress through missions. Fortunately, GTA V has a 'checkpoint skip' feature which allows you to get through missions such as 'The Merryweather Heist' by dying 3 times and skipping to the next checkpoint which isn't in the water.<br />
<br />
===Graphical rendering issues===<br />
This game suffers from some graphical rendering issues. At this time, reflections are broken in Vulkan when you get closer to the water. See {{issue|3959}} for further details.<br />
<br />
===Sudden loud noises - <i>Fixed</i>===<br />
<s>Sudden loud noises will occur randomly while playing the game, especially in areas of the world where reverb is applied to the audio (such as inside parking garages).<br />
<br />
There are no currently-known fixes or workarounds as of this writing.</s><br />
<br />
==Special Notes==<br />
<br />
{{netplay<br />
|gamever = 1.00<br />
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = No <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = No <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = Spams ·E sys_net: sys_net_bnet_select(): exceptfds not implemented. [https://cdn.discordapp.com/attachments/738838647176036393/740199542569435146/RPCS3.log RPCS3.log]<br />
}}<br />
<br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
PPU-51eaefa466f3e26a4108f825e9b0856ee079aa2b:<br />
"60 FPS":<br />
Games:<br />
"Grand Theft Auto V":<br />
NPUB31154: [ 01.00 ]<br />
BLUS31156: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Notes: "Max FPS is half vblank rate"<br />
Patch:<br />
- [ be16, 0x0043b7dc, 0x4800 ]<br />
"Skip Intro Video":<br />
Games:<br />
"Grand Theft Auto V":<br />
NPUB31154: [ 01.00 ]<br />
BLUS31156: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Patch:<br />
- [ byte, 0x01698260, 0x0 ]<br />
<br />
PPU-e5f9e0a066e4170a3251451b7ecd9b1a55da7c57:<br />
"60 FPS":<br />
Games:<br />
"Grand Theft Auto V":<br />
BLES01807: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Notes: "Max FPS is half vblank rate"<br />
Patch:<br />
- [ be16, 0x004367fc, 0x4800 ]<br />
"Skip Intro Video":<br />
Games:<br />
"Grand Theft Auto V":<br />
BLES01807: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Patch:<br />
- [ byte, 0x016808e0, 0x0 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_Gat_out_of_Hell&diff=31162Saints Row: Gat out of Hell2022-09-22T13:15:49Z<p>MarioSonic2987: /* Configuration */ Broken graphics in OpenGL are now fixed.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|developer = Volition, High Voltage Software<br />
|publisher = Deep Silver<br />
|series = Saints Row<br />
|date = {{vgregion|NA=January 20, 2015|EU=January 23, 2015|}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player<br />
|gameid = {{gameid|id=BLES02095, NPUB31604, NPEB02121|ird=Yes}}<br />
|wikipedia = <!-- delete if not applicable --><br />
|vndb = <!-- delete if not applicable --><br />
|title = <!-- Used only in niche scenarios. Delete if not applicable --><br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes broken player's character textures in cutscenes.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable.<br />
<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
=== Import your custom character ===<br />
If you have a savegame from [[Saints Row IV]], you'll have your character in this game. Make sure savegame folder has the same region as your game.<br />
<br />
{{netplay<br />
|gamever = <br />
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = Partial <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = Untested <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = You can make co-op lobby but game won't detect your friends.<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Yakuza_Ishin!&diff=31094Yakuza Ishin!2022-09-14T19:10:07Z<p>MarioSonic2987: It isn't a PlayStation exclusive anymore due to the announcement of the remake for the PC, PlayStation 4, PlayStation 5, Xbox One and Xbox Series X/S platforms in September 2022. Also changed its name to the Japanese one.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:YIshinCover.jpg}}|300px]]<br />
|developer = Ryu Ga Gotoku Studio<br />
|publisher = Sega<br />
|series = Yakuza<br />
|date = {{vgregion|JP=February 22, 2014}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure, Hack and slash<br />
|modes = Single-player <!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=BLJM61149, NPJB00532|ird=No}}<br>'''''Demo'''''<br>{{gameid|id=NPJB90690|ird=NA}}<br />
|wikipedia = https://en.wikipedia.org/wiki/Ryū_ga_Gotoku_Ishin!<br />
}}<br />
<br />
'''''Ryū ga Gotoku Ishin!''''' (<u>Japanese</u>: 龍が如く 維新!, lit. ''Like a Dragon Restoration!''), unofficially known as Yakuza Ishin!, is a spin-off game in the Yakuza series. Set in the chaotic Bakumatsu period (between 1853 and 1867), Sakamoto Ryōma is distressed resulting from conflicting pressures and uncertainty about one's self and role in the society. Being embroiled in the middle of a Tosa coup d'état and bent on finding the murderer who assassinated his mentor, Ryoma burrows himself with a hidden identity in the streets of Kyoto and joins the grim Shinsengumi. Despite being the second Yakuza series spin-off set in samurai era instead of modern-day Japan, this game is unrelated to [[Yakuza Kenzan!]], which was released in 2008 on the PlayStation 3. Yakuza Kenzan! is set two centuries before Yakuza Ishin!, hence the plots are not related with each other since both games focus on different characters, the historical figures of Miyamoto Musashi (1584-1645) and Sakamoto Ryōma (1836-1867) respectively.<br><br>A remake, '''''Like a Dragon: Ishin!''''' (Japanese: 龍が如く 維新! 極, lit. ''Like a Dragon: Restoration! Extreme''), was announced in September 2022 and is set to release in February 2023.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = Mega <!-- Safe, Mega, Giga --><br />
|spu block size notes = No improvement to performance but reduces the number of SPU cache objects.<br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = Auto<!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = Use 60 instead if using Vblank to reach 60fps<br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = Relaxed <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = Improves performance when paired with SPU MLAA patch.<br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On<!-- On, Off --><br />
|write color buffers notes = Optional. Reduces performance, but fixes visual issues when using Force CPU Blit<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = As Host<br />
|sleep timers accuracy notes = Improves performance.<br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = 120<!-- Value between 1 to 500 --><br />
|vblank rate notes = Optional. Allows for 60fps gameplay, requires framelimiter set to 60 instead of Auto to fix menu gamespeed. Some minigames will be sped up.<br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = On<!-- On, Off --><br />
|force cpu blit emulation notes = Optional. Reduces performance but improves upscaling quality. Requires Write Color Buffers and MLAA Patch to negate the visual issues<br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = On <!-- On, Off --><br />
|accurate getllar notes = Reduces random crashing.<br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
===Random Crashing - <i>{{issue|4489}}</i>===<br />
The game currently suffers from random crashing without any log output. Enable Accurate GETLLAR to reduce the amount of crashes.<br />
<br />
===Sun / Lens Flare goes through objects - <i>{{issue|4489}}</i>===<br />
The sun shines through everything.<br />
<br />
===Room with wrong colors - <i>{{issue|4489}}</i>===<br />
A specific room during a story mission will show incorrect lighting, looking like a cartoon world.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
===SPU MLAA removal patch===<br />
Thanks to Whatcookie, a [[Help:Game Patches/SPU#Disable SPU MLAA|SPU MLAA removal patch]] is available for this title. Do note, it won't work at 100% resolution scale, needs to be either above or below. No visual issues were found using the patch.<br />
<br />
{{netplay<br />
|gamever = 1.08<br />
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = No <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = No <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = [https://cdn.discordapp.com/attachments/319224795785068545/907711141885669386/RPCS3.log.gz RPCS3.log.gz]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Battlefield_3&diff=30612Battlefield 32022-07-16T13:06:33Z<p>MarioSonic2987: /* Configuration */ Fixed broken setting value and typos in notes.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = <!-- [[File:{{#setmainimage:filename.ext}}|300px]] --><br />
|developer = DICE<br />
|publisher = Electronic Arts<br />
|series = Battlefield<br />
|date = {{vgregion|NA=25 October 2011|AU=27 October 2011|EU=28 October 2011}}<br />
|release = Multi-platform <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = first-person shooter<br />
|modes = Single-player, Co-op, Multiplayer <!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=NPEB00723, NPJB00202, NPUB30742, BLES01275, BLUS30762|ird=yes}}<br />
|wikipedia = https://en.wikipedia.org/wiki/Battlefield_3<br />
|vndb = <!-- delete if not applicable --><br />
|title = <!-- Used only in niche scenarios. Delete if not applicable --><br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
In Battlefield 3's campaign, players take on the personas of several military roles: a U.S. Marine, an F/A-18F Super Hornet weapon systems officer, an M1A2 Abrams tank operator, and a Spetsnaz GRU operative. The campaign takes place in various locations and follows the stories of two characters, Henry Blackburn and Dimitri Mayakovsky. <br />
<br />
The game sold 5 million copies in its first week of release, and received mostly positive reviews. <br />
<br />
<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|xfloat accuracy = <!-- Accurate, Approximate, Relaxed --><br />
|xfloat accuracy notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100 <!-- Value between 50% to 800% --><br />
|resolution scale notes = Write color buffers and higher resolution scale cause vertex explosions. Especially noticeable during Thunder run mission.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing ground. Breaks resolution scale.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes =<br />
|rsx fifo accuracy = Atomic <!-- Fast, Atomic, Ordered & Atomic --><br />
|rsx fifo accuracy notes = Provides stability.<br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|accurate spu dma = <!-- On, Off --><br />
|accurate spu dma notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
<br />
The game can be completed but expect lots of rainbow graphics across the majority of gameplay.<br />
<br />
Security office may be missing. Cause unknown at time of writing. [https://github.com/RPCS3/rpcs3/issues/11862]<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --></div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Category:RSX_FIFO_accuracy:_Atomic_(Config)&diff=30611Category:RSX FIFO accuracy: Atomic (Config)2022-07-16T13:02:11Z<p>MarioSonic2987: Created page with "Category:Configurations"</p>
<hr />
<div>[[Category:Configurations]]</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=User:MarioSonic2987&diff=30610User:MarioSonic29872022-07-16T12:32:18Z<p>MarioSonic2987: Fixed CPU name.</p>
<hr />
<div>{| class="wikitable sortable"<br />
|+'''List of games played and finished in RPCS3'''<br />
!|Game<br />
!|Date<br />
!|CPU<br />
!|GPU<br />
!|OS<br />
|-<br />
| Saint Seiya: Brave Soldiers<br />
| March 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Naruto Shippuden: Ultimate Ninja Storm Revolution<br />
| 5 Oct 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Dragon Ball Z - Battle of Z<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Dragon Ball: Raging Blast<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Crazy Golf<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Sly 3: Honor Among Thieves<br />
| 4 Jul 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| One Piece: Pirate Warriors<br />
| 27 Sep 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Ultimate Mayhem (Worms 3D campaign)<br />
| 8 Feb 2022<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
| Saints Row: The Third<br />
| 30 Mar 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row: Gat out of Hell<br />
| 29 Apr 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row IV<br />
| 23 May 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Kingdom Hearts II Final Mix (HD 2.5 ReMIX)<br />
| 9 Jul 2022<br />
| style="background: #007DC3; color: white; " | i9-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+'''SPURS Test v1.1.2 Benchmark Results, Average of 5 Runs, SPU Block Size Mega'''<br />
!|RPCS3<br />
!|CPU<br />
!|RAM<br />
!|OS<br />
!|Aval<br />
!|Pong<br />
!|War1<br />
!|War2<br />
!|Int<br />
!|Float<br />
!|Spin<br />
!|LLUC<br />
!|LLC<br />
!|PUT<br />
!|Large<br />
!|Total<br />
|-<br />
| colspan="16"; style="text-align:center; font-weight:bold;" | RPCS3 v0.0.23-13925<br />
|-<br />
| 23-13925<br />
| i9-9900KF 3.6<br />
| 2x8 2800<br />
| Windows 11 21H2<br />
| style="background: #DD0031; color: white; " | 4365<br />
| style="background: #76B900; color: white; " | 2709<br />
| style="background: #DD0031; color: white; " | 5144<br />
| style="background: #DD0031; color: white; " | 6381<br />
| style="background: #76B900; color: white; " | 3052<br />
| style="background: #76B900; color: white; " | 797<br />
| style="background: #DD0031; color: white; " | 5316<br />
| style="background: #76B900; color: white; " | 2988<br />
| style="background: #76B900; color: white; " | 2271<br />
| style="background: #76B900; color: white; " | 1385<br />
| style="background: #76B900; color: white; " | 1903<br />
| 36311<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=User:MarioSonic2987&diff=30609User:MarioSonic29872022-07-16T12:24:19Z<p>MarioSonic2987: Added SPU test results with desktop computer.</p>
<hr />
<div>{| class="wikitable sortable"<br />
|+'''List of games played and finished in RPCS3'''<br />
!|Game<br />
!|Date<br />
!|CPU<br />
!|GPU<br />
!|OS<br />
|-<br />
| Saint Seiya: Brave Soldiers<br />
| March 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Naruto Shippuden: Ultimate Ninja Storm Revolution<br />
| 5 Oct 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Dragon Ball Z - Battle of Z<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Dragon Ball: Raging Blast<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Crazy Golf<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Sly 3: Honor Among Thieves<br />
| 4 Jul 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| One Piece: Pirate Warriors<br />
| 27 Sep 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Ultimate Mayhem (Worms 3D campaign)<br />
| 8 Feb 2022<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
| Saints Row: The Third<br />
| 30 Mar 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row: Gat out of Hell<br />
| 29 Apr 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row IV<br />
| 23 May 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Kingdom Hearts II Final Mix (HD 2.5 ReMIX)<br />
| 9 Jul 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
|}<br />
<br />
{| class="wikitable sortable"<br />
|+'''SPURS Test v1.1.2 Benchmark Results, Average of 5 Runs, SPU Block Size Mega'''<br />
!|RPCS3<br />
!|CPU<br />
!|RAM<br />
!|OS<br />
!|Aval<br />
!|Pong<br />
!|War1<br />
!|War2<br />
!|Int<br />
!|Float<br />
!|Spin<br />
!|LLUC<br />
!|LLC<br />
!|PUT<br />
!|Large<br />
!|Total<br />
|-<br />
| colspan="16"; style="text-align:center; font-weight:bold;" | RPCS3 v0.0.23-13925<br />
|-<br />
| 23-13925<br />
| i9-9900KF 3.6<br />
| 2x8 2800<br />
| Windows 11 21H2<br />
| style="background: #DD0031; color: white; " | 4365<br />
| style="background: #76B900; color: white; " | 2709<br />
| style="background: #DD0031; color: white; " | 5144<br />
| style="background: #DD0031; color: white; " | 6381<br />
| style="background: #76B900; color: white; " | 3052<br />
| style="background: #76B900; color: white; " | 797<br />
| style="background: #DD0031; color: white; " | 5316<br />
| style="background: #76B900; color: white; " | 2988<br />
| style="background: #76B900; color: white; " | 2271<br />
| style="background: #76B900; color: white; " | 1385<br />
| style="background: #76B900; color: white; " | 1903<br />
| 36311<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=User:MarioSonic2987&diff=30600User:MarioSonic29872022-07-16T10:54:03Z<p>MarioSonic2987: Added list of games finished on RPCS3.</p>
<hr />
<div>{| class="wikitable sortable"<br />
|+'''List of games played and finished in RPCS3'''<br />
!|Game<br />
!|Date<br />
!|CPU<br />
!|GPU<br />
!|OS<br />
|-<br />
| Saint Seiya: Brave Soldiers<br />
| March 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Naruto Shippuden: Ultimate Ninja Storm Revolution<br />
| 5 Oct 2017<br />
| style="background: #007DC3; color: white; " | i7-6700K<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Dragon Ball Z - Battle of Z<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Dragon Ball: Raging Blast<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Crazy Golf<br />
| Unknown<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Sly 3: Honor Among Thieves<br />
| 4 Jul 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| One Piece: Pirate Warriors<br />
| 27 Sep 2021<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 10<br />
|-<br />
| Worms Ultimate Mayhem (Worms 3D campaign)<br />
| 8 Feb 2022<br />
| style="background: #007DC3; color: white; " | i7-7700HQ<br />
| style="background: #76B900; color: white; " | GTX 1060<br />
| Windows 11<br />
|-<br />
| Saints Row: The Third<br />
| 30 Mar 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row: Gat out of Hell<br />
| 29 Apr 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Saints Row IV<br />
| 23 May 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
| Kingdom Hearts II Final Mix (HD 2.5 ReMIX)<br />
| 9 Jul 2022<br />
| style="background: #007DC3; color: white; " | i7-9900KF<br />
| style="background: #76B900; color: white; " | GTX 970<br />
| Windows 10<br />
|-<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Kingdom_Hearts_HD_1.5_ReMIX&diff=30590Kingdom Hearts HD 1.5 ReMIX2022-07-12T08:47:36Z<p>MarioSonic2987: /* Kingdom Hearts Final Mix No Battle Record after Credits */ Enabling LLE libvdec.sprx fixes this issue.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:Kh15cover.jpg}}|300px]]<br />
|developer = Square Enix<br />
|publisher = Square Enix<br />
|series = Kingdom Hearts<br />
|date = {{vgregion|JP=March 14, 2013|NA=September 10, 2013|AU=September 12, 2013}}{{vgregion|EU=September 13, 2013}}<br />
|release = Multi-platform<br />
|genre = Action, Role-playing<br />
|modes = Single-player<br />
|gameid = {{gameid|id=BLUS31212, BLES01897|oid=BLJM60589|ird=yes}}<br />
}}<br />
<br />
'''''Kingdom Hearts HD 1.5 Remix''''' includes both Kingdom Hearts Final Mix and Re:Chain of Memories in high-definition and with trophy support. Additionally, the collection features a cinematic remake of Kingdom Hearts 358/2 Days, including high-definition cutscenes from the original game plus new scenes; the 358/2 Days cinematic also has trophy support. Ideas for a remastered collection of Kingdom Hearts games were first revealed in August 2011, with the collection formally announced in September 2012. Kingdom Hearts Final Mix, in addition to being created from the ground up due to lost assets from the original game, had the most adjustments made to its gameplay, including adding Reaction Commands first introduced in Kingdom Hearts II and allowing the camera to be moved with the right thumb stick.<br />
<br />
A second collection, [[Kingdom Hearts HD 2.5 ReMIX]], was released in 2014 while a third collection, Kingdom Hearts HD 2.8 Final Chapter Prologue, was released for the PlayStation 4 in 2017. 1.5 Remix was released in a single, combined collection with 2.5 Remix on the PlayStation 4 in March 2017.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = 128 x 128 <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = To be used with resolution upscaling if the cinematic video is missing the lower third of the screen <br>(Note that you can use keyboard arrows for precise changes on the slider).<br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = Switch to LLE<!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = Enable Libvdec.sprx library on advanced tab. Required to fix cutscene that plays on title screen in Chain of Memories freezing at last frame<br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = On <!-- On, Off --><br />
|read color buffers notes = Fixes black squares in pause menu and black patches on the ground.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
<br />
===Kingdom Hearts Final Mix No Battle Record after Credits===<br />
After the credits roll, the game will continuously show a black screen until the game is closed, thus having no Battle Record and no Finished game trophy/trophies. Enable LLE libvdec.sprx to fix it.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
Anchors:<br />
kh15_ar_219: &kh15_ar_219<br />
- [ be32, 0xEB170, 0x3FAAAAAB ] # VERT+ (21.9)<br />
- [ be32, 0xEB16C, 0x3FC00000 ] # ZOOM+ (21.9)<br />
<br />
kh15_60fps: &kh15_60fps<br />
- [ be32, 0x00036870, 0x38600000 ] # li r3, 0x0<br />
<br />
kh15recom_60fps: &kh15recom_60fps<br />
- [ be32, 0x00012484, 0x38800000 ] # li r4, 0x0<br />
<br />
PPU-d626d9832ed48d1ff0d8d97e53a4e23df50cfae6: # kingdom.self<br />
21:9 Aspect Ratio:<br />
Games:<br />
"Kingdom Hearts HD 1.5 ReMIX":<br />
BLUS31212: [ All ]<br />
Author: Esppiral<br />
Notes: <br />
Patch Version: 1.0<br />
Patch:<br />
- [ load, *kh15_ar_219 ]<br />
60 FPS:<br />
Games:<br />
"Kingdom Hearts HD 1.5 ReMIX":<br />
BLUS31212: [ All ]<br />
Author: Esppiral, Michael Pama, illusion<br />
Notes: May work with JP version with adjustments. May cause double cutscenes audio and/or video.<br />
Patch Version: 1.0<br />
Patch:<br />
- [ load, *kh15_60fps ]<br />
<br />
PPU-f259a89a80e02a664ab97c3a175330c2e53810ab: # kingdom.self<br />
21:9 Aspect Ratio:<br />
Games:<br />
"Kingdom Hearts HD 1.5 ReMIX":<br />
BLES01897: [ All ]<br />
Author: Esppiral<br />
Notes: <br />
Patch Version: 1.0<br />
Patch:<br />
- [ load, *kh15_ar_219 ]<br />
60 FPS:<br />
Games:<br />
"Kingdom Hearts HD 1.5 ReMIX":<br />
BLES01897: [ All ]<br />
Author: Esppiral, Michael Pama, illusion<br />
Notes: May work with JP version with adjustments. May cause double cutscenes audio and/or video.<br />
Patch Version: 1.0<br />
Patch:<br />
- [ load, *kh15_60fps ]<br />
<br />
PPU-c994c802bc88352df8d73bc92f8f9a862814e50d: # recom.self<br />
60 FPS:<br />
Games:<br />
"Kingdom Hearts HD 1.5 ReMIX Chain of Memories":<br />
BLUS31212: [ All ]<br />
Author: BlaGe, illusion<br />
