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<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox | <!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox | ||
|developer = | |image = [[File:{{#setmainimage:NFSTheRun.jpeg}}|300px]] | ||
|publisher = | |developer = EA Black Box | ||
|series = | |publisher = Electronic Arts | ||
|date = {{vgregion|}} | |series = Need for Speed | ||
|release = <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --> | |date = {{vgregion|NA=November 15, 2011|AU=November 17, 2011}}{{vgregion|EU=November 18, 2011}} | ||
|genre = | |release = Multi-platform<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform --> | ||
|modes = <!-- Choose all relevant options: Single-player | |genre = Racing | ||
|gameid = {{gameid|}} | |modes = Single-player, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer --> | ||
| | |gameid = {{gameid|id=BLES01298, BLUS30757, NPEB00851, NPUB30664|oid=BLJM60386|ird=Yes}}, {{gameid|oid=BLAS50337, NPJB00185, NPHB00454|ird=No}}<br>'''''Demo'''''<br>{{gameid|id=NPUB90646|ird=NA}} | ||
| | |internal resolution = 1280x704 | ||
}} | }} | ||
<!-- Give a brief description about the game --> | <!-- Give a brief description about the game --> | ||
'''''Need for Speed: The Run''''' is a 2011 racing video game and the eighteenth title in the Need for Speed series. Published by Electronic Arts, it was released on November 15, 2011, with EA Black Box developing versions for PlayStation 3, Windows, Xbox 360, while Firebrand Games developed versions for the 3DS, and Wii. An iOS version was planned to be developed by EA Mobile, but it was eventually cancelled. The game focuses on point-to-point races involving overtaking opponents, defeating rivals, time attacks, and evading the efforts of both police and criminal gang members to stop them. | |||
Unlike previous entries in the series, The Run features an extensive collection of races set against real-life locations, including the cities of New York, Chicago, Las Vegas, and San Francisco, and features a wide variety of real-life cars to drive in. The game's career mode sees players assume the role of street racer taking part in a large-scale race from San Francisco to New York and seeking to win it against various odds. While the game received extensive marketing and heavy promotion from its developers, it received mixed reviews from critics following its release. | |||
==Configuration== | ==Configuration== | ||
<!-- | <!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config | ||
<!-- CPU configuration --> | <!-- CPU configuration --> | ||
|ppu decoder | |ppu decoder = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (LLVM) --> | ||
|ppu decoder notes | |ppu decoder notes = | ||
|spu decoder | |spu decoder = <!-- Interpreter (static), Interpreter (dynamic), Recompiler (ASMJIT), Recompiler (LLVM) --> | ||
|spu decoder notes | |spu decoder notes = | ||
|preferred spu threads | |preferred spu threads = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) --> | ||
|preferred spu threads notes | |preferred spu threads notes = | ||
| | |thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --> | ||
| | |thread scheduler notes = | ||
|enable | |enable spu loop detection = <!-- On, Off --> | ||
|enable | |enable spu loop detection notes = | ||
| | |spu xfloat accuracy = Approximate<!-- Accurate, Approximate, Relaxed --> | ||
| | |spu xfloat accuracy notes = Using Relaxed XFloat makes the audio loudly broken. | ||
| | |spu block size = <!-- Safe, Mega, Giga --> | ||
| | |spu block size notes = | ||
| | |tsx instructions = <!-- Enabled, Disabled, Forced --> | ||
| | |tsx instructions notes = | ||
<!-- GPU configuration --> | <!-- GPU configuration --> | ||
|renderer | |renderer = <!-- OpenGL, Vulkan, Disabled --> | ||
|renderer notes | |renderer notes = | ||
|aspect ratio = <!-- 4:3, 16:9 --> | |||
|aspect ratio notes = | |||
|aspect ratio | |framelimit = Infinite<!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --> | ||
|aspect ratio notes | |framelimit notes = Slightly improves stability. | ||
|framelimit | |anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --> | ||
