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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 | ||
|image = [[File:{{#setmainimage:NieRCover.jpg}}|300px]] | |||
|developer = Cavia | |developer = Cavia | ||
|publisher = Square Enix | |publisher = Square Enix | ||
Line 7: | Line 8: | ||
|genre = Action, Role-playing, Hack and slash | |genre = Action, Role-playing, Hack and slash | ||
|modes = Single-player | |modes = Single-player | ||
|gameid = '''''NieR'''''<br>{{gameid|id=BLUS30481, BLES00826|ird=Yes}}<br>'''''NieR RepliCant'''''<br>{{gameid|id=BLJM60223|ird= | |gameid = '''''NieR'''''<br>{{gameid|id=BLUS30481, BLES00826|ird=Yes}}<br>'''''NieR RepliCant'''''<br>{{gameid|id=BLJM60223|ird=Yes}} | ||
}} | }} | ||
'''''NieR''''' is a spin-off from the Drakengard series, and follows the fifth ending of the first game, the events of which have left the planet Earth in a state of decay. Set over one thousand years after this, the game puts the player in control of the titular protagonist Nier, as he attempts to find a cure for an illness, known as the Black Scrawl, to which his daughter Yonah has succumbed. Partnering with a talking book known as Grimoire Weiss, he journeys with two other characters, Kainé and Emil, as he attempts to find a remedy and understand the nature of the creatures known as Shades that stalk the world. The gameplay borrows elements from various video game genres, occasionally switching between them and the main role-playing-based gameplay. | '''''NieR''''' is a spin-off from the Drakengard series, and follows the fifth ending of the first game, the events of which have left the planet Earth in a state of decay. Set over one thousand years after this, the game puts the player in control of the titular protagonist Nier, as he attempts to find a cure for an illness, known as the Black Scrawl, to which his daughter Yonah has succumbed. Partnering with a talking book known as Grimoire Weiss, he journeys with two other characters, Kainé and Emil, as he attempts to find a remedy and understand the nature of the creatures known as Shades that stalk the world. The gameplay borrows elements from various video game genres, occasionally switching between them and the main role-playing-based gameplay. | ||
In Japan, the game was released as Nier Gestalt (<u>Japanese</u>: ニーア ゲシュタルト <u>Hepburn</u>: Nīa Geshutaruto) for the Xbox 360, while an alternate version entitled Nier Replicant (<u>Japanese</u>: ニーア レプリカント <u>Hepburn</u>: Nīa Repurikanto) was released for PlayStation 3 with a younger main character. The game was developed to appeal both to older players and to players outside Japan, where the developer was based. The music was composed by Keiichi Okabe, head of Monaca, a music composition studio, and has sparked the release of several albums. | In Japan, the game was released as Nier Gestalt (<u>Japanese</u>: ニーア ゲシュタルト <u>Hepburn</u>: Nīa Geshutaruto) for the Xbox 360, while an alternate version entitled Nier Replicant (<u>Japanese</u>: ニーア レプリカント <u>Hepburn</u>: Nīa Repurikanto) was released for PlayStation 3 with a younger main character. The game was developed to appeal both to older players and to players outside Japan, where the developer was based. The music was composed by Keiichi Okabe, head of Monaca, a music composition studio, and has sparked the release of several albums. | ||
Nier was released to mixed reception; reviewers praised the story, characters and soundtrack and were mixed in their opinions of how well the disparate gameplay elements were connected. The execution of some gameplay elements was criticized, notably the side quests, and especially the graphics (which were regarded as substandard). Despite this, the game acquired acclaim among players over time, becoming a cult classic. A more successful sequel developed by PlatinumGames, titled Nier: Automata, was released in 2017 for PlayStation 4, Microsoft Windows and in 2018 for Xbox One. | Nier was released to mixed reception; reviewers praised the story, characters and soundtrack and were mixed in their opinions of how well the disparate gameplay elements were connected. The execution of some gameplay elements was criticized, notably the side quests, and especially the graphics (which were regarded as substandard). Despite this, the game acquired acclaim among players over time, becoming a cult classic. A more successful sequel developed by PlatinumGames, titled Nier: Automata, was released in 2017 for PlayStation 4, Microsoft Windows and in 2018 for Xbox One. | ||