Notes: May work with JP version with adjustments.<br />
Patch Version: 1.0<br />
Patch:<br />
- [ load, *kh15recom_60fps ]<br />
<br />
PPU-4b0a5d3faf18ac22a12c3dca921f82e0c5170bb6: # recom.self<br />
60 FPS:<br />
Games:<br />
"Kingdom Hearts HD 1.5 ReMIX Chain of Memories":<br />
BLES01897: [ All ]<br />
Author: BlaGe, illusion<br />
Notes: May work with JP version with adjustments.<br />
Patch Version: 1.0<br />
Patch:<br />
- [ load, *kh15recom_60fps ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Grand_Theft_Auto_V&diff=28877Grand Theft Auto V2022-05-12T12:46:00Z<p>MarioSonic2987: /* Known Issues */ Loud noises are now fixed.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:GTAV.jpg}}|300px]]<br />
|developer = Rockstar Games<br />
|publisher = Rockstar Games<br />
|series = Grand Theft Auto<br />
|date = September 17, 2013<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01807, BLUS31156, NPEB01283, NPUB31154|oid=BLJM61019|ird=Yes}}, {{gameid|oid=BLJM61182, BLJM61304, NPJB00516|ird=No}}<br />
}}<br />
<br />
'''''Grand Theft Auto V''''' is the first main entry in the Grand Theft Auto series since 2008's Grand Theft Auto IV. Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three protagonists—retired bank robber Michael De Santa, street gangster Franklin Clinton, and drug dealer and arms smuggler Trevor Philips—and their efforts to commit heists while under pressure from a corrupt government agency and powerful criminals. The open world design lets players freely roam San Andreas' open countryside and the fictional city of Los Santos, based on Los Angeles.<br />
<br />
The game is played from a third-person perspective, and its world is navigated on foot and by vehicle. Players control the three lead protagonists throughout single-player and switch among them, both during and outside missions. The story is centred on the heist sequences, and many missions involve shooting and driving gameplay. A "wanted" system governs the aggression of law enforcement response to players who commit crimes. Grand Theft Auto Online, the game's online multiplayer mode, lets up to 30 players engage in a variety of different cooperative and competitive game modes.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = Disabled <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = Having TSX enabled causes the game to encounter issues when attempting to load game/world data, which can lead to random freezing in-game or just getting stuck at the loading screen when booting the game.<br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = 128x128 <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = Lower values will cause severe visual artifacting if you're upscaling the render resolution beyond 100%.<br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing lighting outdoors.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = On <!-- On, Off --><br />
|accurate rsx reservation access notes = Prevents the game from randomly crashing, especially during missions.<br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = On <!-- On, Off --><br />
|read depth buffers notes = Fixes missing raindrops.<br />
|write depth buffers = On <!-- On, Off --><br />
|write depth buffers notes = Fixes missing raindrops.<br />
|read color buffers = On <!-- On, Off --><br />
|read color buffers notes = Fixes missing raindrops.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = 200 <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = Improves stability.<br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = On <!-- On, Off --><br />
|disable zcull occlusion queries notes = Fixes broken graphics when in contact with water.<br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable due to broken reflections, mainly in the sea, preventing you to progress through missions. Fortunately, GTA V has a 'checkpoint skip' feature which allows you to get through missions such as 'The Merryweather Heist' by dying 3 times and skipping to the next checkpoint which isn't in the water.<br />
<br />
===Graphical rendering issues===<br />
This game suffers from some graphical rendering issues. At this time, some reflections are broken. Reflections are missing in OpenGL, broken in Vulkan when you get closer and cars look flat in OpenGL. See {{issue|3959}} for further details.<br />
<br />
===Sudden loud noises - <i>Fixed</i>===<br />
<s>Sudden loud noises will occur randomly while playing the game, especially in areas of the world where reverb is applied to the audio (such as inside parking garages).<br />
<br />
There are no currently-known fixes or workarounds as of this writing.</s><br />
<br />
==Special Notes==<br />
<br />
{{netplay<br />
|gamever = 1.00<br />
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = No <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = No <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = Spams ·E sys_net: sys_net_bnet_select(): exceptfds not implemented. [https://cdn.discordapp.com/attachments/738838647176036393/740199542569435146/RPCS3.log RPCS3.log]<br />
}}<br />
<br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
PPU-51eaefa466f3e26a4108f825e9b0856ee079aa2b:<br />
"60 FPS":<br />
Games:<br />
"Grand Theft Auto V":<br />
NPUB31154: [ 01.00 ]<br />
BLUS31156: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Notes: "Max FPS is half vblank rate"<br />
Patch:<br />
- [ be16, 0x0043b7dc, 0x4800 ]<br />
"Skip Intro Video":<br />
Games:<br />
"Grand Theft Auto V":<br />
NPUB31154: [ 01.00 ]<br />
BLUS31156: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Patch:<br />
- [ byte, 0x01698260, 0x0 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_Gat_out_of_Hell&diff=28110Saints Row: Gat out of Hell2022-04-28T10:04:18Z<p>MarioSonic2987: Broken fog when certain objects are on screen are fixed in Vulkan. OpenGL has the same bugs as Saints Row: The Third.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|developer = Volition, High Voltage Software<br />
|publisher = Deep Silver<br />
|series = Saints Row<br />
|date = {{vgregion|NA=January 20, 2015|EU=January 23, 2015|}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player<br />
|gameid = {{gameid|id=BLES02095, NPUB31604, NPEB02121|ird=Yes}}<br />
|wikipedia = <!-- delete if not applicable --><br />
|vndb = <!-- delete if not applicable --><br />
|title = <!-- Used only in niche scenarios. Delete if not applicable --><br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = OpenGL has broken lighting and missing textures.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes broken player's character textures in cutscenes.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable.<br />
<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
=== Import your custom character ===<br />
If you have a savegame from [[Saints Row IV]], you'll have your character in this game. Make sure savegame folder has the same region as your game.<br />
<br />
{{netplay<br />
|gamever = <br />
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --><br />
|lobbies = Partial <!-- Yes, No, Partial, Untested, N/A --><br />
|match = No <!-- Yes, No, Partial, Untested, N/A --><br />
|features = Untested <!-- Yes, No, Partial, Untested, N/A --><br />
|notes = You can make co-op lobby but game won't detect your friends.<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=The_Simpsons_Game&diff=27758The Simpsons Game2022-04-23T20:39:01Z<p>MarioSonic2987: Fixed broken config value.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = [[File:{{#setmainimage:The Simpsons Game PS3.jpg}}|300px]]<br />
|developer = Visceral Games<br />
|publisher = Electronic Arts<br />
|series = The Simpsons<br />
|date = {{vgregion|NA=October 30, 2007|EU=November 2, 2007|AU=November 6, 2007}}<br />
|release = Multi-platform <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = Platform<br />
|modes = Single-player, Co-op <!-- Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=BLUS30065, BLES00142|ird=Yes}}<br>'''''Demo'''''<br>{{gameid|id=NPEB90029|ird=NA}}<br />
}}<br />
<br />
'''''The Simpsons Game''''' features an original storyline written by The Simpsons writers Tim Long and Matt Warburton. In the self-referential plot, the family discovers that they are forced to participate in another The Simpsons video game. Similar to the show, the game pokes fun at popular culture, other video games, and Electronic Arts, its publisher.<br />
<br />
The game follows the five Simpson family members—Homer, Marge, Bart, Lisa and Maggie—who learn they are part of a video game and are given superpowers to resolve several situations. Eventually, they must save their 8-bit predecessors from Will Wright, and the creator of their video game character selves, Matt Groening. The Simpson family travels to four scenarios in parodies of other games to collect key cards used to infiltrate their creator's mansion and ultimately to save their predecessors from destruction to reverse their generations old ban on video games.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = This game doesn't work with resolution scaling.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
<br />
1. When you start the game using a controller that isn't using "XInput", a message pops up saying that your controller is disconnected and pressing "start" didn't work. The workaround is simply go to the pad settings and select a controller that doesn't exist, save, return to the pad settings and select your old controller again. Alternatively, use the "Fix pad initialization" patch.<br />
<br />
2. Upon entering Matt Groening's mansion, you can't move Homer and switch to Bart. Restarting the emulator fixes the problem.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --><br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
PPU-cfa4d1b380b8ebfa5acd59fa9378c50e3059865c:<br />
"Fix pad initialization":<br />
Games:<br />
"The Simpsons Game":<br />
BLES00142: [ 01.00 ]<br />
BLUS30065: [ 01.00 ]<br />
Author: "nastys"<br />
Patch Version: 1.0<br />
Notes: "Fixes pad initialization when using the keyboard handler."<br />
Patch:<br />
- [ be32, 0x0044eba0, 0x60000000 ]<br />
60 FPS:<br />
Games:<br />
"The Simpsons Game":<br />
BLES00142: [ 01.00 ]<br />
BLUS30065: [ 01.00 ]<br />
Author: illusion<br />
Patch Version: 1.0<br />
Patch:<br />
- [ byte, 0x005b4ebf, 1 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=26911Saints Row: The Third2022-04-03T18:56:25Z<p>MarioSonic2987: Listed some issues.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Co-op, Multiplayer<br />
|gameid = {{gameid|id=NPEB00888, NPEB00890, NPUB30700|ird=NA}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = OpenGL has broken lighting and missing textures. Vulkan has broken water reflections.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable. Although it can be completed, it uses a lot of CPU and GPU resources.<br />
<br />
===Broken graphics on OpenGL===<br />
When using OpenGL renderer, lighting and some textures like shrubs are broken. Vulkan renders fine.<br />
===Loud noises on SPU LLVM===<br />
Sometimes loud noises appear when you use SPU LLVM, specially in New Colvin (east of Steelport). SPU ASMJIT doesn't have this bug.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Saints_Row:_The_Third&diff=26910Saints Row: The Third2022-04-03T18:21:06Z<p>MarioSonic2987: /* Configuration */ Updated required settings. OpenGL has regressed, but Vulkan still looks fine.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|developer = Volition<br />
|publisher = THQ<br />
|series = Saints Row<br />
|date = {{vgregion|NA/AU|November 15, 2011}}{{vgregion|EU=November 18, 2011}}<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Co-op, Multiplayer<br />
|gameid = {{gameid|id=NPEB00888, NPEB00890, NPUB30700|ird=NA}}<br>'''''The Full Package'''''<br>{{gameid|id=BLES01747|ird=No}}, {{gameid|id=BLES01748, BLUS31062|ird=Yes}}<br>'''''Initiation Station'''''<br>{{gameid|id=NPUB90632|ird=NA}}<br />
}}<br />
<br />
'''''Saints Row: The Third''''' is an open world action-adventure video game where (as in the previous games) the playable character leads the Third Streets Saints gang in a turf war against three rival gangs using a variety of weapons and vehicles in single-player and cooperative play. Game development began by late 2008. There was high staff turnover from the previous Saints Row team, with only one-fifth of the final 100-person staff having worked on a previous title in the series. They aimed to improve on the series by giving the game a coherent tone, and found it in films such as Hot Fuzz and the game's signature sex toy bat. Saints Row: The Third was built using a proprietary engine known as Core Technology Group and the Havok physics engine.<br />
<br />
The game received positive reviews, reviewers noted its general zaniness and praised its customization options. Critics thought the setting was insipid and that its humor occasionally fell flat, and others thought the game perfected the Saints Row formula. It was a nominee for Best Narrative at the 2012 Game Developers Conference, an IGN Editor's Choice, and a recipient of perfect scores from GamesRadar and G4. A complete edition including the three downloadable content packs was released a year after the original release, and its planned ''Enter the Dominatrix'' expansion became the game's sequel, [[Saints Row IV]].<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = Recompiler (ASMJIT)<!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = Fixes some loud noises during gameplay.<br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = Vulkan<!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = OpenGL has broken lighting and missing textures. Vulkan has broken water reflections.<br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = 16x makes transparent surfaces like windows look stripy.<br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = 100<!-- Value between 50% to 800% --><br />
|resolution scale notes = Any value higher than 100% breaks graphics.<br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing graphics ingame.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = On <!-- On, Off --><br />
|disable vertex cache notes = Fixes broken Map menu in Cellphone (Select Button).<br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Default_Settings&diff=26271Help:Default Settings2022-03-16T12:55:33Z<p>MarioSonic2987: /* GPU configuration */ Ugh.</p>
<hr />
<div>Below is the default configuration for the emulator. Not all options mentioned below are mandatory. For example, options such as ''Resolution Scale'' and ''Anisotropic Filter'' can be increased if your graphics card can handle the additional load whereas ''Approximate xfloat'' should be disabled with weaker CPUs. If the game has graphical glitches, you will also need to enable ''Write Color Buffers or Read Color Buffers'' to fix them. For best performance, read the description for each option carefully and also refer to the specific configurations mentioned for each game page.<br />
<br />
==CPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''PPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Recompiles the game's executable once before running it for the first time. By far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if PPU LLVM Recompiler doesn't work. <br>'''Interpreter (static)''': This is the most accurate option. Interpreter (slow). Try this if PPU Recompiler doesn't work.<br />
|-<br />
|'''SPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Fastest option with very good compatibility. Recompiles the game's SPU LLVM cache before running which adds extra start-up time. If you experience issues, use the ASMJIT Recompiler. <br>'''ASMJIT Recompiler''': Fast option with very good compatibility. If unsure use this option. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if SPU Recompiler (LLVM) and ASMJIT doesn't work. <br>'''Interpreter (static)''': Slowest option. Try this if SPU Recompiler (LLVM), ASMJIT, and Dynamic do not work.<br />
|-<br />
|'''Enable SPU loop detection'''||Off||Try to detect loop conditions in SPU kernels and use them as scheduling hints. <br>Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases.<br />
|-<br />
|'''Accurate xfloat'''||Off||Adds extra accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Approximate xfloat'''||On||Default Accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Relaxed xfloat'''||Off||The least accurate option. Enabled by disabling both Approximate and Accurate xfloat options. Still uses Approximate FCGT and FNMS instructions and may provide a performance boost in some SPU heavy games.<br />
|-<br />
|'''Full width AVX-512'''||Off||Enables the use of code with full width AVX-512.<br>This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.<br>Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.<br>Only available with CPUs that support AVX-512.<br />
|-<br />
|'''TSX instructions'''||Enabled||Enable usage of TSX instructions. <br>Needs to be forced on some Haswell or Broadwell CPUs. Forcing this on older Hardware can lead to system instability, use it with caution.<br />
|-<br />
|'''SPU block size'''||Safe||This option controls the SPU analyser, particularly the size of compiled units. <br>Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. <br>Use the Safe mode for maximum compatibility.<br />
|-<br />
|'''Preferred SPU threads'''||Auto||Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. <br>Please note that the best value depends on the individual game and specific CPU being used, so users need to try different values themselves. <br>Leave this on ''Auto'' if performance is negatively affected when setting a small value.<br />
|-<br />
|'''Thread Scheduler'''||Operating System||Control how RPCS3 utilizes the threads of your system.<br>Each option heavily depends on the game and on your cpu. It is recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported for CPUs with less than 12 logical threads.<br />
|}<br />
<br />
==GPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Renderer'''||Vulkan||Vulkan is the fastest renderer while OpenGL is the most accurate renderer. If unsure, use Vulkan. <br>Should you have any compatibility issues when using Vulkan, fall back to OpenGL.<br />
|-<br />
|'''Graphics device'''||NA||On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL.<br />
|-<br />
|'''Aspect ratio'''||16:9||Leave this on 16:9 unless you have a 4:3 monitor.<br />
|-<br />
|'''Framelimit'''||Auto||Most games have a built in frame limit. By using RPCS3's framelimiter simultaneously with the game one you may only hurt performance. Setting the framelimit to Off is the best option as it performs faster. <br>Only use framelimiter if a game runs too fast without it. Some games may crash if the framerate is too high. If that happens, set value to anything other than ''Off''.<br />
|-<br />
|'''Anisotropic filter'''||Auto||Modern GPUs can handle this setting fine, even at 16x. Keep this on Auto if you want to use the original settings used by a real PS3. May break some Unreal Engine games if set to anything except auto. Higher values increase sharpness of textures on sloped sufaces at the cost of GPU resources. If unsure give 16x a try.<br />
|-<br />
|'''Anti-aliasing'''||Auto||Emulates PS3 multisampling layout.<br>Can fix some visual artifacts in some games.<br>Low to moderate performance hit depending on your GPU hardware.<br />
|-<br />
|'''ZCULL accuracy'''||Precise (slowest)||Changes ZCULL report synchronization behavior. Experiment to find the best option for your game.<br>'''Precise''' is the most accurate to PS3 behaviour.<br>'''Approximate''' is a faster way to generate occlusion data which may not always match what the PS3 would generate.<br>'''Relaxed''' changes the synchronization method completely and can improve performance and break visual effects in some games.<br />
|-<br />
|'''Default resolution'''||1280x720||In most cases, do not change resolution in settings, leave it at ''1280x720''. Any other setting may result in compatibility issues and performance decrease. <br>If you wish to try setting the resolution higher to 1920x1080, you '''MUST''' check the compatible resolutions for the game from the game list to ensure that it can support such a resolution. <br>Forcing such resolution on games that do not support it will result in significant issues. <br>Using resolutions lower than ''1280x720'' will not improve performance.<br />
|-<br />
|'''Resolution scale'''||100%||Scales the game's resolution by the given percentage of the base resolution set in the above option. Set this value to 100% if you want to use the normal resolution. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Resolution scale threshold'''||16 x 16||Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. Do not touch this setting if you are unsure. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''FSR'''||Disabled||AMD FidelityFX Super Resolution upscaling filter. FSR will attempt to handle upscaling with a reduced VRAM usage for games that have high VRAM usage. May cause visual artifacts. Does not currently work with stereo 3D output or OpenGL at the moment. If unsure use Resolution scaler instead.<br />
|-<br />
|'''Shader mode'''||Async (multi threaded)||'''Legacy (single threaded)''': Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.<br>'''Async (multi threaded)''': This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in.<br>'''Async with shader interpreter''': Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.<br>'''Shader interpreter only''': All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental.<br />
|-<br />
|'''Number of shader compiler threads'''||Auto||Number of threads to use for the shader compiler backend.<br>Only has an impact when shader mode is set to one of the asynchronous modes.<br />
|-<br />
|'''Write color buffers'''||Off||Enable this option if you get missing graphics or broken lighting ingame. <br>Might degrade performance and introduce stuttering in some cases.<br />
|-<br />
|'''Strict rendering mode'''||Off||Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. <br>Overrides settings for ''Resolution Scale'' and ''Resolution Scale Threshold'' and enforces default values. <br>It is meant to disable all the shortcuts in the rendering path, and as such it trades speed and resolution options for the enhanced compatibility.<br />
|-<br />
|'''VSync'''||Off||By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.<br />
|-<br />
|'''Stretch to display area'''||Off||Overrides the aspect ratio and stretches the image to the full display area.<br />
|-<br />
|'''Enable 3D'''||Off||Enables 3D stereo rendering.<br>Note that only anaglyph viewing is supported at the moment.<br />
|-<br />
|'''Disable vertex cache'''||Off||Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance.<br />
|-<br />
|'''Multithreaded RSX'''||Off||Offloads some RSX operations to a secondary thread. <br>May improve performance for some high-core processors. May cause slowdown in some situations due to the extra worker thread load.<br />