|framelimit notes | |anisotropic filter notes = | ||
|anisotropic filter | |anti-aliasing = <!-- Auto, Disabled --> | ||
|anisotropic filter notes | |anti-aliasing notes = | ||
|default resolution | |zcull accuracy = Relaxed<!-- Precise, Approximate, Relaxed --> | ||
|default resolution notes | |zcull accuracy notes = Improves performance without any noticeable issues. | ||
|resolution scale | |shader quality = <!-- High, Low, Auto --> | ||
|resolution scale notes | |shader quality notes = | ||
|resolution scale threshold | |3d rendering mode = <!-- Disabled, Anaglyph, Side-by-side, Over-under --> | ||
|resolution scale threshold notes = | |3d rendering mode notes = | ||
| | |default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --> | ||
| | |default resolution notes = | ||
| | |resolution scale = 100<!-- Value between 50% to 800% --> | ||
| | |resolution scale notes = Upscaling the resolution causes vertex explosions. | ||
|strict rendering mode | |resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --> | ||
|strict rendering mode notes | |resolution scale threshold notes = | ||
|vsync | |shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --> | ||
|vsync notes | |shader mode notes = | ||
|stretch to display area | |write color buffers = On<!-- On, Off --> | ||
|stretch to display area notes = | |write color buffers notes = Fixes broken visuals. Significant stability loss. | ||
|disable vertex cache | |strict rendering mode = <!-- On, Off --> | ||
|disable vertex cache notes | |strict rendering mode notes = | ||
|vsync = <!-- On, Off --> | |||
|vsync notes = | |||
|stretch to display area = <!-- On, Off --> | |||
|stretch to display area notes = | |||
|multithreaded rsx = On<!-- On, Off --> | |||
|multithreaded rsx notes = Slightly improves performance. | |||
|asynchronous texture streaming = <!-- On, Off --> | |||
|asynchronous texture streaming notes = | |||
<!-- Audio configuration --> | |||
|audio out windows = <!-- Cubeb, XAudio2, Disabled --> | |||
|audio out windows notes = | |||
|audio out linux = <!-- Cubeb, FAudio, Disabled --> | |||
|audio out linux notes = | |||
|audio format = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual --> | |||
|audio format notes = | |||
|dump to file = <!-- On, Off --> | |||
|dump to file notes = | |||
|convert to 16-bit = <!-- On, Off --> | |||
|convert to 16-bit notes = | |||
|volume = <!-- Value between 0% to 200% --> | |||
|volume notes = | |||
|enable buffering = <!-- On, Off --> | |||
|enable buffering notes = | |||
|audio buffer duration = <!-- Value between 20ms to 250ms --> | |||
|audio buffer duration notes = | |||
|enable time stretching = <!-- On, Off --> | |||
|enable time stretching notes = | |||
|time stretching threshold = <!-- Value between 0% to 100% --> | |||
|time stretching threshold notes = | |||
|microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --> | |||
|microphone type notes = | |||
<!-- I/O configuration --> | |||
|keyboard handler = <!-- Null, Basic --> | |||
|keyboard handler notes = | |||
|mouse handler = <!-- Null, Basic --> | |||
|mouse handler notes = | |||
|camera input = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 --> | |||
|camera input notes = | |||
|camera settings = <!-- Null, Fake, Qt --> | |||
|camera settings notes = | |||
|move handler = <!-- Null, Fake, Mouse --> | |||
|move handler notes = | |||
<!-- Network configuration --> | |||
|network status = Disconnected | |||
|network status notes = Required to access main menu. | |||
|psn status = Disconnected | |||
|psn status notes = Required to access main menu. | |||
<!-- Advanced configuration --> | |||
|debug console mode = <!-- On, Off --> | |||
|debug console mode notes = | |||
|accurate llvm dfma = <!-- On, Off --> | |||
|accurate llvm dfma notes = | |||
|accurate getllar = <!-- On, Off --> | |||
|accurate getllar notes = | |||
|accurate rsx reservation access = <!-- On, Off --> | |||
|accurate rsx reservation access notes = | |||
|accurate spu dma = <!-- On, Off --> | |||
|accurate spu dma notes = | |||
|ppu llvm accurate vector nans = <!-- On, Off --> | |||
|ppu llvm accurate vector nans notes = | |||