==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 spu loop detection = <!-- On, Off --> | ||
| | |enable spu loop detection notes = | ||
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --> | |||
|spu xfloat accuracy notes = | |||
|enable spu loop detection | |spu block size = <!-- Safe, Mega, Giga --> | ||
|enable spu loop detection notes | |spu block size notes = | ||
|spu | |tsx instructions = <!-- Enabled, Disabled, Forced --> | ||
|spu | |tsx instructions notes = | ||
|spu block size | |||
|spu block size notes | |||
|tsx instructions | |||
|tsx instructions notes | |||
<!-- GPU configuration --> | <!-- GPU configuration --> | ||
|renderer | |renderer = <!-- OpenGL, Vulkan, Disabled --> | ||
|renderer notes | |renderer notes = | ||
|aspect ratio | |aspect ratio = <!-- 4:3, 16:9 --> | ||
|aspect ratio notes | |aspect ratio notes = | ||
|framelimit | |framelimit = 30<!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --> | ||
|framelimit notes | |framelimit notes = Without framelimiter, audio will de-sync in cutscenes and menu navigation will move too quickly. If using the 60 FPS patch, leave this setting at ''Auto''. | ||
|anisotropic filter | |anisotropic filter = Auto<!-- Auto, 2x, 4x, 8x, 16x --> | ||
|anisotropic filter notes | |anisotropic filter notes = Changing to anything other than ''Auto'' causes graphical issues. | ||
|anti-aliasing | |anti-aliasing = <!-- Auto, Disabled --> | ||
|anti-aliasing notes | |anti-aliasing notes = | ||
|default resolution | |zcull accuracy = <!-- Precise, Approximate, Relaxed --> | ||
|default resolution notes | |zcull accuracy notes = | ||
|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 = | ||
|write color buffers | |default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --> | ||
|write color buffers notes | |default resolution notes = | ||
|strict rendering mode | |resolution scale = <!-- Value between 50% to 800% --> | ||
|strict rendering mode notes | |resolution scale notes = | ||
|vsync | |resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --> | ||
|vsync notes | |resolution scale threshold notes = | ||
|stretch to display area | |shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --> | ||
|stretch to display area notes | |shader mode notes = | ||
|disable vertex cache | |write color buffers = On<!-- On, Off --> | ||
|disable vertex cache notes | |write color buffers notes = Fixes missing in-game visuals. | ||
|multithreaded rsx | |strict rendering mode = <!-- On, Off --> | ||
|multithreaded rsx notes | |strict rendering mode notes = | ||
| | |vsync = <!-- On, Off --> | ||
| | |vsync notes = | ||
|stretch to display area = <!-- On, Off --> | |||
|stretch to display area notes = | |||
|enable 3d = <!-- On, Off --> | |||
|enable 3d notes = | |||
|disable vertex cache = <!-- On, Off --> | |||
|disable vertex cache notes = | |||
|multithreaded rsx = On<!-- On, Off --> | |||
|multithreaded rsx notes = Improves performance. Warning: May slowdown the game if your CPU does not have enough threads. | |||
|asynchronous texture streaming = On<!-- On, Off --> | |||
|asynchronous texture streaming notes = Improves performance. | |||
<!-- Audio configuration --> | <!-- Audio configuration --> | ||
|audio out windows | |audio out windows = <!-- Cubeb, XAudio2, Disabled --> | ||
|audio out windows notes | |audio out windows notes = | ||
|audio out linux | |audio out linux = <!-- Cubeb, FAudio, Disabled --> | ||
|audio out linux notes | |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 | |volume = <!-- Value between 0% to 200% --> | ||
|volume notes | |volume notes = | ||