|-<br />
|'''Asynchronous texture streaming'''||Off||Stream textures to GPU in parallel with 3D rendering.<br>Can improve performance on more powerful GPUs that have spare headroom.<br>Only works with Vulkan renderer.<br />
|}<br />
<br />
==Audio configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Audio output'''||Cubeb||Cubeb is the recommended option and should be used whenever possible. <br>'''Windows''': XAudio2 is the next best alternative. <br>'''Linux''': PulseAudio is the next best alternative.<br />
|-<br />
|'''Audio channels'''||Downmix to Stereo||Uses chosen audio output instead of default 7.1 surround sound.<br>Use downmix to stereo with stereo audio devices. Use 5.1 or higher only if you are using a surround sound audio system.<br />
|-<br />
|'''Dump to file'''||Off||Saves all audio as a raw wave file. If unsure, leave this unchecked.<br />
|-<br />
|'''Convert to 16-bit'''||Off||Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound.<br />
|-<br />
|'''Music handler'''||Qt||Currently only used for cellMusic emulation.<br>Select Qt to use the default output device of your operating system.<br>This may not be able to play all audio formats.<br />
|-<br />
|'''Volume'''||100%||Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars. <br />
|-<br />
|'''Enable buffering'''||On||Enables audio buffering, which reduces crackle and stutter but increases audio latency (requires Cubeb or XAudio2).<br />
|-<br />
|'''Audio buffer duration'''||100ms||Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Enable time stretching'''||Off||Reduces crackle and stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. <br>Requires audio buffering to be enabled.<br />
|-<br />
|'''Time stretching threshold'''||75%||Buffer fill level (in percentage) below which time stretching will start. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Microphone type'''||Null||Standard should be used for most games. <br>Singstar emulates a singstar device and should be used with Singstar games. <br>Real Singstar should only be used with a REAL Singstar device with Singstar games. <br>Rocksmith should be used with a Rocksmith dongle.<br />
|}<br />
<br />
==I/O configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Keyboard handler'''||Null||Some games support native keyboard input. Basic will work in these cases.<br />
|-<br />
|'''Mouse handler'''||Basic||Some games support native mouse input. Basic will work in these cases.<br />
|-<br />
|'''Move handler'''||Null||PlayStation Move support is not implemented, leave this on null. <br>'''Fake''': Experimental! This maps Move controls to DS4 controller mappings.<br />
|-<br />
|'''Path handler mode'''||Single-threaded||'''Single-threaded''': All pad handlers run on the same thread sequentially.<br>'''Multi-threaded''': Each pad handler has its own thread.<br>Only use multi-threaded if you can spare the extra threads.<br />
|-<br />
|'''Camera input'''||Unknown||Depending on the game you may need to select a specific camera type.<br />
|-<br />
|'''Camera handler'''||Null||select QT to use the default camera device on your Operating System.<br />
|-<br />
|'''Camera'''||Default||Select the camera that you want to use during gameplay.<br />
|-<br />
|'''Camera Flip'''||No||Flips camera either Veritcally, horizontally, or both.<br />
|-<br />
|'''Buzz! emulated controller'''||Null (use real Buzzers)||Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.<br>Select Null if the game has support for DualShock or if you have real Buzz! controllers.<br />
|-<br />
|'''DJ Hero Emulated Turntable'''||Null||Emulates a DJ Hero Turntable. Not needed if you have a real turntable or the game supports DualShock controllers. You can use emulated turntables at the same time as real turntables.<br />
|-<br />
|'''Guitar Hero Live emulated guitar'''||Null||Emulates a Guitar Hero Live controller, Not needed if you have a real Guitar Hero Live controller or the game supports DualShock controllers. You can use emulated guitars at the same time as real guitars.<br />
|}<br />
<br />
==System configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Console language'''||English (US)||Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. <br>It is recommended leaving this on a language supported by the game.<br />
|-<br />
|'''Console region'''||America||The console region defines the license area of the PS3.<br>Depending on the license area, some games may not work.<br />
|-<br />
|'''Enter button assignment'''||Enter with cross||The button used for enter/accept/confirm in system dialogs. You can change this to use the circle button instead, which is the default configuration on Japanese systems and in many Japanese games. <br>In these cases, having the cross button assigned can often lead to confusion.<br />
|-<br />
|'''Clear disk cache automatically'''||Off||Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. <br>Default wipe size is set to 5120MB. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Keyboard type'''||English keyboard (US Standard)||Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported.<br />
|-<br />
|'''Console time'''||Current time||Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.<br>Can be reset to current wallclock time by clicking '''Set to Now'''.<br />
|-<br />
|'''Homebrew: Enable /host_root/'''||Off||Required for some homebrew applications. If unsure, don't use this option.<br />
|}<br />
<br />
==Network configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Network status'''||Disconnected||If set to Connected, RPCS3 will allow programs to use our internet connection.<br />
|-<br />
|'''DNS'''||8.8.8.8||DNS used to resolve hostname by applications.<br />
|-<br />
|'''IP/Host switches'''||||DNS Swap List.<br />
|-<br />
|'''PSN Status'''||Disconnected||If set to Simulated, RPCS3 will fake PSN connection as best as it can. If set to RPCN, RPCS3 will use a Peer to Peer server connection to emulate online gameplay to the best of it's ability.<br />
|}<br />
<br />
==Advanced configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Debug console mode'''||Off||Increases the amount of usable system memory to match a DECR console and more. <br>Causes some software to behave differently than on retail hardware.<br />
|-<br />
|'''Accurate DFMA'''||On||Provides extra accuracy on FMA instructions at the cost of performance.<br>While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.<br>You can't disable it if your CPU supports FMA.<br />
|-<br />
|'''Accurate RSX reservation access'''||Off||Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations.<br />
|-<br />
|'''PPU Non-Java mode Fixup'''||On||Legacy option, Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Saturation Bit'''||Off||Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|''Accurate PPU Non-Java Mode'''||Off||Respect Non-Java Mode bit values for vector ops in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU Vector NaN Fixup'''||Off||Fixup NaN resultsin vector instructions in PPU Backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU vector NaN handling'''||Off||Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Float Condition Control'''||Off||Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU LLVM precompilation'''||On||Searches the game's directory and precompiles extra PPU modules during boot.<br>If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.<br>Only disable this if you want to get ingame more quickly.<br />
|-<br />
|'''Delay each odd MFC command'''||Off||Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.<br>Must be used with either SPU interpreters currently.<br>Severely degrades performance! If unsure, don't use this option.<br />
|-<br />
|'''Silence all logs'''||Off||Stop writing any logs after game startup. Don't use unless you believe it's necessary.<br />
|-<br />
|'''Sleep timers accuracy'''||Usleep only||Changes the sleep period accuracy.<br>'''As Host''' uses default accuracy of the underlying operating system, while '''All Timers''' attempts to improve it.<br>'''Usleep Only''' limits the adjustments to usleep syscall only.<br>Can affect perfomance in unexpected ways.<br />
|-<br />
|'''Maximum number of SPURS threads'''||Unlimited||Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. <br>Limiting the number of threads is also likely to cause crashes. It's recommended to keep this at default value.<br />
|-<br />
|'''Read depth buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Write depth buffers'''||Off||Writes depth buffer values to vm memory.<br />
|-<br />
|'''Read color buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Disable on-disk shader cache'''||Off||Disables the loading and saving of shaders from and to the shader cache in the data directory.<br />
|-<br />
|'''Disable native float16 support'''||Off||Disables hardware half-float support which is known to cause problems in some rare cases on some GPUs.<br />
|-<br />
|'''Allow host GPU labels (experimental)'''||Off||Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution.<br />
|-<br />
|'''Vulkan queue scheduler'''||Device||Determines how to schedule GPU async compute jobs when using asynchronous streaming.<br>Use '''Host''' mode for more spec compliant behavior at the cost of CPU overhead.<br>Use ''Device'' to let your driver handle this. Beware that '''Device''' mode technically violates official spec but is the superior option.<br />
|-<br />
|'''Driver wake-up delay'''||1 µs||Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide. 200μs and 400μs are good for most games.<br>Increments/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.<br>Values above 1000μs may cause noticeable performance penalties, use with caution.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank frequency'''||60 Hz||Adjusts the frequency of vertical blanking signals that the emulator sends.<br>Affects timing of events which rely on these signals.<br>Only available on per-game configurations.<br />
|-<br />
|'''Clocks scale'''||100%||Changes the scale of emulated system time.<br>Affects software which uses system time to calculate things such as dynamic timesteps.<br>Only available on per-game configurations.<br />
|}<br />
<br />
==Debug configuration==<br />
Below configurations are primarily used by developers. If unsure, don't use these options.<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''RenderDoc compatibility mode'''||Off||Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.<br>Also allows Vulkan to use debug markers for nicer Renderdoc captures.<br>If unsure, don't use this option.<br />
|-<br />
|'''Debug output'''||Off||Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan.<br />
|-<br />
|'''Debug overlay'''||Off||Provides a graphical overlay of various debugging information.<br>If unsure, don't use this option.<br />
|-<br />
|'''Log shader programs'''||Off||Dump game shaders to file. Only useful to developers.<br>If unsure, don't use this option.<br />
|-<br />
|'''Use high precision Z-buffer'''||Off||Only useful when debugging differences in GPU hardware.<br>Not necessary for average users.<br>If unsure, don't use this option.<br />
|-<br />
|'''Disable ZCull occlusion queries'''||Off||Disables running occlusion queries. Minor to moderate performance boost. <br>Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in.<br />
|-<br />
|'''Force CPU blit emulation'''||Off||Forces emulation of all blit and image manipulation operations on the CPU. <br>Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. <br>Significantly degrades performance but is more accurate in some cases. This setting overrides the 'GPU texture scaling' option.<br />
|-<br />
|'''Disable Vulkan memory allocator'''||Off||Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.<br />
|-<br />
|'''Disable FIFO reordering'''||Off||Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.<br />
|-<br />
|'''Strict texture flushing'''||Off||Forces texture flushing even in situations where it is not necessary/correct. <br>Known to cause visual artifacts, but useful for debugging certain texture cache issues.<br />
|-<br />
|'''Use GPU texture scaling'''||Off||Force all texture transfer, scaling and conversion operations on the GPU. <br>May cause texture corruption in some cases.<br />
|-<br />
|'''PPU debug'''||Off||Creates PPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''SPU debug'''||Off||Creates SPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''MFC debug'''||Off||Creates MFC logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''Set DAZ and FTZ'''||Off||Sets special MXCSR flags to debug errors in SSE operations.<br>Only used in PPU thread when it's not precise.<br>Only useful to developers.<br>Never use this.<br />
|-<br />
|'''Accurate GETLLAR'''||Off||Accurately processes SPU MFC_GETLLAR operation.<br />
|-<br />
|'''Accurate SPU DMA'''||Off||Accurately processes SPU DMA operations.<br />
|-<br />
|'''Accurate cache line stories'''||Off||Accurately processes PPU DCBZ instruction.<br>In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.<br />
|-<br />
|'''Hook static functions'''||Off||Allows to hook some functions like 'memcpy' replacing them with high-level implementations. <br>May do nothing or break things. Experimental.<br />
|-<br />
|'''Enable performance report'''||Off||Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to.<br />
|-<br />
|'''Accurate PPU 128 reservations'''||Disabled||When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.<br>Numerical values control whether or not to enable the accurate version based on the atomic operation's length.<br />
|-<br />
|'''PPU thread count'''||2||Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.<br>2 is the default, if unsure do not modify this setting.<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Default_Settings&diff=26270Help:Default Settings2022-03-16T12:54:05Z<p>MarioSonic2987: /* GPU configuration */ Oops. (again)</p>
<hr />
<div>Below is the default configuration for the emulator. Not all options mentioned below are mandatory. For example, options such as ''Resolution Scale'' and ''Anisotropic Filter'' can be increased if your graphics card can handle the additional load whereas ''Approximate xfloat'' should be disabled with weaker CPUs. If the game has graphical glitches, you will also need to enable ''Write Color Buffers or Read Color Buffers'' to fix them. For best performance, read the description for each option carefully and also refer to the specific configurations mentioned for each game page.<br />
<br />
==CPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''PPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Recompiles the game's executable once before running it for the first time. By far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if PPU LLVM Recompiler doesn't work. <br>'''Interpreter (static)''': This is the most accurate option. Interpreter (slow). Try this if PPU Recompiler doesn't work.<br />
|-<br />
|'''SPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Fastest option with very good compatibility. Recompiles the game's SPU LLVM cache before running which adds extra start-up time. If you experience issues, use the ASMJIT Recompiler. <br>'''ASMJIT Recompiler''': Fast option with very good compatibility. If unsure use this option. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if SPU Recompiler (LLVM) and ASMJIT doesn't work. <br>'''Interpreter (static)''': Slowest option. Try this if SPU Recompiler (LLVM), ASMJIT, and Dynamic do not work.<br />
|-<br />
|'''Enable SPU loop detection'''||Off||Try to detect loop conditions in SPU kernels and use them as scheduling hints. <br>Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases.<br />
|-<br />
|'''Accurate xfloat'''||Off||Adds extra accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Approximate xfloat'''||On||Default Accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Relaxed xfloat'''||Off||The least accurate option. Enabled by disabling both Approximate and Accurate xfloat options. Still uses Approximate FCGT and FNMS instructions and may provide a performance boost in some SPU heavy games.<br />
|-<br />
|'''Full width AVX-512'''||Off||Enables the use of code with full width AVX-512.<br>This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.<br>Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.<br>Only available with CPUs that support AVX-512.<br />
|-<br />
|'''TSX instructions'''||Enabled||Enable usage of TSX instructions. <br>Needs to be forced on some Haswell or Broadwell CPUs. Forcing this on older Hardware can lead to system instability, use it with caution.<br />
|-<br />
|'''SPU block size'''||Safe||This option controls the SPU analyser, particularly the size of compiled units. <br>Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. <br>Use the Safe mode for maximum compatibility.<br />
|-<br />
|'''Preferred SPU threads'''||Auto||Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. <br>Please note that the best value depends on the individual game and specific CPU being used, so users need to try different values themselves. <br>Leave this on ''Auto'' if performance is negatively affected when setting a small value.<br />
|-<br />
|'''Thread Scheduler'''||Operating System||Control how RPCS3 utilizes the threads of your system.<br>Each option heavily depends on the game and on your cpu. It is recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported for CPUs with less than 12 logical threads.<br />
|}<br />
<br />
==GPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Renderer'''||Vulkan||Vulkan is the fastest renderer while OpenGL is the most accurate renderer. If unsure, use Vulkan. <br>Should you have any compatibility issues when using Vulkan, fall back to OpenGL.<br />
|-<br />
|'''Graphics device'''||NA||On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL.<br />
|-<br />
|'''Aspect ratio'''||16:9||Leave this on 16:9 unless you have a 4:3 monitor.<br />
|-<br />
|'''Framelimit'''||Auto||Most games have a built in frame limit. By using RPCS3's framelimiter simultaneously with the game one you may only hurt performance. Setting the framelimit to Off is the best option as it performs faster. <br>Only use framelimiter if a game runs too fast without it. Some games may crash if the framerate is too high. If that happens, set value to anything other than ''Off''.<br />
|-<br />
|'''Anisotropic filter'''||Auto||Modern GPUs can handle this setting fine, even at 16x. Keep this on Auto if you want to use the original settings used by a real PS3. May break some Unreal Engine games if set to anything except auto. Higher values increase sharpness of textures on sloped sufaces at the cost of GPU resources. If unsure give 16x a try.<br />
|-<br />
|'''Anti-aliasing'''||Auto||Emulates PS3 multisampling layout.<br>Can fix some visual artifacts in some games.<br>Low to moderate performance hit depending on your GPU hardware.<br />
|-<br />
|'''ZCULL accuracy'''||Precise (slowest)||Changes ZCULL report synchronization behavior.<br>'''Precise''' is the most accurate to PS3 behaviour.<br> Experiment to find the best option for your game. <br>'''Approximate''' is a faster way to generate occlusion data which may not always match what the PS3 would generate.<br>'''Relaxed''' changes the synchronization method completely and can improve performance and break visual effects in some games.<br />
|-<br />
|'''Default resolution'''||1280x720||In most cases, do not change resolution in settings, leave it at ''1280x720''. Any other setting may result in compatibility issues and performance decrease. <br>If you wish to try setting the resolution higher to 1920x1080, you '''MUST''' check the compatible resolutions for the game from the game list to ensure that it can support such a resolution. <br>Forcing such resolution on games that do not support it will result in significant issues. <br>Using resolutions lower than ''1280x720'' will not improve performance.<br />
|-<br />
|'''Resolution scale'''||100%||Scales the game's resolution by the given percentage of the base resolution set in the above option. Set this value to 100% if you want to use the normal resolution. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Resolution scale threshold'''||16 x 16||Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. Do not touch this setting if you are unsure. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''FSR'''||Disabled||AMD FidelityFX Super Resolution upscaling filter. FSR will attempt to handle upscaling with a reduced VRAM usage for games that have high VRAM usage. May cause visual artifacts. Does not currently work with stereo 3D output or OpenGL at the moment. If unsure use Resolution scaler instead.<br />
|-<br />
|'''Shader mode'''||Async (multi threaded)||'''Legacy (single threaded)''': Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.<br>'''Async (multi threaded)''': This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in.<br>'''Async with shader interpreter''': Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.<br>'''Shader interpreter only''': All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental.<br />
|-<br />
|'''Number of shader compiler threads'''||Auto||Number of threads to use for the shader compiler backend.<br>Only has an impact when shader mode is set to one of the asynchronous modes.<br />
|-<br />
|'''Write color buffers'''||Off||Enable this option if you get missing graphics or broken lighting ingame. <br>Might degrade performance and introduce stuttering in some cases.<br />
|-<br />
|'''Strict rendering mode'''||Off||Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. <br>Overrides settings for ''Resolution Scale'' and ''Resolution Scale Threshold'' and enforces default values. <br>It is meant to disable all the shortcuts in the rendering path, and as such it trades speed and resolution options for the enhanced compatibility.<br />
|-<br />
|'''VSync'''||Off||By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.<br />
|-<br />
|'''Stretch to display area'''||Off||Overrides the aspect ratio and stretches the image to the full display area.<br />
|-<br />
|'''Enable 3D'''||Off||Enables 3D stereo rendering.<br>Note that only anaglyph viewing is supported at the moment.<br />
|-<br />
|'''Disable vertex cache'''||Off||Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance.<br />
|-<br />
|'''Multithreaded RSX'''||Off||Offloads some RSX operations to a secondary thread. <br>May improve performance for some high-core processors. May cause slowdown in some situations due to the extra worker thread load.<br />
|-<br />
|'''Asynchronous texture streaming'''||Off||Stream textures to GPU in parallel with 3D rendering.<br>Can improve performance on more powerful GPUs that have spare headroom.<br>Only works with Vulkan renderer.<br />
|}<br />
<br />