|ppu llvm java mode handling = <!-- On, Off --> | |||
|ppu llvm java mode handling notes = | |||
|silence all logs = <!-- On, Off --> | |||
|silence all logs notes = | |||
|sleep timers accuracy = As Host<!-- As Host, Usleep Only, All Timers --> | |||
|sleep timers accuracy notes = Slightly improves performance. | |||
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --> | |||
|maximum spurs threads notes = | |||
|firmware libraries = Switch to LLE<!-- Switch to LLE, Switch to HLE --> | |||
|firmware libraries notes = libvdec.sprx (Required to improve stability)<!-- Mention the libraries to be manually selected here --> | |||
|read depth buffers = <!-- On, Off --> | |||
|read depth buffers notes = | |||
|write depth buffers = <!-- On, Off --> | |||
|write depth buffers notes = | |||
|read color buffers = On<!-- On, Off --> | |||
|read color buffers notes = Fixes missing ground and lighting. | |||
|handle rsx memory tiling = On<!-- On, Off --> | |||
|handle rsx memory tiling notes = Partially fixes broken visuals. | |||
|disable on-disk shader cache = <!-- On, Off --> | |||
|disable on-disk shader cache notes = | |||
|disable vertex cache = <!-- On, Off --> | |||
|disable vertex cache notes = | |||
|rsx fifo accuracy = Ordered & Atomic<!-- Fast, Atomic, Ordered & Atomic --> | |||
|rsx fifo accuracy notes = Helps with stability. | |||
|driver wake-up delay = 200<!-- Value between 0 to 7000 --> | |||
|driver wake-up delay notes = Required to improve stability. | |||
|vblank rate = 3000<!-- Value between 1 to 500 --> | |||
|vblank rate notes = Required to go ingame. | |||
|vblank ntsc fixup = <!-- On, Off --> | |||
|vblank ntsc fixup notes = | |||
|clocks scale = <!-- Value between 10 to 1000 --> | |||
|clocks scale notes = | |||
<!-- Debug configuration --> | <!-- Debug configuration --> | ||
|force cpu blit emulation | |disable zcull occlusion queries = <!-- On, Off --> | ||
|force cpu blit emulation notes = | |disable zcull occlusion queries notes = | ||
|force cpu blit emulation = <!-- On, Off --> | |||
|force cpu blit emulation notes = | |||
|force gpu texture scaling = <!-- On, Off --> | |||
|force gpu texture scaling notes = | |||
|hook static functions = <!-- On, Off --> | |||
|hook static functions notes = | |||
|accurate ppu 128 reservations = <!-- Always Enabled, Disabled, Value between 1 to 8 --> | |||
|accurate ppu 128 reservations notes = | |||
|ppu thread count = <!-- Value between 1 to 8 --> | |||
|ppu thread count notes = | |||
<!-- Recommended patches --> | |||
|highly recommended patch = <!-- Mention patch names --> | |||
|highly recommended patch notes = | |||
|recommended patch = <!-- Mention patch names --> | |||
|recommended patch notes = | |||
}} | }} | ||
==Known Issues== | ==Known Issues== | ||
<!-- 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." --> | <!-- 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." --> | |||
The game will freeze during the HDD Icon screen, and to solve this issue is by increasing the VBlank Rate atleast 3000Hz. However lowering the clocks scale might be mandatory when playing the game with write color buffers. Even if the VBlank Rate is set to 3000Hz which could solve the RSX crashes before ingame, it still isn't considered to be playable. | |||
==Special Notes== | ==Special Notes== | ||
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section --> | <!-- Mention any additional notes if necessary. If no special notes are required, remove this section --> | ||
{{netplay | |||
|gamever = 1.03 | |||
|rpcs3 version = N/A | |||
|connect = No<!-- Yes, No, Partial, Untested, N/A --> | |||
|lobbies = No<!-- Yes, No, Partial, Untested, N/A --> | |||
|match = No<!-- Yes, No, Partial, Untested, N/A --> | |||
|features = No<!-- Yes, No, Partial, Untested, N/A --> | |||
|custom servers = Not available<!-- Available, Not available, Not required, Untested --> | |||
|notes = | |||
}} | |||
{{patch | |||
|type = PPU | |||
|version = 1.2 | |||
|content = | |||
PPU-6aa282725f419f1dcc12aceb5e63a6948d7e55f3: | |||
"Demo Never Expires": | |||
Games: | |||
"Need for Speed: The Run Demo": | |||
NPUB90646: [ 01.00 ] | |||
NPEB90355: [ 01.00 ] | |||