|enable buffering | |enable buffering = <!-- On, Off --> | ||
|enable buffering notes | |enable buffering notes = | ||
|audio buffer duration | |audio buffer duration = <!-- Value between 20ms to 250ms --> | ||
|audio buffer duration notes | |audio buffer duration notes = | ||
|enable time stretching | |enable time stretching = <!-- On, Off --> | ||
|enable time stretching notes | |enable time stretching notes = | ||
|time stretching threshold | |time stretching threshold = <!-- Value between 0% to 100% --> | ||
|time stretching threshold notes | |time stretching threshold notes = | ||
|microphone type | |microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --> | ||
|microphone type notes | |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, Connected --> | |||
|network status notes = | |||
|psn status = <!-- Disconnected, Simulated, RPCN --> | |||
|psn status notes = | |||
<!-- Advanced configuration --> | <!-- Advanced configuration --> | ||
|debug console mode | |debug console mode = <!-- On, Off --> | ||
|debug console mode notes | |debug console mode notes = | ||
|sleep timers accuracy | |accurate llvm dfma = <!-- On, Off --> | ||
|sleep timers accuracy notes | |accurate llvm dfma notes = | ||
|read depth buffers | |accurate rsx reservation access = <!-- On, Off --> | ||
|read depth buffers notes | |accurate rsx reservation access notes = | ||
|write depth buffers | |ppu llvm accurate vector nans = <!-- On, Off --> | ||
|write depth buffers notes | |ppu llvm accurate vector nans notes = | ||
|read color buffers | |silence all logs = <!-- On, Off --> | ||
|read color buffers notes = | |silence all logs notes = | ||
|vblank rate | |sleep timers accuracy = Usleep Only<!-- As Host, Usleep Only, All Timers --> | ||
|vblank rate notes | |sleep timers accuracy notes = Linux users are required to change to "Usleep Only" since it defaults to "As Host" there. Setting to "Usleep Only" improves performance. | ||
|clocks scale | |maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --> | ||
|clocks scale notes | |maximum spurs threads notes = | ||
|firmware libraries = <!-- Switch to LLE, Switch to HLE --> | |||
|firmware libraries notes = <!-- 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, Off --> | |||
|read color buffers notes = | |||
|disable on-disk shader cache = <!-- On, Off --> | |||
|disable on-disk shader cache notes = | |||
|disable native float16 support = <!-- On, Off --> | |||
|disable native float16 support notes = | |||
|relaxed zcull sync = <!-- On, Off --> | |||
|relaxed zcull sync notes = | |||
|driver wake-up delay = <!-- Value between 0 to 7000 --> | |||
|driver wake-up delay notes = | |||
|vblank rate = <!-- Value between 1 to 500 --> | |||
|vblank rate notes = | |||
|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 = | ||
|accurate | |hook static functions = <!-- On, Off --> | ||
|accurate | |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 = Unlock FPS<!-- 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." --> | ||
=== Vulkan hang during final cutscenes === | There are no reported issues with this title. | ||
After the point-of-no-return at the final dungeon of the game, the game will freeze and crash during the cutscenes when using the Vulkan renderer. In order to bypass this, users are required to either skip the cutscenes or play the final sequence with the OpenGL renderer. This issue is tracked as part of {{issue|6468}} | |||
===Vulkan hang during final cutscenes - <i>Fixed</i>=== | |||
<s>After the point-of-no-return at the final dungeon of the game, the game will freeze and crash during the cutscenes when using the Vulkan renderer. In order to bypass this, users are required to either skip the cutscenes or play the final sequence with the OpenGL renderer. This issue is tracked as part of {{issue|6468}} (Warning, contains '''major spoilers''' regarding the final boss battle).</s> | |||
==Special Notes== | ==Special Notes== | ||
Line 133: | Line 185: | ||