==Audio configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Audio output'''||Cubeb||Cubeb is the recommended option and should be used whenever possible. <br>'''Windows''': XAudio2 is the next best alternative. <br>'''Linux''': PulseAudio is the next best alternative.<br />
|-<br />
|'''Audio channels'''||Downmix to Stereo||Uses chosen audio output instead of default 7.1 surround sound.<br>Use downmix to stereo with stereo audio devices. Use 5.1 or higher only if you are using a surround sound audio system.<br />
|-<br />
|'''Dump to file'''||Off||Saves all audio as a raw wave file. If unsure, leave this unchecked.<br />
|-<br />
|'''Convert to 16-bit'''||Off||Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound.<br />
|-<br />
|'''Music handler'''||Qt||Currently only used for cellMusic emulation.<br>Select Qt to use the default output device of your operating system.<br>This may not be able to play all audio formats.<br />
|-<br />
|'''Volume'''||100%||Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars. <br />
|-<br />
|'''Enable buffering'''||On||Enables audio buffering, which reduces crackle and stutter but increases audio latency (requires Cubeb or XAudio2).<br />
|-<br />
|'''Audio buffer duration'''||100ms||Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Enable time stretching'''||Off||Reduces crackle and stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. <br>Requires audio buffering to be enabled.<br />
|-<br />
|'''Time stretching threshold'''||75%||Buffer fill level (in percentage) below which time stretching will start. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Microphone type'''||Null||Standard should be used for most games. <br>Singstar emulates a singstar device and should be used with Singstar games. <br>Real Singstar should only be used with a REAL Singstar device with Singstar games. <br>Rocksmith should be used with a Rocksmith dongle.<br />
|}<br />
<br />
==I/O configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Keyboard handler'''||Null||Some games support native keyboard input. Basic will work in these cases.<br />
|-<br />
|'''Mouse handler'''||Basic||Some games support native mouse input. Basic will work in these cases.<br />
|-<br />
|'''Move handler'''||Null||PlayStation Move support is not implemented, leave this on null. <br>'''Fake''': Experimental! This maps Move controls to DS4 controller mappings.<br />
|-<br />
|'''Path handler mode'''||Single-threaded||'''Single-threaded''': All pad handlers run on the same thread sequentially.<br>'''Multi-threaded''': Each pad handler has its own thread.<br>Only use multi-threaded if you can spare the extra threads.<br />
|-<br />
|'''Camera input'''||Unknown||Depending on the game you may need to select a specific camera type.<br />
|-<br />
|'''Camera handler'''||Null||select QT to use the default camera device on your Operating System.<br />
|-<br />
|'''Camera'''||Default||Select the camera that you want to use during gameplay.<br />
|-<br />
|'''Camera Flip'''||No||Flips camera either Veritcally, horizontally, or both.<br />
|-<br />
|'''Buzz! emulated controller'''||Null (use real Buzzers)||Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.<br>Select Null if the game has support for DualShock or if you have real Buzz! controllers.<br />
|-<br />
|'''DJ Hero Emulated Turntable'''||Null||Emulates a DJ Hero Turntable. Not needed if you have a real turntable or the game supports DualShock controllers. You can use emulated turntables at the same time as real turntables.<br />
|-<br />
|'''Guitar Hero Live emulated guitar'''||Null||Emulates a Guitar Hero Live controller, Not needed if you have a real Guitar Hero Live controller or the game supports DualShock controllers. You can use emulated guitars at the same time as real guitars.<br />
|}<br />
<br />
==System configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Console language'''||English (US)||Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. <br>It is recommended leaving this on a language supported by the game.<br />
|-<br />
|'''Console region'''||America||The console region defines the license area of the PS3.<br>Depending on the license area, some games may not work.<br />
|-<br />
|'''Enter button assignment'''||Enter with cross||The button used for enter/accept/confirm in system dialogs. You can change this to use the circle button instead, which is the default configuration on Japanese systems and in many Japanese games. <br>In these cases, having the cross button assigned can often lead to confusion.<br />
|-<br />
|'''Clear disk cache automatically'''||Off||Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. <br>Default wipe size is set to 5120MB. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Keyboard type'''||English keyboard (US Standard)||Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported.<br />
|-<br />
|'''Console time'''||Current time||Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.<br>Can be reset to current wallclock time by clicking '''Set to Now'''.<br />
|-<br />
|'''Homebrew: Enable /host_root/'''||Off||Required for some homebrew applications. If unsure, don't use this option.<br />
|}<br />
<br />
==Network configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Network status'''||Disconnected||If set to Connected, RPCS3 will allow programs to use our internet connection.<br />
|-<br />
|'''DNS'''||8.8.8.8||DNS used to resolve hostname by applications.<br />
|-<br />
|'''IP/Host switches'''||||DNS Swap List.<br />
|-<br />
|'''PSN Status'''||Disconnected||If set to Simulated, RPCS3 will fake PSN connection as best as it can. If set to RPCN, RPCS3 will use a Peer to Peer server connection to emulate online gameplay to the best of it's ability.<br />
|}<br />
<br />
==Advanced configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Debug console mode'''||Off||Increases the amount of usable system memory to match a DECR console and more. <br>Causes some software to behave differently than on retail hardware.<br />
|-<br />
|'''Accurate DFMA'''||On||Provides extra accuracy on FMA instructions at the cost of performance.<br>While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.<br>You can't disable it if your CPU supports FMA.<br />
|-<br />
|'''Accurate RSX reservation access'''||Off||Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations.<br />
|-<br />
|'''PPU Non-Java mode Fixup'''||On||Legacy option, Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Saturation Bit'''||Off||Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|''Accurate PPU Non-Java Mode'''||Off||Respect Non-Java Mode bit values for vector ops in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU Vector NaN Fixup'''||Off||Fixup NaN resultsin vector instructions in PPU Backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU vector NaN handling'''||Off||Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Float Condition Control'''||Off||Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU LLVM precompilation'''||On||Searches the game's directory and precompiles extra PPU modules during boot.<br>If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.<br>Only disable this if you want to get ingame more quickly.<br />
|-<br />
|'''Delay each odd MFC command'''||Off||Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.<br>Must be used with either SPU interpreters currently.<br>Severely degrades performance! If unsure, don't use this option.<br />
|-<br />
|'''Silence all logs'''||Off||Stop writing any logs after game startup. Don't use unless you believe it's necessary.<br />
|-<br />
|'''Sleep timers accuracy'''||Usleep only||Changes the sleep period accuracy.<br>'''As Host''' uses default accuracy of the underlying operating system, while '''All Timers''' attempts to improve it.<br>'''Usleep Only''' limits the adjustments to usleep syscall only.<br>Can affect perfomance in unexpected ways.<br />
|-<br />
|'''Maximum number of SPURS threads'''||Unlimited||Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. <br>Limiting the number of threads is also likely to cause crashes. It's recommended to keep this at default value.<br />
|-<br />
|'''Read depth buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Write depth buffers'''||Off||Writes depth buffer values to vm memory.<br />
|-<br />
|'''Read color buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Disable on-disk shader cache'''||Off||Disables the loading and saving of shaders from and to the shader cache in the data directory.<br />
|-<br />
|'''Disable native float16 support'''||Off||Disables hardware half-float support which is known to cause problems in some rare cases on some GPUs.<br />
|-<br />
|'''Allow host GPU labels (experimental)'''||Off||Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution.<br />
|-<br />
|'''Vulkan queue scheduler'''||Device||Determines how to schedule GPU async compute jobs when using asynchronous streaming.<br>Use '''Host''' mode for more spec compliant behavior at the cost of CPU overhead.<br>Use ''Device'' to let your driver handle this. Beware that '''Device''' mode technically violates official spec but is the superior option.<br />
|-<br />
|'''Driver wake-up delay'''||1 µs||Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide. 200μs and 400μs are good for most games.<br>Increments/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.<br>Values above 1000μs may cause noticeable performance penalties, use with caution.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank frequency'''||60 Hz||Adjusts the frequency of vertical blanking signals that the emulator sends.<br>Affects timing of events which rely on these signals.<br>Only available on per-game configurations.<br />
|-<br />
|'''Clocks scale'''||100%||Changes the scale of emulated system time.<br>Affects software which uses system time to calculate things such as dynamic timesteps.<br>Only available on per-game configurations.<br />
|}<br />
<br />
==Debug configuration==<br />
Below configurations are primarily used by developers. If unsure, don't use these options.<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''RenderDoc compatibility mode'''||Off||Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.<br>Also allows Vulkan to use debug markers for nicer Renderdoc captures.<br>If unsure, don't use this option.<br />
|-<br />
|'''Debug output'''||Off||Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan.<br />
|-<br />
|'''Debug overlay'''||Off||Provides a graphical overlay of various debugging information.<br>If unsure, don't use this option.<br />
|-<br />
|'''Log shader programs'''||Off||Dump game shaders to file. Only useful to developers.<br>If unsure, don't use this option.<br />
|-<br />
|'''Use high precision Z-buffer'''||Off||Only useful when debugging differences in GPU hardware.<br>Not necessary for average users.<br>If unsure, don't use this option.<br />
|-<br />
|'''Disable ZCull occlusion queries'''||Off||Disables running occlusion queries. Minor to moderate performance boost. <br>Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in.<br />
|-<br />
|'''Force CPU blit emulation'''||Off||Forces emulation of all blit and image manipulation operations on the CPU. <br>Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. <br>Significantly degrades performance but is more accurate in some cases. This setting overrides the 'GPU texture scaling' option.<br />
|-<br />
|'''Disable Vulkan memory allocator'''||Off||Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.<br />
|-<br />
|'''Disable FIFO reordering'''||Off||Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.<br />
|-<br />
|'''Strict texture flushing'''||Off||Forces texture flushing even in situations where it is not necessary/correct. <br>Known to cause visual artifacts, but useful for debugging certain texture cache issues.<br />
|-<br />
|'''Use GPU texture scaling'''||Off||Force all texture transfer, scaling and conversion operations on the GPU. <br>May cause texture corruption in some cases.<br />
|-<br />
|'''PPU debug'''||Off||Creates PPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''SPU debug'''||Off||Creates SPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''MFC debug'''||Off||Creates MFC logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''Set DAZ and FTZ'''||Off||Sets special MXCSR flags to debug errors in SSE operations.<br>Only used in PPU thread when it's not precise.<br>Only useful to developers.<br>Never use this.<br />
|-<br />
|'''Accurate GETLLAR'''||Off||Accurately processes SPU MFC_GETLLAR operation.<br />
|-<br />
|'''Accurate SPU DMA'''||Off||Accurately processes SPU DMA operations.<br />
|-<br />
|'''Accurate cache line stories'''||Off||Accurately processes PPU DCBZ instruction.<br>In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.<br />
|-<br />
|'''Hook static functions'''||Off||Allows to hook some functions like 'memcpy' replacing them with high-level implementations. <br>May do nothing or break things. Experimental.<br />
|-<br />
|'''Enable performance report'''||Off||Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to.<br />
|-<br />
|'''Accurate PPU 128 reservations'''||Disabled||When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.<br>Numerical values control whether or not to enable the accurate version based on the atomic operation's length.<br />
|-<br />
|'''PPU thread count'''||2||Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.<br>2 is the default, if unsure do not modify this setting.<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Default_Settings&diff=26269Help:Default Settings2022-03-16T12:49:35Z<p>MarioSonic2987: /* I/O configuration */ Oops.</p>
<hr />
<div>Below is the default configuration for the emulator. Not all options mentioned below are mandatory. For example, options such as ''Resolution Scale'' and ''Anisotropic Filter'' can be increased if your graphics card can handle the additional load whereas ''Approximate xfloat'' should be disabled with weaker CPUs. If the game has graphical glitches, you will also need to enable ''Write Color Buffers or Read Color Buffers'' to fix them. For best performance, read the description for each option carefully and also refer to the specific configurations mentioned for each game page.<br />
<br />
==CPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''PPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Recompiles the game's executable once before running it for the first time. By far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if PPU LLVM Recompiler doesn't work. <br>'''Interpreter (static)''': This is the most accurate option. Interpreter (slow). Try this if PPU Recompiler doesn't work.<br />
|-<br />
|'''SPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Fastest option with very good compatibility. Recompiles the game's SPU LLVM cache before running which adds extra start-up time. If you experience issues, use the ASMJIT Recompiler. <br>'''ASMJIT Recompiler''': Fast option with very good compatibility. If unsure use this option. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if SPU Recompiler (LLVM) and ASMJIT doesn't work. <br>'''Interpreter (static)''': Slowest option. Try this if SPU Recompiler (LLVM), ASMJIT, and Dynamic do not work.<br />
|-<br />
|'''Enable SPU loop detection'''||Off||Try to detect loop conditions in SPU kernels and use them as scheduling hints. <br>Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases.<br />
|-<br />
|'''Accurate xfloat'''||Off||Adds extra accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Approximate xfloat'''||On||Default Accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Relaxed xfloat'''||Off||The least accurate option. Enabled by disabling both Approximate and Accurate xfloat options. Still uses Approximate FCGT and FNMS instructions and may provide a performance boost in some SPU heavy games.<br />
|-<br />
|'''Full width AVX-512'''||Off||Enables the use of code with full width AVX-512.<br>This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.<br>Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.<br>Only available with CPUs that support AVX-512.<br />
|-<br />
|'''TSX instructions'''||Enabled||Enable usage of TSX instructions. <br>Needs to be forced on some Haswell or Broadwell CPUs. Forcing this on older Hardware can lead to system instability, use it with caution.<br />
|-<br />
|'''SPU block size'''||Safe||This option controls the SPU analyser, particularly the size of compiled units. <br>Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. <br>Use the Safe mode for maximum compatibility.<br />
|-<br />
|'''Preferred SPU threads'''||Auto||Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. <br>Please note that the best value depends on the individual game and specific CPU being used, so users need to try different values themselves. <br>Leave this on ''Auto'' if performance is negatively affected when setting a small value.<br />
|-<br />
|'''Thread Scheduler'''||Operating System||Control how RPCS3 utilizes the threads of your system.<br>Each option heavily depends on the game and on your cpu. It is recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported for CPUs with less than 12 logical threads.<br />
|}<br />
<br />
==GPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Renderer'''||Vulkan||Vulkan is the fastest renderer while OpenGL is the most accurate renderer. If unsure, use Vulkan. <br>Should you have any compatibility issues when using Vulkan, fall back to OpenGL.<br />
|-<br />
|'''Graphics device'''||NA||On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL.<br />
|-<br />
|'''Aspect ratio'''||16:9||Leave this on 16:9 unless you have a 4:3 monitor.<br />
|-<br />
|'''Framelimit'''||Auto||Most games have a built in frame limit. By using RPCS3's framelimiter simultaneously with the game one you may only hurt performance. Setting the framelimit to Off is the best option as it performs faster. <br>Only use framelimiter if a game runs too fast without it. Some games may crash if the framerate is too high. If that happens, set value to anything other than ''Off''.<br />
|-<br />
|'''Anisotropic filter'''||Auto||Modern GPUs can handle this setting fine, even at 16x. Keep this on Auto if you want to use the original settings used by a real PS3. May break some Unreal Engine games if set to anything except auto. Higher values increase sharpness of textures on sloped sufaces at the cost of GPU resources. If unsure give 16x a try.<br />
|-<br />
|'''Anti-aliasing'''||Auto||Emulates PS3 multisampling layout.<br>Can fix some visual artifacts in some games.<br>Low to moderate performance hit depending on your GPU hardware.<br />
|-<br />
|'''ZCULL accuracy'''||Precise (slowest)||Changes ZCULL report synchronization behavior<br>'''Precise''' is the most accurate to PS3 behaviour.<br> Experiment to find the best option for your game. <br>'''Approximate''' is a faster way to generate occlusion data which may not always match what the PS3 would generate.<br>'''Relaxed''' changes the synchronization method completely and can improve performance and break visual effects in some games.<br />
|-<br />
|'''Default resolution'''||1280x720||In most cases, do not change resolution in settings, leave it at ''1280x720''. Any other setting may result in compatibility issues and performance decrease. <br>If you wish to try setting the resolution higher to 1920x1080, you '''MUST''' check the compatible resolutions for the game from the game list to ensure that it can support such a resolution. <br>Forcing such resolution on games that do not support it will result in significant issues. <br>Using resolutions lower than ''1280x720'' will not improve performance.<br />
|-<br />
|'''Resolution scale'''||100%||Scales the game's resolution by the given percentage of the base resolution set in the above option. Set this value to 100% if you want to use the normal resolution. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Resolution scale threshold'''||16 x 16||Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. Do not touch this setting if you are unsure. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''FSR'''||Disabled||AMD FidelityFX Super Resolution upscaling filter. FSR will attempt to handle upscaling with a reduced VRAM usage for games that have high VRAM usage. May cause visual artifacts. Does not currently work with stereo 3D output or OpenGL at the moment. If unsure use Resolution scaler instead.<br />
|-<br />
|'''Shader mode'''||Async (multi threaded)||'''Legacy (single threaded)''': Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.<br>'''Async (multi threaded)''': This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in.<br>'''Async with shader interpreter''': Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.<br>'''Shader interpreter only''': All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental.<br />
|-<br />
|'''Number of shader compiler threads'''||Auto||Number of threads to use for the shader compiler backend.<br>Only has an impact when shader mode is set to one of the asynchronous modes.<br />
|-<br />
|'''Write color buffers'''||Off||Enable this option if you get missing graphics or broken lighting ingame. <br>Might degrade performance and introduce stuttering in some cases.<br />
|-<br />
|'''Strict rendering mode'''||Off||Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. <br>Overrides settings for ''Resolution Scale'' and ''Resolution Scale Threshold'' and enforces default values. <br>It is meant to disable all the shortcuts in the rendering path, and as such it trades speed and resolution options for the enhanced compatibility.<br />
|-<br />
|'''VSync'''||Off||By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.<br />
|-<br />
|'''Stretch to display area'''||Off||Overrides the aspect ratio and stretches the image to the full display area.<br />
|-<br />
|'''Enable 3D'''||Off||Enables 3D stereo rendering.<br>Note that only anaglyph viewing is supported at the moment.<br />
|-<br />
|'''Disable vertex cache'''||Off||Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance.<br />
|-<br />
|'''Multithreaded RSX'''||Off||Offloads some RSX operations to a secondary thread. <br>May improve performance for some high-core processors. May cause slowdown in some situations due to the extra worker thread load.<br />
|-<br />
|'''Asynchronous texture streaming'''||Off||Stream textures to GPU in parallel with 3D rendering.<br>Can improve performance on more powerful GPUs that have spare headroom.<br>Only works with Vulkan renderer.<br />
|}<br />
<br />
==Audio configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Audio output'''||Cubeb||Cubeb is the recommended option and should be used whenever possible. <br>'''Windows''': XAudio2 is the next best alternative. <br>'''Linux''': PulseAudio is the next best alternative.<br />
|-<br />
|'''Audio channels'''||Downmix to Stereo||Uses chosen audio output instead of default 7.1 surround sound.<br>Use downmix to stereo with stereo audio devices. Use 5.1 or higher only if you are using a surround sound audio system.<br />