Author: "illusion" | |||
Patch Version: 1.0 | |||
Patch: | |||
- [ be32, 0x00636a58, 0x3ba00000 ] | |||
}} |
Latest revision as of 22:40, 10 April 2024
Need for Speed The Run | |
---|---|
Developer(s) | EA Black Box |
Publisher(s) | Electronic Arts |
Series | Need for Speed |
Release date(s) | NA November 15, 2011 AU November 17, 2011 EU November 18, 2011 |
Release type | Multi-platform |
Genre(s) | Racing |
Mode(s) | Single-player, Multiplayer |
GameID(s) | BLES01298 (IRD), BLUS30757 (IRD), NPEB00851, NPUB30664, BLJM60386 (IRD), BLAS50337, NPJB00185, NPHB00454 Demo NPUB90646 |
Internal resolution | 1280x704 |
Quick links | Check Compatibility Open Issues Search Google Wikipedia Page |
Need for Speed: The Run is a 2011 racing video game and the eighteenth title in the Need for Speed series. Published by Electronic Arts, it was released on November 15, 2011, with EA Black Box developing versions for PlayStation 3, Windows, Xbox 360, while Firebrand Games developed versions for the 3DS, and Wii. An iOS version was planned to be developed by EA Mobile, but it was eventually cancelled. The game focuses on point-to-point races involving overtaking opponents, defeating rivals, time attacks, and evading the efforts of both police and criminal gang members to stop them.
Unlike previous entries in the series, The Run features an extensive collection of races set against real-life locations, including the cities of New York, Chicago, Las Vegas, and San Francisco, and features a wide variety of real-life cars to drive in. The game's career mode sees players assume the role of street racer taking part in a large-scale race from San Francisco to New York and seeking to win it against various odds. While the game received extensive marketing and heavy promotion from its developers, it received mixed reviews from critics following its release.
Configuration
Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.
CPU configuration
Setting | Option | Notes |
---|---|---|
SPU xfloat accuracy | Approximate | Using Relaxed XFloat makes the audio loudly broken. |
GPU configuration
Setting | Option | Notes |
---|---|---|
Framelimit | Infinite | Slightly improves stability. |
ZCULL accuracy | Relaxed | Improves performance without any noticeable issues. |
Resolution scale | 100 | Upscaling the resolution causes vertex explosions. |
Write color buffers | On | Fixes broken visuals. Significant stability loss. |
Multithreaded RSX | On | Slightly improves performance. |
Network configuration
Setting | Option | Notes |
---|---|---|
Network status | Disconnected | Required to access main menu. |
PSN status | Disconnected | Required to access main menu. |
Advanced configuration
Setting | Option | Notes |
---|---|---|
Sleep timers accuracy | As Host | Slightly improves performance. |
Firmware libraries | Switch to LLE | libvdec.sprx (Required to improve stability) |
Read color buffers | On | Fixes missing ground and lighting. |
Handle RSX memory tiling | On | Partially fixes broken visuals. |
RSX FIFO accuracy | Ordered & Atomic | Helps with stability. |
Driver wake-up delay | 200 | Required to improve stability. |
Vblank rate | 3000 | Required to go ingame. |
Known Issues
The game will freeze during the HDD Icon screen, and to solve this issue is by increasing the VBlank Rate atleast 3000Hz. However lowering the clocks scale might be mandatory when playing the game with write color buffers. Even if the VBlank Rate is set to 3000Hz which could solve the RSX crashes before ingame, it still isn't considered to be playable.
Special Notes
Netplay testing
For the complete list of games tested with RPCN, please check the RPCN Compatibility List.
Game Version | RPCS3 Version | Connects? | Create/Join lobbies? | Match with others? | Online features working? | Requires custom servers? | Notes |
---|---|---|---|---|---|---|---|
1.03 | N/A | No | No | No | No | Not available |
Patches
PPU-6aa282725f419f1dcc12aceb5e63a6948d7e55f3: "Demo Never Expires": Games: "Need for Speed: The Run Demo": NPUB90646: [ 01.00 ] NPEB90355: [ 01.00 ] Author: "illusion" Patch Version: 1.0 Patch: - [ be32, 0x00636a58, 0x3ba00000 ]