The Japanese version of NieR, Nier Replicant (BLJM60223), requires the character name to be entered in Japanese. However, the on-screen keyboard present in RPCS3's native UI is currently restricted to only English. Therefore, to input a name, users must first disable the native UI and then input any name in Japanese (such as ニーア) through the Qt dialog box. Note that you'll need to enter the name again at a later point in the game, so do not enable native UI immediately after the first dialog prompt. | The Japanese version of NieR, Nier Replicant (BLJM60223), requires the character name to be entered in Japanese. However, the on-screen keyboard present in RPCS3's native UI is currently restricted to only English. Therefore, to input a name, users must first disable the native UI and then input any name in Japanese (such as ニーア) through the Qt dialog box. Note that you'll need to enter the name again at a later point in the game, so do not enable native UI immediately after the first dialog prompt. | ||
=== | ===Fix Bloom at higher resolutions=== | ||
NieR has pixelated bloom at higher resolutions than native, especially at +200%. | |||
<br>To work around this, set your "Resolution Scale Threshold" to 512x512. This makes Depth of Field more pixelated. | |||
{{patch | |||
|type = PPU | |||
|version = 1.2 | |||
|content = | |||
Anchors: | |||
NieR_FPS_Notes: &NieR_FPS_Notes | |||
"Updated with a new version that has correct game speed at any framerate. You no longer need to set the Framelimiter to 30 or 60." | |||
NieR_FPS_USEU: &NieR_FPS_USEU | |||
# unlock framerate | |||
- [ be32, 0x00f7c3b8, 0x386001f5 ] # li r3, 1f5 | |||
- [ be32, 0x00711b50, 0x489c3ef1 ] # jump to code cave | |||
# get mftb | |||
- [ be32, 0x010d5a40, 0x7ccc42e6 ] # mftb r6 // move from timebase register (clock) | |||
# get mftb delta | |||
- [ be32, 0x010d5a44, 0x3ca0010e ] # lis r5,0x010e // load high bits of address (0x010e23c8) | |||
- [ be32, 0x010d5a48, 0x60a523c8 ] # ori r5,r5,0x23c8 // load low bits of address | |||
- [ be32, 0x010d5a4c, 0x7c85202a ] # ldx r4,r5,r4 // load previous frames mftb reading | |||
- [ be32, 0x010d5a50, 0xf8c50000 ] # std r6,0x0(r5) // store this frames mftb reading | |||
- [ be32, 0x010d5a54, 0x7cc43050 ] # subf r6,r4,r6 // subtract previous mftb reading from this mftb frames reading | |||
# mftb delta to float | |||
- [ be32, 0x010d5a58, 0xf8c50080 ] # std r6,0x80(r5) // store mftb delta (to be loaded into FPR) | |||
- [ be32, 0x010d5a5c, 0xcba50080 ] # lfd f29,0x80(r5) // load mftb delta into FPR | |||
- [ be32, 0x010d5a60, 0xffa0ee9c ] # fcfid f29,f29 // convert integer to double | |||
- [ be32, 0x010d5a64, 0xffa0e818 ] # frsp f29,f29 // round to single precision | |||
# mftb delta to seconds | |||
- [ be32, 0x010d5a68, 0x3c80010d ] # r4,0x10d // load high bits constants pointer | |||
- [ be32, 0x010d5a6c, 0x60845a40 ] # ori r4,r4,0x5a40 // load low bits of constants pointer | |||
- [ be32, 0x010d5a70, 0xc384003c ] # lfs f28,0x3c(r4) // load timebase frequency | |||
- [ be32, 0x010d5a74, 0xec3de024 ] # fdivs f1,f29,f28 // divide timebase delta by timebase frequency | |||
# return | |||
- [ be32, 0x010d5a78, 0x4e800020 ] # blr // return | |||
# constants | |||
- [ be32, 0x010d5a7c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz) | |||
NieR_FPS_JP: &NieR_FPS_JP | |||
# unlock framerate | |||
- [ be32, 0x00f7cbcc, 0x386001f5 ] # li r3, 1f5 | |||
- [ be32, 0x00711d58, 0x489c48e9 ] # jump to code cave | |||
# get mftb | |||
- [ be32, 0x010d6640, 0x7ccc42e6 ] # mftb r6 // move from timebase register (clock) | |||
# get mftb delta | |||
- [ be32, 0x010d6644, 0x3ca0010e ] # lis r5,0x010e // load high bits of address (0x010e23e8) | |||
- [ be32, 0x010d6648, 0x60a523e8 ] # ori r5,r5,0x23e8 // load low bits of address | |||
- [ be32, 0x010d664c, 0x7c85202a ] # ldx r4,r5,r4 // load previous frames mftb reading | |||
- [ be32, 0x010d6650, 0xf8c50000 ] # std r6,0x0(r5) // store this frames mftb reading | |||
- [ be32, 0x010d6654, 0x7cc43050 ] # subf r6,r4,r6 // subtract previous mftb reading from this mftb frames reading | |||