|-<br />
|'''Dump to file'''||Off||Saves all audio as a raw wave file. If unsure, leave this unchecked.<br />
|-<br />
|'''Convert to 16-bit'''||Off||Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound.<br />
|-<br />
|'''Music handler'''||Qt||Currently only used for cellMusic emulation.<br>Select Qt to use the default output device of your operating system.<br>This may not be able to play all audio formats.<br />
|-<br />
|'''Volume'''||100%||Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars. <br />
|-<br />
|'''Enable buffering'''||On||Enables audio buffering, which reduces crackle and stutter but increases audio latency (requires Cubeb or XAudio2).<br />
|-<br />
|'''Audio buffer duration'''||100ms||Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Enable time stretching'''||Off||Reduces crackle and stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. <br>Requires audio buffering to be enabled.<br />
|-<br />
|'''Time stretching threshold'''||75%||Buffer fill level (in percentage) below which time stretching will start. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Microphone type'''||Null||Standard should be used for most games. <br>Singstar emulates a singstar device and should be used with Singstar games. <br>Real Singstar should only be used with a REAL Singstar device with Singstar games. <br>Rocksmith should be used with a Rocksmith dongle.<br />
|}<br />
<br />
==I/O configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Keyboard handler'''||Null||Some games support native keyboard input. Basic will work in these cases.<br />
|-<br />
|'''Mouse handler'''||Basic||Some games support native mouse input. Basic will work in these cases.<br />
|-<br />
|'''Move handler'''||Null||PlayStation Move support is not implemented, leave this on null. <br>'''Fake''': Experimental! This maps Move controls to DS4 controller mappings.<br />
|-<br />
|'''Path handler mode'''||Single-threaded||'''Single-threaded''': All pad handlers run on the same thread sequentially.<br>'''Multi-threaded''': Each pad handler has its own thread.<br>Only use multi-threaded if you can spare the extra threads.<br />
|-<br />
|'''Camera input'''||Unknown||Depending on the game you may need to select a specific camera type.<br />
|-<br />
|'''Camera handler'''||Null||select QT to use the default camera device on your Operating System.<br />
|-<br />
|'''Camera'''||Default||Select the camera that you want to use during gameplay.<br />
|-<br />
|'''Camera Flip'''||No||Flips camera either Veritcally, horizontally, or both.<br />
|-<br />
|'''Buzz! emulated controller'''||Null (use real Buzzers)||Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.<br>Select Null if the game has support for DualShock or if you have real Buzz! controllers.<br />
|-<br />
|'''DJ Hero Emulated Turntable'''||Null||Emulates a DJ Hero Turntable. Not needed if you have a real turntable or the game supports DualShock controllers. You can use emulated turntables at the same time as real turntables.<br />
|-<br />
|'''Guitar Hero Live emulated guitar'''||Null||Emulates a Guitar Hero Live controller, Not needed if you have a real Guitar Hero Live controller or the game supports DualShock controllers. You can use emulated guitars at the same time as real guitars.<br />
|}<br />
<br />
==System configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Console language'''||English (US)||Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. <br>It is recommended leaving this on a language supported by the game.<br />
|-<br />
|'''Console region'''||America||The console region defines the license area of the PS3.<br>Depending on the license area, some games may not work.<br />
|-<br />
|'''Enter button assignment'''||Enter with cross||The button used for enter/accept/confirm in system dialogs. You can change this to use the circle button instead, which is the default configuration on Japanese systems and in many Japanese games. <br>In these cases, having the cross button assigned can often lead to confusion.<br />
|-<br />
|'''Clear disk cache automatically'''||Off||Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. <br>Default wipe size is set to 5120MB. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Keyboard type'''||English keyboard (US Standard)||Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported.<br />
|-<br />
|'''Console time'''||Current time||Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.<br>Can be reset to current wallclock time by clicking '''Set to Now'''.<br />
|-<br />
|'''Homebrew: Enable /host_root/'''||Off||Required for some homebrew applications. If unsure, don't use this option.<br />
|}<br />
<br />
==Network configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Network status'''||Disconnected||If set to Connected, RPCS3 will allow programs to use our internet connection.<br />
|-<br />
|'''DNS'''||8.8.8.8||DNS used to resolve hostname by applications.<br />
|-<br />
|'''IP/Host switches'''||||DNS Swap List.<br />
|-<br />
|'''PSN Status'''||Disconnected||If set to Simulated, RPCS3 will fake PSN connection as best as it can. If set to RPCN, RPCS3 will use a Peer to Peer server connection to emulate online gameplay to the best of it's ability.<br />
|}<br />
<br />
==Advanced configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Debug console mode'''||Off||Increases the amount of usable system memory to match a DECR console and more. <br>Causes some software to behave differently than on retail hardware.<br />
|-<br />
|'''Accurate DFMA'''||On||Provides extra accuracy on FMA instructions at the cost of performance.<br>While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.<br>You can't disable it if your CPU supports FMA.<br />
|-<br />
|'''Accurate RSX reservation access'''||Off||Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations.<br />
|-<br />
|'''PPU Non-Java mode Fixup'''||On||Legacy option, Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Saturation Bit'''||Off||Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|''Accurate PPU Non-Java Mode'''||Off||Respect Non-Java Mode bit values for vector ops in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU Vector NaN Fixup'''||Off||Fixup NaN resultsin vector instructions in PPU Backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU vector NaN handling'''||Off||Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Float Condition Control'''||Off||Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU LLVM precompilation'''||On||Searches the game's directory and precompiles extra PPU modules during boot.<br>If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.<br>Only disable this if you want to get ingame more quickly.<br />
|-<br />
|'''Delay each odd MFC command'''||Off||Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.<br>Must be used with either SPU interpreters currently.<br>Severely degrades performance! If unsure, don't use this option.<br />
|-<br />
|'''Silence all logs'''||Off||Stop writing any logs after game startup. Don't use unless you believe it's necessary.<br />
|-<br />
|'''Sleep timers accuracy'''||Usleep only||Changes the sleep period accuracy.<br>'''As Host''' uses default accuracy of the underlying operating system, while '''All Timers''' attempts to improve it.<br>'''Usleep Only''' limits the adjustments to usleep syscall only.<br>Can affect perfomance in unexpected ways.<br />
|-<br />
|'''Maximum number of SPURS threads'''||Unlimited||Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. <br>Limiting the number of threads is also likely to cause crashes. It's recommended to keep this at default value.<br />
|-<br />
|'''Read depth buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Write depth buffers'''||Off||Writes depth buffer values to vm memory.<br />
|-<br />
|'''Read color buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Disable on-disk shader cache'''||Off||Disables the loading and saving of shaders from and to the shader cache in the data directory.<br />
|-<br />
|'''Disable native float16 support'''||Off||Disables hardware half-float support which is known to cause problems in some rare cases on some GPUs.<br />
|-<br />
|'''Allow host GPU labels (experimental)'''||Off||Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution.<br />
|-<br />
|'''Vulkan queue scheduler'''||Device||Determines how to schedule GPU async compute jobs when using asynchronous streaming.<br>Use '''Host''' mode for more spec compliant behavior at the cost of CPU overhead.<br>Use ''Device'' to let your driver handle this. Beware that '''Device''' mode technically violates official spec but is the superior option.<br />
|-<br />
|'''Driver wake-up delay'''||1 µs||Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide. 200μs and 400μs are good for most games.<br>Increments/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.<br>Values above 1000μs may cause noticeable performance penalties, use with caution.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank frequency'''||60 Hz||Adjusts the frequency of vertical blanking signals that the emulator sends.<br>Affects timing of events which rely on these signals.<br>Only available on per-game configurations.<br />
|-<br />
|'''Clocks scale'''||100%||Changes the scale of emulated system time.<br>Affects software which uses system time to calculate things such as dynamic timesteps.<br>Only available on per-game configurations.<br />
|}<br />
<br />
==Debug configuration==<br />
Below configurations are primarily used by developers. If unsure, don't use these options.<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''RenderDoc compatibility mode'''||Off||Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.<br>Also allows Vulkan to use debug markers for nicer Renderdoc captures.<br>If unsure, don't use this option.<br />
|-<br />
|'''Debug output'''||Off||Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan.<br />
|-<br />
|'''Debug overlay'''||Off||Provides a graphical overlay of various debugging information.<br>If unsure, don't use this option.<br />
|-<br />
|'''Log shader programs'''||Off||Dump game shaders to file. Only useful to developers.<br>If unsure, don't use this option.<br />
|-<br />
|'''Use high precision Z-buffer'''||Off||Only useful when debugging differences in GPU hardware.<br>Not necessary for average users.<br>If unsure, don't use this option.<br />
|-<br />
|'''Disable ZCull occlusion queries'''||Off||Disables running occlusion queries. Minor to moderate performance boost. <br>Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in.<br />
|-<br />
|'''Force CPU blit emulation'''||Off||Forces emulation of all blit and image manipulation operations on the CPU. <br>Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. <br>Significantly degrades performance but is more accurate in some cases. This setting overrides the 'GPU texture scaling' option.<br />
|-<br />
|'''Disable Vulkan memory allocator'''||Off||Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.<br />
|-<br />
|'''Disable FIFO reordering'''||Off||Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.<br />
|-<br />
|'''Strict texture flushing'''||Off||Forces texture flushing even in situations where it is not necessary/correct. <br>Known to cause visual artifacts, but useful for debugging certain texture cache issues.<br />
|-<br />
|'''Use GPU texture scaling'''||Off||Force all texture transfer, scaling and conversion operations on the GPU. <br>May cause texture corruption in some cases.<br />
|-<br />
|'''PPU debug'''||Off||Creates PPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''SPU debug'''||Off||Creates SPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''MFC debug'''||Off||Creates MFC logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''Set DAZ and FTZ'''||Off||Sets special MXCSR flags to debug errors in SSE operations.<br>Only used in PPU thread when it's not precise.<br>Only useful to developers.<br>Never use this.<br />
|-<br />
|'''Accurate GETLLAR'''||Off||Accurately processes SPU MFC_GETLLAR operation.<br />
|-<br />
|'''Accurate SPU DMA'''||Off||Accurately processes SPU DMA operations.<br />
|-<br />
|'''Accurate cache line stories'''||Off||Accurately processes PPU DCBZ instruction.<br>In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.<br />
|-<br />
|'''Hook static functions'''||Off||Allows to hook some functions like 'memcpy' replacing them with high-level implementations. <br>May do nothing or break things. Experimental.<br />
|-<br />
|'''Enable performance report'''||Off||Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to.<br />
|-<br />
|'''Accurate PPU 128 reservations'''||Disabled||When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.<br>Numerical values control whether or not to enable the accurate version based on the atomic operation's length.<br />
|-<br />
|'''PPU thread count'''||2||Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.<br>2 is the default, if unsure do not modify this setting.<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Default_Settings&diff=26268Help:Default Settings2022-03-16T12:48:09Z<p>MarioSonic2987: Fixed minor typos, added more options and updated outdated descriptions (For example, OpenAL audio backend was removed on November 2021).</p>
<hr />
<div>Below is the default configuration for the emulator. Not all options mentioned below are mandatory. For example, options such as ''Resolution Scale'' and ''Anisotropic Filter'' can be increased if your graphics card can handle the additional load whereas ''Approximate xfloat'' should be disabled with weaker CPUs. If the game has graphical glitches, you will also need to enable ''Write Color Buffers or Read Color Buffers'' to fix them. For best performance, read the description for each option carefully and also refer to the specific configurations mentioned for each game page.<br />
<br />
==CPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''PPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Recompiles the game's executable once before running it for the first time. By far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if PPU LLVM Recompiler doesn't work. <br>'''Interpreter (static)''': This is the most accurate option. Interpreter (slow). Try this if PPU Recompiler doesn't work.<br />
|-<br />
|'''SPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Fastest option with very good compatibility. Recompiles the game's SPU LLVM cache before running which adds extra start-up time. If you experience issues, use the ASMJIT Recompiler. <br>'''ASMJIT Recompiler''': Fast option with very good compatibility. If unsure use this option. <br>'''Interpreter (dynamic)''': May be faster than static interpreter. Try this if SPU Recompiler (LLVM) and ASMJIT doesn't work. <br>'''Interpreter (static)''': Slowest option. Try this if SPU Recompiler (LLVM), ASMJIT, and Dynamic do not work.<br />
|-<br />
|'''Enable SPU loop detection'''||Off||Try to detect loop conditions in SPU kernels and use them as scheduling hints. <br>Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases.<br />
|-<br />
|'''Accurate xfloat'''||Off||Adds extra accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Approximate xfloat'''||On||Default Accuracy. Fixes bugs in various games at the cost of performance. This setting is only applied when SPU Decoder is set to Dynamic or LLVM.<br />
|-<br />
|'''Relaxed xfloat'''||Off||The least accurate option. Enabled by disabling both Approximate and Accurate xfloat options. Still uses Approximate FCGT and FNMS instructions and may provide a performance boost in some SPU heavy games.<br />
|-<br />
|'''Full width AVX-512'''||Off||Enables the use of code with full width AVX-512.<br>This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.<br>Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.<br>Only available with CPUs that support AVX-512.<br />
|-<br />
|'''TSX instructions'''||Enabled||Enable usage of TSX instructions. <br>Needs to be forced on some Haswell or Broadwell CPUs. Forcing this on older Hardware can lead to system instability, use it with caution.<br />
|-<br />
|'''SPU block size'''||Safe||This option controls the SPU analyser, particularly the size of compiled units. <br>Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. <br>Use the Safe mode for maximum compatibility.<br />
|-<br />
|'''Preferred SPU threads'''||Auto||Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. <br>Please note that the best value depends on the individual game and specific CPU being used, so users need to try different values themselves. <br>Leave this on ''Auto'' if performance is negatively affected when setting a small value.<br />
|-<br />
|'''Thread Scheduler'''||Operating System||Control how RPCS3 utilizes the threads of your system.<br>Each option heavily depends on the game and on your cpu. It is recommended to try each option to find out which performs the best. Changing the thread scheduler is not supported for CPUs with less than 12 logical threads.<br />
|}<br />
<br />
==GPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Renderer'''||Vulkan||Vulkan is the fastest renderer while OpenGL is the most accurate renderer. If unsure, use Vulkan. <br>Should you have any compatibility issues when using Vulkan, fall back to OpenGL.<br />
|-<br />
|'''Graphics device'''||NA||On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL.<br />
|-<br />
|'''Aspect ratio'''||16:9||Leave this on 16:9 unless you have a 4:3 monitor.<br />
|-<br />
|'''Framelimit'''||Auto||Most games have a built in frame limit. By using RPCS3's framelimiter simultaneously with the game one you may only hurt performance. Setting the framelimit to Off is the best option as it performs faster. <br>Only use framelimiter if a game runs too fast without it. Some games may crash if the framerate is too high. If that happens, set value to anything other than ''Off''.<br />
|-<br />
|'''Anisotropic filter'''||Auto||Modern GPUs can handle this setting fine, even at 16x. Keep this on Auto if you want to use the original settings used by a real PS3. May break some Unreal Engine games if set to anything except auto. Higher values increase sharpness of textures on sloped sufaces at the cost of GPU resources. If unsure give 16x a try.<br />
|-<br />
|'''Anti-aliasing'''||Auto||Emulates PS3 multisampling layout.<br>Can fix some visual artifacts in some games.<br>Low to moderate performance hit depending on your GPU hardware.<br />
|-<br />
|'''ZCULL accuracy'''||Precise (slowest)||Changes ZCULL report synchronization behavior<br>'''Precise''' is the most accurate to PS3 behaviour.<br> Experiment to find the best option for your game. <br>'''Approximate''' is a faster way to generate occlusion data which may not always match what the PS3 would generate.<br>'''Relaxed''' changes the synchronization method completely and can improve performance and break visual effects in some games.<br />
|-<br />
|'''Default resolution'''||1280x720||In most cases, do not change resolution in settings, leave it at ''1280x720''. Any other setting may result in compatibility issues and performance decrease. <br>If you wish to try setting the resolution higher to 1920x1080, you '''MUST''' check the compatible resolutions for the game from the game list to ensure that it can support such a resolution. <br>Forcing such resolution on games that do not support it will result in significant issues. <br>Using resolutions lower than ''1280x720'' will not improve performance.<br />
|-<br />
|'''Resolution scale'''||100%||Scales the game's resolution by the given percentage of the base resolution set in the above option. Set this value to 100% if you want to use the normal resolution. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Resolution scale threshold'''||16 x 16||Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. Do not touch this setting if you are unsure. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''FSR'''||Disabled||AMD FidelityFX Super Resolution upscaling filter. FSR will attempt to handle upscaling with a reduced VRAM usage for games that have high VRAM usage. May cause visual artifacts. Does not currently work with stereo 3D output or OpenGL at the moment. If unsure use Resolution scaler instead.<br />
|-<br />
|'''Shader mode'''||Async (multi threaded)||'''Legacy (single threaded)''': Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.<br>'''Async (multi threaded)''': This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in.<br>'''Async with shader interpreter''': Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.<br>'''Shader interpreter only''': All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental.<br />
|-<br />
|'''Number of shader compiler threads'''||Auto||Number of threads to use for the shader compiler backend.<br>Only has an impact when shader mode is set to one of the asynchronous modes.<br />
|-<br />
|'''Write color buffers'''||Off||Enable this option if you get missing graphics or broken lighting ingame. <br>Might degrade performance and introduce stuttering in some cases.<br />
|-<br />
|'''Strict rendering mode'''||Off||Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. <br>Overrides settings for ''Resolution Scale'' and ''Resolution Scale Threshold'' and enforces default values. <br>It is meant to disable all the shortcuts in the rendering path, and as such it trades speed and resolution options for the enhanced compatibility.<br />
|-<br />
|'''VSync'''||Off||By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.<br />
|-<br />
|'''Stretch to display area'''||Off||Overrides the aspect ratio and stretches the image to the full display area.<br />
|-<br />
|'''Enable 3D'''||Off||Enables 3D stereo rendering.<br>Note that only anaglyph viewing is supported at the moment.<br />
|-<br />
|'''Disable vertex cache'''||Off||Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance.<br />
|-<br />
|'''Multithreaded RSX'''||Off||Offloads some RSX operations to a secondary thread. <br>May improve performance for some high-core processors. May cause slowdown in some situations due to the extra worker thread load.<br />
|-<br />
|'''Asynchronous texture streaming'''||Off||Stream textures to GPU in parallel with 3D rendering.<br>Can improve performance on more powerful GPUs that have spare headroom.<br>Only works with Vulkan renderer.<br />
|}<br />
<br />
==Audio configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Audio output'''||Cubeb||Cubeb is the recommended option and should be used whenever possible. <br>'''Windows''': XAudio2 is the next best alternative. <br>'''Linux''': PulseAudio is the next best alternative.<br />
|-<br />
|'''Audio channels'''||Downmix to Stereo||Uses chosen audio output instead of default 7.1 surround sound.<br>Use downmix to stereo with stereo audio devices. Use 5.1 or higher only if you are using a surround sound audio system.<br />
|-<br />
|'''Dump to file'''||Off||Saves all audio as a raw wave file. If unsure, leave this unchecked.<br />
|-<br />
|'''Convert to 16-bit'''||Off||Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound.<br />
|-<br />
|'''Music handler'''||Qt||Currently only used for cellMusic emulation.<br>Select Qt to use the default output device of your operating system.<br>This may not be able to play all audio formats.<br />
|-<br />
|'''Volume'''||100%||Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars. <br />
|-<br />
|'''Enable buffering'''||On||Enables audio buffering, which reduces crackle and stutter but increases audio latency (requires Cubeb or XAudio2).<br />
|-<br />
|'''Audio buffer duration'''||100ms||Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Enable time stretching'''||Off||Reduces crackle and stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. <br>Requires audio buffering to be enabled.<br />
|-<br />
|'''Time stretching threshold'''||75%||Buffer fill level (in percentage) below which time stretching will start. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Microphone type'''||Null||Standard should be used for most games. <br>Singstar emulates a singstar device and should be used with Singstar games. <br>Real Singstar should only be used with a REAL Singstar device with Singstar games. <br>Rocksmith should be used with a Rocksmith dongle.<br />
|}<br />
<br />
==I/O configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Keyboard handler'''||Null||Some games support native keyboard input. Basic will work in these cases.<br />
|-<br />
|'''Mouse handler'''||Basic||Some games support native mouse input. Basic will work in these cases.<br />
|-<br />
|'''Move handler'''||Null||PlayStation Move support is not implemented, leave this on null. <br>'''Fake''': Experimental! This maps Move controls to DS4 controller mappings.<br />
|-<br />
|'''Path handler mode'''||Single-threaded||'''Single-threaded''': All pad handlers run on the same thread sequentially.<br>'''Multi-threaded''': Each pad handler has its own thread.<br>Only use multi-threaded if you can spare the extra threads.<br />
|-<br />
|'''Camera input'''||Unknown||Depending on the game you may need to select a specific camera type.<br />
|-<br />
|'''Camera handler'''||Null||select QT to use the default camera device on your Operating System.<br />
|-<br />
|'''Camera'''||Default||Select the camera that you want to use during gameplay.<br />
|-<br />
|'''Camera Flip'''||No||Flips camera either Veritcally, horizontally, or both.<br />
|-<br />
|'''Buzz! emulated controller'''||Null (use real Buzzers)||Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.<br>Select Null if the game has support for DualShock or if you have real Buzz! controllers.<br />
|-<br />
|''DJ Hero Emulated Turntable'''||Null||Emulates a DJ Hero Turntable, Not needed if you have a real turntable or game supports dualshock controllers. You can use emulated turntables at the same time as real turntables.<br />
|-<br />
|'''Guitar Hero Live emulated guitar'''||Null||Emulates a Guitar Hero Live controller, Not needed if you have a real Guitar Hero Live controller or the game supports DualShock controllers. You can use emulated guitars at the same time as real guitars.<br />
|}<br />
<br />
==System configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Console language'''||English (US)||Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. <br>It is recommended leaving this on a language supported by the game.<br />
|-<br />
|'''Console region'''||America||The console region defines the license area of the PS3.<br>Depending on the license area, some games may not work.<br />
|-<br />
|'''Enter button assignment'''||Enter with cross||The button used for enter/accept/confirm in system dialogs. You can change this to use the circle button instead, which is the default configuration on Japanese systems and in many Japanese games. <br>In these cases, having the cross button assigned can often lead to confusion.<br />
|-<br />
|'''Clear disk cache automatically'''||Off||Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. <br>Default wipe size is set to 5120MB. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Keyboard type'''||English keyboard (US Standard)||Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported.<br />
|-<br />
|'''Console time'''||Current time||Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.<br>Can be reset to current wallclock time by clicking '''Set to Now'''.<br />
|-<br />
|'''Homebrew: Enable /host_root/'''||Off||Required for some homebrew applications. If unsure, don't use this option.<br />
|}<br />
<br />
==Network configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Network status'''||Disconnected||If set to Connected, RPCS3 will allow programs to use our internet connection.<br />
|-<br />
|'''DNS'''||8.8.8.8||DNS used to resolve hostname by applications.<br />
|-<br />
|'''IP/Host switches'''||||DNS Swap List.<br />
|-<br />
|'''PSN Status'''||Disconnected||If set to Simulated, RPCS3 will fake PSN connection as best as it can. If set to RPCN, RPCS3 will use a Peer to Peer server connection to emulate online gameplay to the best of it's ability.<br />
|}<br />
<br />
==Advanced configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Debug console mode'''||Off||Increases the amount of usable system memory to match a DECR console and more. <br>Causes some software to behave differently than on retail hardware.<br />
|-<br />
|'''Accurate DFMA'''||On||Provides extra accuracy on FMA instructions at the cost of performance.<br>While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.<br>You can't disable it if your CPU supports FMA.<br />
|-<br />
|'''Accurate RSX reservation access'''||Off||Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations.<br />
|-<br />
|'''PPU Non-Java mode Fixup'''||On||Legacy option, Fixup result vector values in Non-Java Mode in PPU LLVM. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Saturation Bit'''||Off||Accurately set Saturation Bit values in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|''Accurate PPU Non-Java Mode'''||Off||Respect Non-Java Mode bit values for vector ops in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU Vector NaN Fixup'''||Off||Fixup NaN resultsin vector instructions in PPU Backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU vector NaN handling'''||Off||Accurately set NaN results in vector instructions in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''Accurate PPU Float Condition Control'''||Off||Accurately set FPCC Bits in PPU backends. If unsure, do not modify this setting.<br />
|-<br />
|'''PPU LLVM precompilation'''||On||Searches the game's directory and precompiles extra PPU modules during boot.<br>If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.<br>Only disable this if you want to get ingame more quickly.<br />
|-<br />
|'''Delay each odd MFC command'''||Off||Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.<br>Must be used with either SPU interpreters currently.<br>Severely degrades performance! If unsure, don't use this option.<br />
|-<br />
|'''Silence all logs'''||Off||Stop writing any logs after game startup. Don't use unless you believe it's necessary.<br />
|-<br />
|'''Sleep timers accuracy'''||Usleep only||Changes the sleep period accuracy.<br>'''As Host''' uses default accuracy of the underlying operating system, while '''All Timers''' attempts to improve it.<br>'''Usleep Only''' limits the adjustments to usleep syscall only.<br>Can affect perfomance in unexpected ways.<br />
|-<br />
|'''Maximum number of SPURS threads'''||Unlimited||Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. <br>Limiting the number of threads is also likely to cause crashes. It's recommended to keep this at default value.<br />
|-<br />
|'''Read depth buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Write depth buffers'''||Off||Writes depth buffer values to vm memory.<br />
|-<br />
|'''Read color buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Disable on-disk shader cache'''||Off||Disables the loading and saving of shaders from and to the shader cache in the data directory.<br />
|-<br />
|'''Disable native float16 support'''||Off||Disables hardware half-float support which is known to cause problems in some rare cases on some GPUs.<br />
|-<br />
|'''Allow host GPU labels (experimental)'''||Off||Allows the host GPU to synchronize with CELL directly. This incurs a performance penalty, but exposes the true state of GPU objects to the guest CPU. Can help eliminate visual noise and glitching at the cost of performance. Use with caution.<br />
|-<br />
|'''Vulkan queue scheduler'''||Device||Determines how to schedule GPU async compute jobs when using asynchronous streaming.<br>Use '''Host''' mode for more spec compliant behavior at the cost of CPU overhead.<br>Use ''Device'' to let your driver handle this. Beware that '''Device''' mode technically violates official spec but is the superior option.<br />
|-<br />
|'''Driver wake-up delay'''||1 µs||Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide. 200μs and 400μs are good for most games.<br>Increments/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.<br>Values above 1000μs may cause noticeable performance penalties, use with caution.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank frequency'''||60 Hz||Adjusts the frequency of vertical blanking signals that the emulator sends.<br>Affects timing of events which rely on these signals.<br>Only available on per-game configurations.<br />
|-<br />
|'''Clocks scale'''||100%||Changes the scale of emulated system time.<br>Affects software which uses system time to calculate things such as dynamic timesteps.<br>Only available on per-game configurations.<br />
|}<br />
<br />
==Debug configuration==<br />
Below configurations are primarily used by developers. If unsure, don't use these options.<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''RenderDoc compatibility mode'''||Off||Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.<br>Also allows Vulkan to use debug markers for nicer Renderdoc captures.<br>If unsure, don't use this option.<br />
|-<br />
|'''Debug output'''||Off||Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan.<br />
|-<br />
|'''Debug overlay'''||Off||Provides a graphical overlay of various debugging information.<br>If unsure, don't use this option.<br />
|-<br />
|'''Log shader programs'''||Off||Dump game shaders to file. Only useful to developers.<br>If unsure, don't use this option.<br />
|-<br />
|'''Use high precision Z-buffer'''||Off||Only useful when debugging differences in GPU hardware.<br>Not necessary for average users.<br>If unsure, don't use this option.<br />
|-<br />
|'''Disable ZCull occlusion queries'''||Off||Disables running occlusion queries. Minor to moderate performance boost. <br>Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in.<br />
|-<br />
|'''Force CPU blit emulation'''||Off||Forces emulation of all blit and image manipulation operations on the CPU. <br>Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. <br>Significantly degrades performance but is more accurate in some cases. This setting overrides the 'GPU texture scaling' option.<br />
|-<br />
|'''Disable Vulkan memory allocator'''||Off||Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.<br />
|-<br />
|'''Disable FIFO reordering'''||Off||Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.<br />
|-<br />
|'''Strict texture flushing'''||Off||Forces texture flushing even in situations where it is not necessary/correct. <br>Known to cause visual artifacts, but useful for debugging certain texture cache issues.<br />
|-<br />
|'''Use GPU texture scaling'''||Off||Force all texture transfer, scaling and conversion operations on the GPU. <br>May cause texture corruption in some cases.<br />
|-<br />
|'''PPU debug'''||Off||Creates PPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''SPU debug'''||Off||Creates SPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''MFC debug'''||Off||Creates MFC logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''Set DAZ and FTZ'''||Off||Sets special MXCSR flags to debug errors in SSE operations.<br>Only used in PPU thread when it's not precise.<br>Only useful to developers.<br>Never use this.<br />
|-<br />
|'''Accurate GETLLAR'''||Off||Accurately processes SPU MFC_GETLLAR operation.<br />
|-<br />
|'''Accurate SPU DMA'''||Off||Accurately processes SPU DMA operations.<br />
|-<br />
|'''Accurate cache line stories'''||Off||Accurately processes PPU DCBZ instruction.<br>In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.<br />
|-<br />
|'''Hook static functions'''||Off||Allows to hook some functions like 'memcpy' replacing them with high-level implementations. <br>May do nothing or break things. Experimental.<br />
|-<br />
|'''Enable performance report'''||Off||Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to.<br />
|-<br />
|'''Accurate PPU 128 reservations'''||Disabled||When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.<br>Numerical values control whether or not to enable the accurate version based on the atomic operation's length.<br />
|-<br />
|'''PPU thread count'''||2||Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.<br>2 is the default, if unsure do not modify this setting.<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Grand_Theft_Auto_V&diff=24501Grand Theft Auto V2022-01-23T17:11:39Z<p>MarioSonic2987: /* Graphical rendering issues */ Sea is no longer vertex-exploded in OpenGL.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|developer = Rockstar Games<br />
|publisher = Rockstar Games<br />
|series = Grand Theft Auto<br />
|date = September 17, 2013<br />
|release = Multi-platform<br />
|genre = Action, Adventure<br />
|modes = Single-player, Multiplayer<br />
|gameid = {{gameid|id=BLES01807, BLUS31156, NPEB01283, NPUB31154|oid=BLJM61019|ird=Yes}}, {{gameid|oid=BLJM61182, BLJM61304, NPJB00516|ird=No}}<br />
}}<br />
<br />
'''''Grand Theft Auto V''''' is the first main entry in the Grand Theft Auto series since 2008's Grand Theft Auto IV. Set within the fictional state of San Andreas, based on Southern California, the single-player story follows three protagonists—retired bank robber Michael De Santa, street gangster Franklin Clinton, and drug dealer and arms smuggler Trevor Philips—and their efforts to commit heists while under pressure from a corrupt government agency and powerful criminals. The open world design lets players freely roam San Andreas' open countryside and the fictional city of Los Santos, based on Los Angeles.<br />
<br />
The game is played from a third-person perspective, and its world is navigated on foot and by vehicle. Players control the three lead protagonists throughout single-player and switch among them, both during and outside missions. The story is centred on the heist sequences, and many missions involve shooting and driving gameplay. A "wanted" system governs the aggression of law enforcement response to players who commit crimes. Grand Theft Auto Online, the game's online multiplayer mode, lets up to 30 players engage in a variety of different cooperative and competitive game modes.<br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = Disabled <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = Having TSX enabled causes the game to encounter issues when attempting to load game/world data, which can lead to random freezing in-game or just getting stuck at the loading screen when booting the game.<br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = 128x128 <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = Lower values will cause severe visual artifacting if you're upscaling the render resolution beyond 100%.<br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes missing lighting outdoors.<br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = On <!-- On, Off --><br />
|accurate rsx reservation access notes = Prevents the game from randomly crashing, especially during missions.<br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = On <!-- On, Off --><br />
|read depth buffers notes = Fixes missing raindrops.<br />
|write depth buffers = On <!-- On, Off --><br />
|write depth buffers notes = Fixes missing raindrops.<br />
|read color buffers = On <!-- On, Off --><br />
|read color buffers notes = Fixes missing raindrops.<br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = 200 <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = Improves stability.<br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = On <!-- On, Off --><br />
|disable zcull occlusion queries notes = Fixes broken graphics when in contact with water.<br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
This game is currently not playable due to broken reflections, mainly in the sea, preventing you to progress through missions. Fortunately, GTA V has a 'checkpoint skip' feature which allows you to get through missions such as 'The Merryweather Heist' by dying 3 times and skipping to the next checkpoint which isn't in the water.<br />
<br />
===Graphical rendering issues===<br />
This game suffers from some graphical rendering issues. At this time, some reflections are broken. Reflections are missing in OpenGL, broken in Vulkan when you get closer and cars look flat in OpenGL. See {{issue|3959}} for further details.<br />
<br />
===Sudden loud noises===<br />
Sudden loud noises will occur randomly while playing the game, especially in areas of the world where reverb is applied to the audio (such as inside parking garages).<br />
<br />
There are no currently-known fixes or workarounds as of this writing.<br />
<br />
==Special Notes==<br />
<br />
{{patch<br />
|type = PPU<br />
|version = 1.2<br />
|content = <br />
PPU-51eaefa466f3e26a4108f825e9b0856ee079aa2b:<br />
"60 FPS":<br />
Games:<br />
"Grand Theft Auto V":<br />
NPUB31154: [ 01.00 ]<br />
BLUS31156: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Notes: "Max FPS is half vblank rate"<br />
Patch:<br />
- [ be16, 0x0043b7dc, 0x4800 ]<br />
"Skip Intro Video":<br />
Games:<br />
"Grand Theft Auto V":<br />
NPUB31154: [ 01.00 ]<br />
BLUS31156: [ 01.00 ]<br />
Author: "illusion"<br />
Patch Version: 1.0<br />
Patch:<br />
- [ byte, 0x01698260, 0x0 ]<br />
}}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Frequently_Asked_Questions&diff=24251Help:Frequently Asked Questions2022-01-10T11:01:45Z<p>MarioSonic2987: HDMI now works on VSH/XMB.</p>
<hr />
<div>This is a page meant to address common questions and issues faced by users.<br />
<br />
==Running VSH/XMB in RPCS3==<br />
Since July 2021, it has been possible to run VSH/[https://en.wikipedia.org/wiki/XrossMediaBar XMB] on the official master builds of the emulator, bearing in mind some quirks and limitations. The initial set-up is as follows:<br />
<br />
===Configuration===<br />
Make the following modifications to the ''Global'' configuration.<br />
{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = Interpreter (fast) <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = Can be used for a smoother experience during initial setup.<br />
<!-- GPU configuration --><br />
|default resolution = 1920x1080 <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = Can be used if you prefer a Full HD presentation.<br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes background wave effect<br />
<!-- Debug configuration --><br />
|force cpu blit emulation = On <!-- On, Off --><br />
|force cpu blit emulation notes = Fixes background wave effect<br />
}}<br />
<br />
===Initial Setup===<br />
[[File:VSH database.png|300px|thumb|right|Time to rebuild the XRegistry database]]<br />
<br />
The initial setup consists of two phases. The first phase is as follows:<br />
# Select <code>File > Boot VSH/XMB</code> to get started. VSH will have to rebuild its [https://www.psdevwiki.com/ps3/XRegistry.sys XRegistry] database. You may notice that the image output is low resolution, and has a 4:3 aspect ratio. This is completely normal and the expected behavior.<br />
# As soon as the progress bar hastily completes, you'll be met with an empty black screen. This is also the expected behavior for now. Simply quit VSH manually (like you'd quit any game).<br />
<br />
Now you can proceed to the second phase:<br />
# Select <code>File > Boot VSH/XMB</code>. You will be greeted by the intro logo.<br />
# You'll be presented with the language selection menu. Select your desired language and '''Press X'''.<br />
# Next, you'll be met with a message, saying that an HDMI display was detected. Choose '''Yes'''.<br />
# Following this, you'll be asked to select your Timezone and the current time. You can just spam X to get through these, especially the current time selection part (it will autofill, if you hit X a couple times). <br />
# Once done, '''Press Right'''. If you've done everything correctly (the summary page looks correct), '''Press X''' to finish the setup.<br />
<br />
<gallery widths=300px heights=200px mode="packed"><br />
File:VSH language.png|Select your desired language<br />
File:VSH HDMI.png|HDMI detection prompt<br />
File:VSH time.png|Select your Timezone and current time<br />
File:VSH Network.png|Cancel setting up networking<br />
</gallery><br />
<br />
# Before letting you in to the main menu, VSH will ask you if you want to set up a network connection. It is recommended that you don't.<br />
# Confirm the new user profile creation and... Welcome to the PS3!<br />
# This concludes the initial setup of the VSH / XMB. <br />
<br />
<gallery widths=300px heights=200px mode="packed"><br />
File:VSH Intro.png|Welcome to the PS3!<br />
</gallery><br />
<br />
To correctly turn off VSH, <br />
# Navigate to <code>Users > Turn Off System</code> option (VSH ''will'' throw a database corruption prompt on the next boot if you don't shut it down this way).<br />
# After selecting the option, the screen will turn black. You can then proceed to manually exit VSH at this point.<br />
<br />
<u>Notes</u>:<br />
# It is recommended to boot VSH up back again after this, to ensure everything worked correctly, and to collect some extra PPU module cache.<br />
# Make sure to revert the <code>PPU Decoder</code> option to '''Recompiler (LLVM)''' after you're done, in case you've set it to '''Interpreter (fast)''' for the duration of the setup process.<br />
<br />
===Limitations===<br />
At its current stage, VSH has several quirks and limitations:<br />
* there's no multi-process support yet, meaning you can't use XMB as a frontend to boot into games or other applications<br />
* due to encryption related reasons, it will display several instances of ''Corrupted Data'' erroneously in place of Game Data<br />
* restarting and shutting down doesn't work automatically (hence why you have to do that manually as explained above)<br />
* there's no audio support yet (missing rsxaudio)<br />
<br />
===Troubleshooting===<br />