# mftb delta to float | |||
- [ be32, 0x010d6658, 0xf8c50080 ] # std r6,0x80(r5) // store mftb delta (to be loaded into FPR) | |||
- [ be32, 0x010d665c, 0xcba50080 ] # lfd f29,0x80(r5) // load mftb delta into FPR | |||
- [ be32, 0x010d6660, 0xffa0ee9c ] # fcfid f29,f29 // convert integer to double | |||
- [ be32, 0x010d6664, 0xffa0e818 ] # frsp f29,f29 // round to single precision | |||
# mftb delta to seconds | |||
- [ be32, 0x010d6668, 0x3c80010d ] # r4,0x10d // load high bits constants pointer | |||
- [ be32, 0x010d666c, 0x60846640 ] # ori r4,r4,0x6640 // load low bits of constants pointer | |||
- [ be32, 0x010d6670, 0xc384003c ] # lfs f28,0x3c(r4) // load timebase frequency | |||
- [ be32, 0x010d6674, 0xec3de024 ] # fdivs f1,f29,f28 // divide timebase delta by timebase frequency | |||
# return | |||
- [ be32, 0x010d6678, 0x4e800020 ] # blr // return | |||
# constants | |||
- [ be32, 0x010d667c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz) | |||
NieR_AR_Notes: &NieR_AR_Notes | |||
"Requires \"Stretch To Display Area\" checked in the GPU settings. HUD elements will be stretched and misplaced." | |||
NieR_AR_Configurable_values: &NieR_AR_Configurable_Values | |||
"Aspect Ratio": | |||
Type: double_enum | |||
Value: &32_9_value 3.555555555555556 | |||
Allowed Values: | |||
"32:9": *32_9_value | |||
"21:9 (3840x1600)": 2.4 | |||
"21:9 (3440x1440)": 2.388888888888889 | |||
"21:9 (2560x1080)": 2.37037037037037 | |||
"16:10": 1.6 | |||
"4:3": 1.333333333333333 | |||
"5:4": 1.25 | |||
PPU-13950b2e29e05a115fe317815d3da9d2b2baee65: | |||
"Unlock FPS": | |||
Games: | |||
"NieR (Nier Replicant)": | |||
BLUS30481: [ All ] | |||
BLES00826: [ All ] | |||
Author: "Whatcookie" | |||
Notes: *NieR_FPS_Notes | |||
Patch Version: 2.1 | |||
Patch: | |||
- [ load, *NieR_FPS_USEU ] | |||
"Aspect Ratio": | |||
Games: | |||
"NieR (Nier Replicant)": | |||
BLUS30481: [ All ] | |||
BLES00826: [ All ] | |||
Author: "dio" | |||
Notes: *NieR_AR_Notes | |||
Configurable Values: *NieR_AR_Configurable_Values | |||
Patch Version: 1.0 | |||
Patch: | |||
- [ bef32, 0x01120398, "Aspect Ratio" ] | |||
PPU-f098ee8410599c81c89f90d698340a078dc69a90: | |||
"Unlock FPS": | |||
Games: | |||
"NieR (Nier Replicant)": | |||
BLJM60223: [ All ] | |||
Author: "Whatcookie" | |||
Notes: *NieR_FPS_Notes | |||
Patch Version: 2.1 | |||
Patch: | |||
- [ load, *NieR_FPS_JP ] | |||
}} |
Latest revision as of 04:24, 29 April 2024
NieR | |
---|---|
Developer(s) | Cavia |
Publisher(s) | Square Enix |
Series | Drakengard |
Release date(s) | JP/AU April 22, 2010 EU April 23, 2010 NA April 27, 2010 |
Release type | Console exclusive |
Genre(s) | Action, Role-playing, Hack and slash |
Mode(s) | Single-player |
GameID(s) | NieR BLUS30481 (IRD), BLES00826 (IRD) NieR RepliCant BLJM60223 (IRD) |
Quick links | Check Compatibility Open Issues Search Google Wikipedia Page |
NieR is a spin-off from the Drakengard series, and follows the fifth ending of the first game, the events of which have left the planet Earth in a state of decay. Set over one thousand years after this, the game puts the player in control of the titular protagonist Nier, as he attempts to find a cure for an illness, known as the Black Scrawl, to which his daughter Yonah has succumbed. Partnering with a talking book known as Grimoire Weiss, he journeys with two other characters, Kainé and Emil, as he attempts to find a remedy and understand the nature of the creatures known as Shades that stalk the world. The gameplay borrows elements from various video game genres, occasionally switching between them and the main role-playing-based gameplay.
In Japan, the game was released as Nier Gestalt (Japanese: ニーア ゲシュタルト Hepburn: Nīa Geshutaruto) for the Xbox 360, while an alternate version entitled Nier Replicant (Japanese: ニーア レプリカント Hepburn: Nīa Repurikanto) was released for PlayStation 3 with a younger main character. The game was developed to appeal both to older players and to players outside Japan, where the developer was based. The music was composed by Keiichi Okabe, head of Monaca, a music composition studio, and has sparked the release of several albums.