In case you somehow manage to brick it, you can try removing the <code>dev_flash2</code> and <code>dev_flash3</code> folders from the RPCS3 directory. This will put you back at square one (you'll need to do the initial setup all over again).<br />
<br />
==Enabling Debug tab==<br />
To enable RPCS3's debug tab in the settings window,<br />
# Navigate to:<br />
#: <code>RPCS3\GuiConfigs</code> on ''Windows''<br />
#: <code>~/.config/rpcs3/GuiConfigs</code> on ''Linux''<br />
# Open '''CurrentSettings.ini''' with a text editor<br />
# Change <code>showDebugTab=false</code> to <code>showDebugTab=true</code><br />
<br />
==Modifying settings through config.yml==<br />
In most cases, users should use the ''Settings tab'' available in the GUI to modify configurations present in RPCS3. However, the GUI interface does not expose all settings available. This is done to prevent users from accidentally modifying sensitive settings. In the event users need to modify one of these settings, the following guide will demonstrate how:<br />
<br />
: First, a custom configurations for the particular game must be created. This is done to ensure that changes made only affect one game and not every game present in the emulator:<br />
:# Launch RPCS3<br />
:# Right-click on the game and press '''Create Custom Configuration'''<br />
:# When the Settings Menu opens, hit '''Save''' and close the emulator<br />
::: This will create a custom configuration for this game <br />
: The next step is navigate to the location where the custom (per-game) configuration is saved:<br />
:# Right click on the game in the gamelist and click on '''Open custom config folder''' ''(or)'' <br>Navigate to <code>RPCS3\config\custom_configs\</code> on Windows or <code>~/.config/rpcs3/custom_configs/</code> on Linux<br />
:# Locate the file <code>config_GAMEID.yml</code> where <code>GAMEID</code> is the Title ID of your particular game<br />
:# Open the file using any text editor<br />
:# Scroll through the list of settings available to find the one you wish to modify (don't forget to hit save after you've changed the necessary option)<br />
<br />
==List of CLI commands==<br />
If you want to use RPCS3 through CLI, you can type <code>--help</code> to view the full list of commands available.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Frequently_Asked_Questions&diff=24173Help:Frequently Asked Questions2021-12-28T10:58:13Z<p>MarioSonic2987: /* Running VSH/XMB in RPCS3 */ Firmware versions newer than 4.46 now work since 0.0.19-13135.</p>
<hr />
<div>This is a page meant to address common questions and issues faced by users.<br />
<br />
==Running VSH/XMB in RPCS3==<br />
Since July 2021, it has been possible to run VSH/[https://en.wikipedia.org/wiki/XrossMediaBar XMB] on the official master builds of the emulator, bearing in mind some quirks and limitations. The initial set-up is as follows:<br />
<br />
===Configuration===<br />
Make the following modifications to the ''Global'' configuration.<br />
{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = Interpreter (fast) <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = Can be used for a smoother experience during initial setup.<br />
<!-- GPU configuration --><br />
|default resolution = 1920x1080 <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = Can be used if you prefer a Full HD presentation.<br />
|write color buffers = On <!-- On, Off --><br />
|write color buffers notes = Fixes background wave effect<br />
<!-- Debug configuration --><br />
|force cpu blit emulation = On <!-- On, Off --><br />
|force cpu blit emulation notes = Fixes background wave effect<br />
}}<br />
<br />
===Initial Setup===<br />
[[File:VSH database.png|300px|thumb|right|Time to rebuild the XRegistry database]]<br />
<br />
The initial setup consists of two phases. The first phase is as follows:<br />
# Select <code>File > Boot VSH/XMB</code> to get started. VSH will have to rebuild its [https://www.psdevwiki.com/ps3/XRegistry.sys XRegistry] database. You may notice that the image output is low resolution, and has a 4:3 aspect ratio. This is completely normal and the expected behavior.<br />
# As soon as the progress bar hastily completes, you'll be met with an empty black screen. This is also the expected behavior for now. Simply quit VSH manually (like you'd quit any game).<br />
<br />
Now you can proceed to the second phase:<br />
# Select <code>File > Boot VSH/XMB</code>. You will be greeted by the intro logo.<br />
# You'll be presented with the language selection menu. Select your desired language and '''Press X'''.<br />
# Next, you'll be met with a message, saying that an HDMI display was detected. Currently, HDMI is not supported and will hang VSH if used. Choose '''No''', and '''Press X'''.<br />
# Following this, you'll be asked to select your Timezone and the current time. You can just spam X to get through these, especially the current time selection part (it will autofill, if you hit X a couple times). <br />
# Once done, '''Press Right'''. If you've done everything correctly (the summary page looks correct), '''Press X''' to finish the setup.<br />
<br />
<gallery widths=300px heights=200px mode="packed"><br />
File:VSH language.png|Select your desired language<br />
File:VSH HDMI.png|HDMI detection prompt<br />
File:VSH time.png|Select your Timezone and current time<br />
File:VSH Network.png|Cancel setting up networking<br />
</gallery><br />
<br />
# Before letting you in to the main menu, VSH will ask you if you want to set up a network connection. It is recommended that you don't.<br />
# Confirm the new user profile creation and... Welcome to the PS3!<br />
# To fix the resolution and the aspect ratio, navigate to <code>Settings > Display Settings > Video Output Settings</code> on the XMB.<br />
## Select '''Component / D-Terminal'''. As explained above, HDMI won't work yet, so selecting that would hang VSH.<br />
## '''Press Right''', and then have the change accepted (will ask you twice). On the list, select '''1080p''' (or '''720p''' if you prefer), and have it accepted. Click on '''Finish''' to end the configuration.<br />
# This concludes the initial setup of the VSH / XMB. <br />
<br />
<gallery widths=300px heights=200px mode="packed"><br />
File:VSH Intro.png|Welcome to the PS3!<br />
File:VSH video.png|Fixing the Resolution and Aspect Ratio<br />
File:VSH exit.png|Correctly turning off VSH<br />
</gallery><br />
<br />
To correctly turn off VSH, <br />
# Navigate to <code>Users > Turn Off System</code> option (VSH ''will'' throw a database corruption prompt on the next boot if you don't shut it down this way).<br />
# After selecting the option, the screen will turn black. You can then proceed to manually exit VSH at this point.<br />
<br />
<u>Notes</u>:<br />
# It is recommended to boot VSH up back again after this, to ensure everything worked correctly, and to collect some extra PPU module cache.<br />
# Make sure to revert the <code>PPU Decoder</code> option to '''Recompiler (LLVM)''' after you're done, in case you've set it to '''Interpreter (fast)''' for the duration of the setup process.<br />
<br />
===Limitations===<br />
At its current stage, VSH has several quirks and limitations:<br />
* there's no multi-process support yet, meaning you can't use XMB as a frontend to boot into games or other applications<br />
* due to encryption related reasons, it will display several instances of ''Corrupted Data'' erroneously in place of Game Data<br />
* restarting and shutting down doesn't work automatically (hence why you have to do that manually as explained above)<br />
* HDMI output doesn't work (as explained above)<br />
* there's no audio support yet (missing rsxaudio)<br />
<br />
===Troubleshooting===<br />
In case you somehow manage to brick it, you can try removing the <code>dev_flash2</code> and <code>dev_flash3</code> folders from the RPCS3 directory. This will put you back at square one (you'll need to do the initial setup all over again).<br />
<br />
==Enabling Debug tab==<br />
To enable RPCS3's debug tab in the settings window,<br />
# Navigate to:<br />
#: <code>RPCS3\GuiConfigs</code> on ''Windows''<br />
#: <code>~/.config/rpcs3/GuiConfigs</code> on ''Linux''<br />
# Open '''CurrentSettings.ini''' with a text editor<br />
# Change <code>showDebugTab=false</code> to <code>showDebugTab=true</code><br />
<br />
==Modifying settings through config.yml==<br />
In most cases, users should use the ''Settings tab'' available in the GUI to modify configurations present in RPCS3. However, the GUI interface does not expose all settings available. This is done to prevent users from accidentally modifying sensitive settings. In the event users need to modify one of these settings, the following guide will demonstrate how:<br />
<br />
: First, a custom configurations for the particular game must be created. This is done to ensure that changes made only affect one game and not every game present in the emulator:<br />
:# Launch RPCS3<br />
:# Right-click on the game and press '''Create Custom Configuration'''<br />
:# When the Settings Menu opens, hit '''Save''' and close the emulator<br />
::: This will create a custom configuration for this game <br />
: The next step is navigate to the location where the custom (per-game) configuration is saved:<br />
:# Right click on the game in the gamelist and click on '''Open custom config folder''' ''(or)'' <br>Navigate to <code>RPCS3\config\custom_configs\</code> on Windows or <code>~/.config/rpcs3/custom_configs/</code> on Linux<br />
:# Locate the file <code>config_GAMEID.yml</code> where <code>GAMEID</code> is the Title ID of your particular game<br />
:# Open the file using any text editor<br />
:# Scroll through the list of settings available to find the one you wish to modify (don't forget to hit save after you've changed the necessary option)<br />
<br />
==List of CLI commands==<br />
If you want to use RPCS3 through CLI, you can type <code>--help</code> to view the full list of commands available.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Minecraft&diff=24058Minecraft2021-11-13T10:41:10Z<p>MarioSonic2987: Setting Framelimit to Off, this game runs above 60 FPS with no game speed problems.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = <!-- [[File:{{#setmainimage:filename.ext}}|300px]] --><br />
|developer = Mojang Studios, 4J Studios<br />
|publisher = Sony Computer Entertainment <!-- Currently known as Sony Interactive Entertainment --><br />
|series = Minecraft<!-- delete if not applicable --><br />
|date = {{vgregion|NA=December 17, 2013}}{{vgregion|EU=December 18, 2013}}<br />
|release = Multi-platform<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = Sandbox, Survival<br />
|modes = Single-player, Co-op, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=BLES01976, BLUS31426|ird=Yes}}, {{gameid|id=NPEB01899, NPUB31419|ird=NA}}<br />
|wikipedia = <!-- delete if not applicable --><br />
|vndb = <!-- delete if not applicable --><br />
|title = <!-- Used only in niche scenarios. Delete if not applicable --><br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = Off<!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = Makes the game run above 60 FPS without increasing game speed.<br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
There are no reported issues with this title.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Category:Survival_(Genre)&diff=24056Category:Survival (Genre)2021-11-10T17:57:44Z<p>MarioSonic2987: Created new genre.</p>
<hr />
<div>[[Category:Genres]]</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Category:Minecraft_(Series)&diff=24055Category:Minecraft (Series)2021-11-10T17:57:10Z<p>MarioSonic2987: Created new series category.</p>
<hr />
<div>[[Category:Series]]</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Category:4J_Studios_(Developer)&diff=24054Category:4J Studios (Developer)2021-11-10T17:56:34Z<p>MarioSonic2987: Created page with "Category:Developers"</p>
<hr />
<div>[[Category:Developers]]</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Category:Mojang_Studios_(Developer)&diff=24053Category:Mojang Studios (Developer)2021-11-10T17:56:25Z<p>MarioSonic2987: Created new developer</p>
<hr />
<div>[[Category:Developers]]</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Minecraft&diff=24052Minecraft2021-11-10T17:55:48Z<p>MarioSonic2987: Game info.</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = <!-- [[File:{{#setmainimage:filename.ext}}|300px]] --><br />
|developer = Mojang Studios, 4J Studios<br />
|publisher = Sony Computer Entertainment <!-- Currently known as Sony Interactive Entertainment --><br />
|series = Minecraft<!-- delete if not applicable --><br />
|date = {{vgregion|NA=December 17, 2013}}{{vgregion|EU=December 18, 2013}}<br />
|release = Multi-platform<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = Sandbox, Survival<br />
|modes = Single-player, Co-op, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|id=BLES01976, BLUS31426|ird=Yes}}, {{gameid|id=NPEB01899, NPUB31419|ird=NA}}<br />
|wikipedia = <!-- delete if not applicable --><br />
|vndb = <!-- delete if not applicable --><br />
|title = <!-- Used only in niche scenarios. Delete if not applicable --><br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|zcull accuracy = <!-- Precise, Approximate, Relaxed --><br />
|zcull accuracy notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
There are no reported issues with this title.</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Category:Anti-aliasing:_Auto_(Config)&diff=24049Category:Anti-aliasing: Auto (Config)2021-11-06T20:56:41Z<p>MarioSonic2987: Created new configuration.</p>
<hr />
<div>[[Category:Configurations]]</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=Help:Default_Settings&diff=23994Help:Default Settings2021-10-25T14:30:04Z<p>MarioSonic2987: /* Debug configuration */</p>
<hr />
<div>Below is the default configuration for the emulator. Not all options mentioned below are mandatory. For example, options such as ''Resolution Scale'' and ''Anisotropic Filter'' can be increased if your graphics card can handle the additional load whereas ''Lower SPU Thread Priority'' should be used with weaker CPUs. For best performance, read the description for each option carefully and also refer to the specific configurations mentioned for each game page.<br />
<br />
==CPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''PPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Recompiles the game's executable once before running it for the first time. By far the fastest option and should always be used. Should you face compatibility issues, fall back to one of the Interpreters and retry. <br>'''Interpreter (fast)''': The fastest interpreter. Trades accuracy for speed, and it very rarely breaks games even in comparison to the precise option. Try this if PPU LLVM Recompiler fails. <br>'''Interpreter (precise)''': The most accurate Interpreter, but very slow to play games with. You may try this as a last resort if you encounter odd bugs or crashes.<br />
|-<br />
|'''SPU decoder'''||LLVM Recompiler||'''LLVM Recompiler''': Fastest option with very good compatibility. Recompiles the game's SPU LLVM cache before running which adds extra start-up time. If you experience issues, use the ASMJIT Recompiler. <br>'''ASMJIT Recompiler''': Fast option with very good compatibility. <br>'''Interpreter (fast)''': Slower than the SPU ASMJIT Recompiler but significantly faster than Interpreter (precise). Games rarely need this option. <br>'''Interpreter (precise)''': Extremely slow but may fix broken graphics in some games.<br />
|-<br />
|'''Enable SPU loop detection'''||Off||Try to detect loop conditions in SPU kernels and use them as scheduling hints. <br>Improves performance and reduces CPU usage. May cause severe audio stuttering in rare cases.<br />
|-<br />
|-<br />
|'''Accurate xfloat'''||Off||Fixes bugs in various games at the cost of performance. This setting is only applied when SPU LLVM is active.<br />
|-<br />
|'''Full width AVX-512'''||Off||Enables the use of code with full width AVX-512.<br>This code can be executed much faster, but may cause a loss in performance if your CPU model experiences downclocking on wide AVX-512 loads.<br>Note that AVX-512 instructions will be used regardless of this option, just at 128 and 256 bit width.<br>Only available with CPUs that support AVX-512.<br />
|-<br />
|'''TSX instructions'''||Enabled||Enable usage of TSX instructions. <br>Needs to be forced on some Haswell or Broadwell CPUs. Forcing this on older Hardware can lead to system instability, use it with caution.<br />
|-<br />
|'''SPU block size'''||Safe||This option controls the SPU analyser, particularly the size of compiled units. <br>Mega and Giga modes may improve performance by tying smaller units together, decreasing the number of compiled units but increasing their size. <br>Use the Safe mode for maximum compatibility.<br />
|-<br />
|'''Preferred SPU threads'''||Auto||Some SPU stages are sensitive to race conditions and allowing a limited number at a time helps alleviate performance stalls. Setting this to a smaller value might improve performance and reduce stuttering in some games. <br>Please note that the best value depends on the individual game and specific CPU being used, so users need to try different values themselves. <br>Leave this on ''Auto'' if performance is negatively affected when setting a small value.<br />
|}<br />
<br />
==GPU configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Renderer'''||Vulkan||Vulkan is the fastest renderer while OpenGL is the most accurate renderer. If unsure, use Vulkan. <br>Should you have any compatibility issues when using Vulkan, fall back to OpenGL.<br />
|-<br />
|'''Graphics device'''||NA||On multi GPU systems select which GPU to use in RPCS3 when using Vulkan. This is not needed when using OpenGL.<br />
|-<br />
|'''Aspect ratio'''||16:9||Leave this on 16:9 unless you have a 4:3 monitor. Auto also works well, especially if you use a resolution that is not 720p.<br />
|-<br />
|'''Framelimit'''||Off||Most games have an inbuilt framelimit and adding RPCS3's limiter on-top of that will only hurt performance even if you're well below reaching the cap. Off is the best option as it performs faster. <br>Only use framelimiter if a game runs too fast without it. Some games will crash if the framerate is too high. If that happens, set value to anything other than ''Off''.<br />
|-<br />
|'''Anisotropic filter'''||Automatic||Higher values increase sharpness of textures on sloped surfaces at the cost of GPU resources. <br>Setting it to '''16x''' provides the best quality and can be done on any modern GPU. However, some games (such as Unreal Engine titles) may have visual artifacts. <br>In such cases, set it to '''Automatic''' to allow games to use their own inbuilt filtering methods. <br>There's not much reason to use a value below 16x as it will only look worse with the same performance and compatibility issues in certain games.<br />
|-<br />
|'''Anti-aliasing'''||Auto||Emulates PS3 multisampling layout.<br>Can fix some visual artifacts in some games.<br>Low to moderate performance hit depending on your GPU hardware.<br />
|-<br />
|'''ZCULL accuracy'''||Precise||Changes ZCULL report synchronization behaviour. Use with caution.<br><br>'''Precise''' is the most accurate to PS3 behaviour.<br>'''Approximate''' is just a faster way to generate occlusion data which may not always match what the PS3 would generate.<br>'''Relaxed''' changes the synchronization method completely and can improve performance in some games or completely break others.<br />
|-<br />
|'''Default resolution'''||1280x720||In most cases, do not change resolution in settings, leave it at ''1280x720''. Any other setting may result in compatibility issues and performance decrease. <br>If you wish to try setting the resolution higher to 1920x1080, you '''MUST''' check the compatible resolutions for the game from the game list to ensure that it can support such a resolution. <br>Forcing such resolution on games that do not support it will result in significant issues. <br>Using resolutions lower than ''1280x720'' will not improve performance in any way.<br />
|-<br />
|'''Resolution scale'''||100%||Scales the game's resolution by the given percentage of the base resolution set in the above option. Set this value to 100% if you want to use the normal resolution. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Resolution scale threshold'''||16 x 16||Only framebuffers greater than this size will be upscaled. Increasing this value might fix problems with missing graphics when upscaling, especially when Write Color Buffers is enabled. Do not touch this setting if you are unsure. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Shader mode'''||Async (multi threaded)||'''Legacy (single threaded)''': Disables asynchronous shader compilation. Fixes missing graphics while shaders are compiling but introduces severe stuttering or lag. Use this if you do not want to deal with graphics pop-in, or for testing before filing any bug reports.<br>'''Async (multi threaded)''': This is the recommended option. If a shader is not found in the cache, nothing will be rendered for this shader until it has compiled. You may experience graphics pop-in.<br>'''Async with shader interpreter''': Hybrid rendering mode. If a shader is not found in the cache, the interpreter will be used to render approximated graphics for this shader until it has compiled.<br>'''Shader interpreter only''': All rendering is handled by the interpreter with no attempt to compile native shaders. This mode is very slow and experimental.<br />
|-<br />
|'''Number of shader compiler threads'''||Auto||Number of threads to use for the shader compiler backend.<br>Only has an impact when shader mode is set to one of the asynchronous modes.<br />
|-<br />
|'''Write color buffers'''||Off||Enable this option if you get missing graphics or broken lighting ingame. <br>Might degrade performance and introduce stuttering in some cases.<br />
|-<br />
|'''Strict rendering mode'''||Off||Enforces strict compliance to the API specification. Might result in degraded performance in some games. Can resolve rare cases of missing graphics and flickering. <br>Overrides settings for ''Resolution Scale'' and ''Resolution Scale Threshold'' and enforces default values. <br>It is meant to disable all the shortcuts in the rendering path, and as such it trades speed and resolution options for the enhanced compatibility.<br />
|-<br />
|'''VSync'''||Off||By having this off you might obtain a higher frame rate at the cost of tearing artifacts in the game.<br />
|-<br />
|'''Stretch to display area'''||Off||Overrides the aspect ratio and stretches the image to the full display area.<br />
|-<br />
|'''Enable 3D'''||Off||Enables 3D stereo rendering.<br>Note that only anaglyph viewing is supported at the moment.<br />
|-<br />
|'''Disable vertex cache'''||Off||Disables the vertex cache. Might resolve missing or flickering graphics output. May degrade performance.<br />