Nier was released to mixed reception; reviewers praised the story, characters and soundtrack and were mixed in their opinions of how well the disparate gameplay elements were connected. The execution of some gameplay elements was criticized, notably the side quests, and especially the graphics (which were regarded as substandard). Despite this, the game acquired acclaim among players over time, becoming a cult classic. A more successful sequel developed by PlatinumGames, titled Nier: Automata, was released in 2017 for PlayStation 4, Microsoft Windows and in 2018 for Xbox One.
Configuration
Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.
GPU configuration
Setting | Option | Notes |
---|---|---|
Framelimit | 30 | Without framelimiter, audio will de-sync in cutscenes and menu navigation will move too quickly. If using the 60 FPS patch, leave this setting at Auto. |
Anisotropic filter | Auto | Changing to anything other than Auto causes graphical issues. |
Write color buffers | On | Fixes missing in-game visuals. |
Multithreaded RSX | On | Improves performance. Warning: May slowdown the game if your CPU does not have enough threads. |
Asynchronous texture streaming | On | Improves performance. |
Advanced configuration
Setting | Option | Notes |
---|---|---|
Sleep timers accuracy | Usleep Only | Linux users are required to change to "Usleep Only" since it defaults to "As Host" there. Setting to "Usleep Only" improves performance. |
Recommended patches
Game patches are available through the RPCS3 Patch Manager. To enable them, right-click a game in RPCS3 then select "Manage Game Patches". Game Patches are created by RPCS3's community, and can alter how a game runs. More information can be found here.
Recommendation | Patch name | Notes |
---|---|---|
Recommended patch | Unlock FPS |
Known Issues
There are no reported issues with this title.
Vulkan hang during final cutscenes - Fixed
After the point-of-no-return at the final dungeon of the game, the game will freeze and crash during the cutscenes when using the Vulkan renderer. In order to bypass this, users are required to either skip the cutscenes or play the final sequence with the OpenGL renderer. This issue is tracked as part of Issue 6468 (Warning, contains major spoilers regarding the final boss battle).
Special Notes
Japanese text name
The Japanese version of NieR, Nier Replicant (BLJM60223), requires the character name to be entered in Japanese. However, the on-screen keyboard present in RPCS3's native UI is currently restricted to only English. Therefore, to input a name, users must first disable the native UI and then input any name in Japanese (such as ニーア) through the Qt dialog box. Note that you'll need to enter the name again at a later point in the game, so do not enable native UI immediately after the first dialog prompt.
Fix Bloom at higher resolutions
NieR has pixelated bloom at higher resolutions than native, especially at +200%.
To work around this, set your "Resolution Scale Threshold" to 512x512. This makes Depth of Field more pixelated.
Patches
Anchors: NieR_FPS_Notes: &NieR_FPS_Notes "Updated with a new version that has correct game speed at any framerate. You no longer need to set the Framelimiter to 30 or 60." NieR_FPS_USEU: &NieR_FPS_USEU # unlock framerate - [ be32, 0x00f7c3b8, 0x386001f5 ] # li r3, 1f5 - [ be32, 0x00711b50, 0x489c3ef1 ] # jump to code cave # get mftb - [ be32, 0x010d5a40, 0x7ccc42e6 ] # mftb r6 // move from timebase register (clock) # get mftb delta - [ be32, 0x010d5a44, 0x3ca0010e ] # lis r5,0x010e // load high bits of address (0x010e23c8) - [ be32, 0x010d5a48, 0x60a523c8 ] # ori r5,r5,0x23c8 // load low bits of address - [ be32, 0x010d5a4c, 0x7c85202a ] # ldx r4,r5,r4 // load previous frames mftb reading - [ be32, 0x010d5a50, 0xf8c50000 ] # std r6,0x0(r5) // store this frames mftb reading - [ be32, 0x010d5a54, 0x7cc43050 ] # subf r6,r4,r6 // subtract previous mftb reading from this mftb frames reading # mftb delta to float - [ be32, 0x010d5a58, 0xf8c50080 ] # std r6,0x80(r5) // store mftb delta (to be loaded into FPR) - [ be32, 0x010d5a5c, 0xcba50080 ] # lfd f29,0x80(r5) // load mftb delta into FPR - [ be32, 0x010d5a60, 0xffa0ee9c ] # fcfid f29,f29 // convert integer to double - [ be32, 0x010d5a64, 0xffa0e818 ] # frsp f29,f29 // round to single precision # mftb delta to seconds - [ be32, 0x010d5a68, 0x3c80010d ] # r4,0x10d // load high bits constants pointer - [ be32, 0x010d5a6c, 0x60845a40 ] # ori r4,r4,0x5a40 // load low bits of constants pointer - [ be32, 0x010d5a70, 0xc384003c ] # lfs f28,0x3c(r4) // load timebase frequency - [ be32, 0x010d5a74, 0xec3de024 ] # fdivs f1,f29,f28 // divide timebase delta by timebase frequency # return - [ be32, 0x010d5a78, 0x4e800020 ] # blr // return # constants - [ be32, 0x010d5a7c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz) NieR_FPS_JP: &NieR_FPS_JP # unlock framerate - [ be32, 0x00f7cbcc, 0x386001f5 ] # li r3, 1f5 - [ be32, 0x00711d58, 0x489c48e9 ] # jump to code cave # get mftb - [ be32, 0x010d6640, 0x7ccc42e6 ] # mftb r6 // move from timebase register (clock) # get mftb delta - [ be32, 0x010d6644, 0x3ca0010e ] # lis r5,0x010e // load high bits of address (0x010e23e8) - [ be32, 0x010d6648, 0x60a523e8 ] # ori r5,r5,0x23e8 // load low bits of address - [ be32, 0x010d664c, 0x7c85202a ] # ldx r4,r5,r4 // load previous frames mftb reading - [ be32, 0x010d6650, 0xf8c50000 ] # std r6,0x0(r5) // store this frames mftb reading - [ be32, 0x010d6654, 0x7cc43050 ] # subf r6,r4,r6 // subtract previous mftb reading from this mftb frames reading # mftb delta to float - [ be32, 0x010d6658, 0xf8c50080 ] # std r6,0x80(r5) // store mftb delta (to be loaded into FPR) - [ be32, 0x010d665c, 0xcba50080 ] # lfd f29,0x80(r5) // load mftb delta into FPR - [ be32, 0x010d6660, 0xffa0ee9c ] # fcfid f29,f29 // convert integer to double - [ be32, 0x010d6664, 0xffa0e818 ] # frsp f29,f29 // round to single precision # mftb delta to seconds - [ be32, 0x010d6668, 0x3c80010d ] # r4,0x10d // load high bits constants pointer - [ be32, 0x010d666c, 0x60846640 ] # ori r4,r4,0x6640 // load low bits of constants pointer - [ be32, 0x010d6670, 0xc384003c ] # lfs f28,0x3c(r4) // load timebase frequency - [ be32, 0x010d6674, 0xec3de024 ] # fdivs f1,f29,f28 // divide timebase delta by timebase frequency # return - [ be32, 0x010d6678, 0x4e800020 ] # blr // return # constants - [ be32, 0x010d667c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz) NieR_AR_Notes: &NieR_AR_Notes "Requires \"Stretch To Display Area\" checked in the GPU settings. HUD elements will be stretched and misplaced." NieR_AR_Configurable_values: &NieR_AR_Configurable_Values "Aspect Ratio": Type: double_enum Value: &32_9_value 3.555555555555556 Allowed Values: "32:9": *32_9_value "21:9 (3840x1600)": 2.4 "21:9 (3440x1440)": 2.388888888888889 "21:9 (2560x1080)": 2.37037037037037 "16:10": 1.6 "4:3": 1.333333333333333 "5:4": 1.25 PPU-13950b2e29e05a115fe317815d3da9d2b2baee65: "Unlock FPS": Games: "NieR (Nier Replicant)": BLUS30481: [ All ] BLES00826: [ All ] Author: "Whatcookie" Notes: *NieR_FPS_Notes Patch Version: 2.1 Patch: - [ load, *NieR_FPS_USEU ] "Aspect Ratio": Games: "NieR (Nier Replicant)": BLUS30481: [ All ] BLES00826: [ All ] Author: "dio" Notes: *NieR_AR_Notes Configurable Values: *NieR_AR_Configurable_Values Patch Version: 1.0 Patch: - [ bef32, 0x01120398, "Aspect Ratio" ] PPU-f098ee8410599c81c89f90d698340a078dc69a90: "Unlock FPS": Games: "NieR (Nier Replicant)": BLJM60223: [ All ] Author: "Whatcookie" Notes: *NieR_FPS_Notes Patch Version: 2.1 Patch: - [ load, *NieR_FPS_JP ]