|-<br />
|'''Multithreaded RSX'''||Off||Offloads some RSX operations to a secondary thread. <br>May improve performance for some high-core processors. May cause slowdown in some situations due to the extra worker thread load.<br />
|-<br />
|'''Asynchronous texture streaming'''||Off||Stream textures to GPU in parallel with 3D rendering.<br>Can improve performance on more powerful GPUs that have spare headroom.<br>Only works with Vulkan renderer.<br />
|}<br />
<br />
==Audio configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Audio output (Windows)'''||XAudio2||XAudio2 is the recommended option and should be used whenever possible. <br>OpenAL uses a cross-platform approach and is the next best alternative.<br />
|-<br />
|'''Audio output (Linux)'''||OpenAL||OpenAL uses a cross-platform approach and supports audio buffering, so it is the recommended option. <br>PulseAudio uses the native Linux sound system, and is the next best alternative. If neither are available, ALSA can be used instead.<br />
|-<br />
|'''Dump to file'''||Off||Saves all audio as a raw wave file. If unsure, leave this unchecked.<br />
|-<br />
|'''Convert to 16-bit'''||Off||Uses 16-bit audio samples instead of default 32-bit floating point. Use with buggy audio drivers if you have no sound or completely broken sound.<br />
|-<br />
|'''Downmix to stereo'''||On||Uses stereo audio output instead of default 7.1 surround sound. Use with stereo audio devices. <br>Disable it only if you are using a surround sound audio system.<br />
|-<br />
|'''Volume'''||100%||Controls the overall volume of the emulation. Values above 100% might reduce the audio quality. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars. <br />
|-<br />
|'''Enable buffering'''||On||Enables audio buffering, which reduces crackle and stutter but increases audio latency (requires XAudio2 or OpenAL).<br />
|-<br />
|'''Audio buffer duration'''||100ms||Target buffer duration in milliseconds. Higher values make the buffering algorithm's job easier, but may introduce noticeable audio latency. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Enable time stretching'''||Off||Reduces crackle and stutter further, but may cause a very noticeable reduction in audio quality on slower CPUs. <br>Requires audio buffering to be enabled.<br />
|-<br />
|'''Time stretching threshold'''||75%||Buffer fill level (in percentage) below which time stretching will start. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Microphone type'''||Null||Standard should be used for most games. <br>Singstar emulates a singstar device and should be used with Singstar games. <br>Real Singstar should only be used with a REAL Singstar device with Singstar games. <br>Rocksmith should be used with a Rocksmith dongle.<br />
|}<br />
<br />
==I/O configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Keyboard handler'''||Null||Some games support native keyboard input. Basic will work in these cases.<br />
|-<br />
|'''Mouse handler'''||Basic||Some games support native mouse input. Basic will work in these cases.<br />
|-<br />
|'''Camera input'''||Unknown||Camera support is not implemented, leave this on unknown.<br />
|-<br />
|'''Camera settings'''||Null||Camera support is not implemented, leave this on null.<br />
|-<br />
|'''Move handler'''||Null||PlayStation Move support is not implemented, leave this on null. <br>'''Fake''': Experimental! This maps Move controls to DS4 controller mappings.<br />
|-<br />
|'''Buzz! emulated controller'''||Null (use real Buzzers)||Select 1 or 2 controllers if the game requires Buzz! controllers and you don't have real controllers.<br>Select Null if the game has support for DualShock or if you have real Buzz! controllers.<br />
|}<br />
<br />
==System configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Console language'''||English (US)||Some games may fail to boot if the system language is not available in the game itself. Other games will switch language automatically to what is selected here. <br>It is recommended leaving this on a language supported by the game.<br />
|-<br />
|'''Console region'''||America||The console region defines the license area of the PS3.<br>Depending on the license area, some games may not work.<br />
|-<br />
|'''Enter button assignment'''||Enter with cross||The button used for enter/accept/confirm in system dialogs. You can change this to use the circle button instead, which is the default configuration on Japanese systems and in many Japanese games. <br>In these cases, having the cross button assigned can often lead to confusion.<br />
|-<br />
|'''Clear disk cache automatically'''||Off||Automatically removes older files from disk cache on boot if it grows larger than the specified value. Games can use the cache folder to temporarily store data outside of system memory. It is not used for long-term storage. <br>Default wipe size is set to 5120MB. <br>Note that you can use keyboard arrow keys for precise changes on the slide bars.<br />
|-<br />
|'''Keyboard type'''||English keyboard (US Standard)||Sets the used keyboard layout. Currently only US, Japanese and German layouts are fully supported.<br />
|-<br />
|'''Console time'''||Current time||Sets the time to be used within the console. This will be applied as an offset that tracks wall clock time.<br>Can be reset to current wallclock time by clicking '''Set to Now'''.<br />
|-<br />
|'''Homebrew: Enable /host_root/'''||Off||Required for some Homebrew. If unsure, don't use this option.<br />
|}<br />
<br />
==Network configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Network status'''||Disconnected||If set to Connected, RPCS3 will allow programs to use our internet connection.<br />
|-<br />
|'''DNS'''||8.8.8.8||DNS used to resolve hostname by applications.<br />
|-<br />
|'''IP/Host switches'''||||DNS Swap List.<br />
|-<br />
|'''PSN Status'''||Disconnected||If set to Simulated, RPCS3 will fake PSN connection as best as it can.<br />
|}<br />
<br />
==Advanced configuration==<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''Debug console mode'''||Off||Increases the amount of usable system memory to match a DECR console and more. <br>Causes some software to behave differently than on retail hardware.<br />
|-<br />
|'''Accurate LLVM DFMA'''||On||Provides extra accuracy on FMA instructions at the cost of performance.<br>While disabling it might give a decent performance boost if your CPU doesn't support FMA, it may also introduce subtle bugs that otherwise do not occur.<br>You can't disable it if your CPU supports FMA.<br />
|-<br />
|'''Accurate RSX reservation access'''||Off||Forces RSX pauses on SPU MFC_GETLLAR and SPU MFC_PUTLLUC operations.<br />
|-<br />
|'''PPU LLVM accurate vector NaNs'''||Off||Forces the floating point NaN (Not A Number) values outputted from PPU vector instructions to be accurate to the real hardware. (0x7FC00000)<br />
|-<br />
|'''PPU LLVM Java mode handling'''||On||Respect current Java Mode for alti-vec ops by PPU LLVM.<br>If unsure, do not modify this setting.<br />
|-<br />
|'''PPU LLVM precompilation'''||On||Searches the game's directory and precompiles extra PPU modules during boot.<br>If disabled, these modules will only be compiled when needed. Depending on the game, this might interrupt the gameplay unexpectedly and possibly frequently.<br>Only disable this if you want to get ingame more quickly.<br />
|-<br />
|'''Delay each odd MFC command'''||Off||Forces delaying any odd MFC command, waits for at least 2 pending commands to execute them in a random order.<br>Must be used with either SPU interpreters currently.<br>Severely degrades performance! If unsure, don't use this option.<br />
|-<br />
|'''Silence all logs'''||Off||Stop writing any logs after game startup. Don't use unless you believe it's necessary.<br />
|-<br />
|'''Sleep timers accuracy'''||Usleep only||Changes the sleep period accuracy.<br>'''As Host''' uses default accuracy of the underlying operating system, while '''All Timers''' attempts to improve it.<br>'''Usleep Only''' limits the adjustments to usleep syscall only.<br>Can affect perfomance in unexpected ways.<br />
|-<br />
|'''Maximum number of SPURS threads'''||Unlimited||Limits the maximum number of SPURS threads in each thread group. May improve performance in some cases, especially on systems with limited number of hardware threads. <br>Limiting the number of threads is also likely to cause crashes. It's recommended to keep this at default value.<br />
|-<br />
|'''Read depth buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Write depth buffers'''||Off||Writes depth buffer values to vm memory.<br />
|-<br />
|'''Read color buffers'''||Off||Initializes render target memory using vm memory.<br />
|-<br />
|'''Disable on-disk shader cache'''||Off||Disables the loading and saving of shaders from and to the shader cache in the data directory.<br />
|-<br />
|'''Disable native float16 support'''||Off||Disables hardware half-float support which is known to cause problems in some rare cases on some GPUs.<br />
|-<br />
|'''Vulkan queue scheduler'''||Device||Determines how to schedule GPU async compute jobs when using asynchronous streaming.<br>Use '''Host''' mode for more spec compliant behavior at the cost of CPU overhead.<br>Use ''Device'' to let your driver handle this. Beware that '''Device''' mode technically violates official spec but is the superior option.<br />
|-<br />
|'''Driver wake-up delay'''||1 µs||Try fiddling with this setting when encountering unstable games. The higher value, the better stability it may provide.<br>Increments/Decrements for each test should be around 100μs to 200μs until finding the best value for optimal stability.<br>Values above 1000μs may cause noticeable performance penalties, use with caution.<br>Only available on per-game configurations.<br />
|-<br />
|'''VBlank frequency'''||60 Hz||Adjusts the frequency of vertical blanking signals that the emulator sends.<br>Affects timing of events which rely on these signals.<br>Only available on per-game configurations.<br />
|-<br />
|'''Clocks scale'''||100%||Changes the scale of emulated system time.<br>Affects software which uses system time to calculate things such as dynamic timesteps.<br>Only available on per-game configurations.<br />
|}<br />
<br />
==Debug configuration==<br />
Below configurations are primarily used by developers. If unsure, don't use these options.<br />
{| class="wikitable"<br />
! Setting<br />
! Default Option<br />
! Description<br />
|-<br />
|'''RenderDoc compatibility mode'''||Off||Enables use of classic OpenGL buffers which allows capturing tools to work with RPCS3 e.g RenderDoc.<br>Also allows Vulkan to use debug markers for nicer Renderdoc captures.<br>If unsure, don't use this option.<br />
|-<br />
|'''Debug output'''||Off||Enables the selected API's inbuilt debugging functionality. Will cause severe performance degradation especially with Vulkan.<br />
|-<br />
|'''Debug overlay'''||Off||Provides a graphical overlay of various debugging information.<br>If unsure, don't use this option.<br />
|-<br />
|'''Log shader programs'''||Off||Dump game shaders to file. Only useful to developers.<br>If unsure, don't use this option.<br />
|-<br />
|'''Use high precision Z-buffer'''||Off||Only useful when debugging differences in GPU hardware.<br>Not necessary for average users.<br>If unsure, don't use this option.<br />
|-<br />
|'''Disable ZCull occlusion queries'''||Off||Disables running occlusion queries. Minor to moderate performance boost. <br>Might introduce issues with broken occlusion e.g missing geometry and extreme pop-in.<br />
|-<br />
|'''Force CPU blit emulation'''||Off||Forces emulation of all blit and image manipulation operations on the CPU. <br>Requires 'Write Color Buffers' option to also be enabled in most cases to avoid missing graphics. <br>Significantly degrades performance but is more accurate in some cases. This setting overrides the 'GPU texture scaling' option.<br />
|-<br />
|'''Disable Vulkan memory allocator'''||Off||Disables the custom Vulkan memory allocator and reverts to direct calls to VkAllocateMemory/VkFreeMemory.<br />
|-<br />
|'''Disable FIFO reordering'''||Off||Disables RSX FIFO optimizations completely. Draws are processed as they are received by the DMA puller.<br />
|-<br />
|'''Strict texture flushing'''||Off||Forces texture flushing even in situations where it is not necessary/correct. <br>Known to cause visual artifacts, but useful for debugging certain texture cache issues.<br />
|-<br />
|'''Use GPU texture scaling'''||Off||Force all texture transfer, scaling and conversion operations on the GPU. <br>May cause texture corruption in some cases.<br />
|-<br />
|'''PPU debug'''||Off||Creates PPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''SPU debug'''||Off||Creates SPU logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''MFC debug'''||Off||Creates MFC logs.<br>Only useful for developers.<br>Never use this.<br />
|-<br />
|'''Set DAZ and FTZ'''||Off||Sets special MXCSR flags to debug errors in SSE operations.<br>Only used in PPU thread when it's not precise.<br>Only useful to developers.<br>Never use this.<br />
|-<br />
|'''Accurate GETLLAR'''||Off||Accurately processes SPU MFC_GETLLAR operation.<br />
|-<br />
|'''Accurate SPU DMA'''||Off||Accurately processes SPU DMA operations.<br />
|-<br />
|'''Accurate cache line stories'''||Off||Accurately processes PPU DCBZ instruction.<br>In addition, when combined with Accurate SPU DMA, SPU PUT cache line accesses will be processed atomically.<br />
|-<br />
|'''Hook static functions'''||Off||Allows to hook some functions like 'memcpy' replacing them with high-level implementations. <br>May do nothing or break things. Experimental.<br />
|-<br />
|'''Enable performance report'''||Off||Measure certain events and print a chart after the emulator is stopped. Don't enable if not asked to.<br />
|-<br />
|'''Accurate PPU 128 reservations'''||Disabled||When enabled, PPU atomic operations will operate on entire cache line data, as opposed to a single 64bit block of memory when disabled.<br>Numerical values control whether or not to enable the accurate version based on the atomic operation's length.<br />
|-<br />
|'''PPU thread count'''||2||Affects maximum amount of PPU threads running concurrently, the value of 1 has very low compatibility with games.<br>2 is the default, if unsure do not modify this setting.<br />
|}</div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=One_Piece:_Pirate_Warriors&diff=23991One Piece: Pirate Warriors2021-10-19T08:42:11Z<p>MarioSonic2987: /* Known Issues */</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = <!-- [[File:filename.ext|300px]] --><br />
|developer = <br />
|publisher = {{vgregion|}}<br />
|series = <!-- delete if not applicable --><br />
|date = {{vgregion|}}<br />
|release = <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = <br />
|modes = <!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|}}<br />
|wikipedia = <!-- delete if not applicable --><br />
|vndb = <!-- delete if not applicable --><br />
|title = <!-- Used only in niche scenarios. Delete if not applicable --><br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
===Black textures in cutscenes===<br />
There are black textures in some places that only happens in cutscenes. There isn't any setting to fix it.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --></div>MarioSonic2987https://wiki.rpcs3.net/index.php?title=One_Piece:_Pirate_Warriors&diff=23990One Piece: Pirate Warriors2021-10-19T08:42:07Z<p>MarioSonic2987: /* Known Issues */</p>
<hr />
<div><!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox<br />
|image = <!-- [[File:filename.ext|300px]] --><br />
|developer = <br />
|publisher = {{vgregion|}}<br />
|series = <!-- delete if not applicable --><br />
|date = {{vgregion|}}<br />
|release = <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --><br />
|genre = <br />
|modes = <!-- Choose all relevant options: Single-player, Co-op, Multiplayer --><br />
|gameid = {{gameid|}}<br />
|wikipedia = <!-- delete if not applicable --><br />
|vndb = <!-- delete if not applicable --><br />
|title = <!-- Used only in niche scenarios. Delete if not applicable --><br />
}}<br />
<br />
<!-- Give a brief description about the game --><br />
<br />
==Configuration==<br />
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config<br />
<!-- CPU configuration --><br />
|ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --><br />
|ppu decoder notes = <br />
|spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --><br />
|spu decoder notes = <br />
|preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --><br />
|preferred spu threads notes = <br />
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --><br />
|thread scheduler notes = <br />
|lower spu thread priority = <!-- On, Off --><br />
|lower spu thread priority notes = <br />
|enable spu loop detection = <!-- On, Off --><br />
|enable spu loop detection notes = <br />
|spu cache = <!-- On, Off --><br />
|spu cache notes = <br />
|accurate xfloat = <!-- On, Off --><br />
|accurate xfloat notes = <br />
|spu block size = <!-- Safe, Mega, Giga --><br />
|spu block size notes = <br />
|tsx instructions = <!-- Enabled, Disabled, Forced --><br />
|tsx instructions notes = <br />
<!-- GPU configuration --><br />
|renderer = <!-- OpenGL, Vulkan, Disabled --><br />
|renderer notes = <br />
|aspect ratio = <!-- 4:3, 16:9 --><br />
|aspect ratio notes = <br />
|framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --><br />
|framelimit notes = <br />
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --><br />
|anisotropic filter notes = <br />
|anti-aliasing = <!-- Auto, Disabled --><br />
|anti-aliasing notes = <br />
|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --><br />
|default resolution notes = <br />
|resolution scale = <!-- Value between 50% to 800% --><br />
|resolution scale notes = <br />
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --><br />
|resolution scale threshold notes = <br />
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --><br />
|shader mode notes = <br />
|write color buffers = <!-- On, Off --><br />
|write color buffers notes = <br />
|strict rendering mode = <!-- On, Off --><br />
|strict rendering mode notes = <br />
|vsync = <!-- On, Off --><br />
|vsync notes = <br />
|stretch to display area = <!-- On, Off --><br />
|stretch to display area notes = <br />
|enable 3d = <!-- On, Off --><br />
|enable 3d notes = <br />
|disable vertex cache = <!-- On, Off --><br />
|disable vertex cache notes = <br />
|multithreaded rsx = <!-- On, Off --><br />
|multithreaded rsx notes = <br />
|asynchronous texture streaming = <!-- On, Off --><br />
|asynchronous texture streaming notes = <br />
<!-- Audio configuration --><br />
|audio out windows = <!-- XAudio2, OpenAL, Disabled --><br />
|audio out windows notes = <br />
|audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --><br />
|audio out linux notes = <br />
|audio channels = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 --><br />
|audio channels notes = <br />
|dump to file = <!-- On, Off --><br />
|dump to file notes = <br />
|convert to 16-bit = <!-- On, Off --><br />
|convert to 16-bit notes = <br />
|volume = <!-- Value between 0% to 200% --><br />
|volume notes = <br />
|enable buffering = <!-- On, Off --><br />
|enable buffering notes = <br />
|audio buffer duration = <!-- Value between 20ms to 250ms --><br />
|audio buffer duration notes = <br />
|enable time stretching = <!-- On, Off --><br />
|enable time stretching notes = <br />
|time stretching threshold = <!-- Value between 0% to 100% --><br />
|time stretching threshold notes = <br />
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --><br />
|microphone type notes = <br />
<!-- I/O configuration --><br />
|keyboard handler = <!-- Null, Basic --><br />
|keyboard handler notes = <br />
|mouse handler = <!-- Null, Basic --><br />
|mouse handler notes = <br />
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --><br />
|camera input notes = <br />
|camera settings = <!-- Null, Fake --><br />
|camera settings notes = <br />
|move handler = <!-- Null, Fake, Mouse --><br />
|move handler notes = <br />
<!-- Advanced configuration --><br />
|debug console mode = <!-- On, Off --><br />
|debug console mode notes = <br />
|accurate llvm dfma = <!-- On, Off --><br />
|accurate llvm dfma notes = <br />
|accurate rsx reservation access = <!-- On, Off --><br />
|accurate rsx reservation access notes = <br />
|ppu llvm accurate vector nans = <!-- On, Off --><br />
|ppu llvm accurate vector nans notes = <br />
|ppu llvm java mode handling = <!-- True, False --><br />
|ppu llvm java mode handling notes = <br />
|silence all logs = <!-- On, Off --><br />
|silence all logs notes = <br />
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --><br />
|sleep timers accuracy notes = <br />
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --><br />
|maximum spurs threads notes = <br />
|firmware libraries = <!-- Switch to LLE, Switch to HLE --><br />
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --><br />
|read depth buffers = <!-- On, Off --><br />
|read depth buffers notes = <br />
|write depth buffers = <!-- On, Off --><br />
|write depth buffers notes = <br />
|read color buffers = <!-- On, Off --><br />
|read color buffers notes = <br />
|disable on-disk shader cache = <!-- On, Off --><br />
|disable on-disk shader cache notes = <br />
|disable native float16 support = <!-- On, Off --><br />
|disable native float16 support notes = <br />
|relaxed zcull sync = <!-- On, Off --><br />
|relaxed zcull sync notes = <br />
|driver wake-up delay = <!-- Value between 0 to 7000 --><br />
|driver wake-up delay notes = <br />
|vblank rate = <!-- Value between 1 to 500 --><br />
|vblank rate notes = <br />
|clocks scale = <!-- Value between 10 to 1000 --><br />
|clocks scale notes = <br />
<!-- Debug configuration --><br />
|disable zcull occlusion queries = <!-- On, Off --><br />
|disable zcull occlusion queries notes = <br />
|force cpu blit emulation = <!-- On, Off --><br />
|force cpu blit emulation notes = <br />
|use gpu texture scaling = <!-- On, Off --><br />
|use gpu texture scaling notes = <br />
|accurate getllar = <!-- On, Off --><br />
|accurate getllar notes = <br />
|hook static functions = <!-- On, Off --><br />
|hook static functions notes = <br />
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --><br />
|accurate ppu 128 reservations notes = <br />
}}<br />
<br />
==Known Issues==<br />
<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are present, mention "There are no reported issues with this title." --><br />
===Black textures in cutscenes===<br />
There are blacks texture in some places that only happens in cutscenes. There isn't any setting to fix it.<br />
<br />
==Special Notes==<br />
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --></div>MarioSonic2987