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|genre = Racing | |genre = Racing | ||
|modes = Single-player, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer --> | |modes = Single-player, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer --> | ||
|gameid = {{gameid|id=BLES01298, BLUS30757, NPEB00851, NPUB30664|ird=Yes}}, {{gameid|oid= | |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 | |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== | ||
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|enable spu loop detection = <!-- On, Off --> | |enable spu loop detection = <!-- On, Off --> | ||
|enable spu loop detection notes = | |enable spu loop detection notes = | ||
|spu xfloat accuracy = <!-- Accurate, Approximate, Relaxed --> | |spu xfloat accuracy = Approximate<!-- Accurate, Approximate, Relaxed --> | ||
|spu xfloat accuracy notes = | |spu xfloat accuracy notes = Using Relaxed XFloat makes the audio loudly broken. | ||
|spu block size = <!-- Safe, Mega, Giga --> | |spu block size = <!-- Safe, Mega, Giga --> | ||
|spu block size notes = | |spu block size notes = | ||
|tsx instructions = <!-- Enabled, Disabled, Forced --> | |tsx instructions = <!-- Enabled, Disabled, Forced --> | ||
|tsx instructions notes = | |tsx instructions notes = | ||
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|aspect ratio = <!-- 4:3, 16:9 --> | |aspect ratio = <!-- 4:3, 16:9 --> | ||
|aspect ratio notes = | |aspect ratio notes = | ||
|framelimit = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --> | |framelimit = Infinite<!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite --> | ||
|framelimit notes = | |framelimit notes = Slightly improves stability. | ||
|anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --> | |anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --> | ||
|anisotropic filter notes = | |anisotropic filter notes = | ||
|anti-aliasing = <!-- Auto, Disabled --> | |anti-aliasing = <!-- Auto, Disabled --> | ||
|anti-aliasing notes = | |anti-aliasing notes = | ||
|zcull accuracy = <!-- Precise, Approximate, Relaxed --> | |zcull accuracy = Relaxed<!-- Precise, Approximate, Relaxed --> | ||
|zcull accuracy notes = | |zcull accuracy notes = Improves performance without any noticeable issues. | ||
|shader quality = <!-- High, Low, Auto --> | |shader quality = <!-- High, Low, Auto --> | ||
|shader quality notes = | |shader quality notes = | ||
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|default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --> | |default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --> | ||
|default resolution notes = | |default resolution notes = | ||
|resolution scale = <!-- Value between 50% to 800% --> | |resolution scale = 100<!-- Value between 50% to 800% --> | ||
|resolution scale notes = | |resolution scale notes = Upscaling the resolution causes vertex explosions. | ||
|resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --> | |resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --> | ||
|resolution scale threshold notes = | |resolution scale threshold notes = | ||
|shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --> | |shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --> | ||
|shader mode notes = | |shader mode notes = | ||
|write color buffers = <!-- On, Off --> | |write color buffers = On<!-- On, Off --> | ||
|write color buffers notes = | |write color buffers notes = Fixes broken visuals. Significant stability loss. | ||
|strict rendering mode = <!-- On, Off --> | |strict rendering mode = <!-- On, Off --> | ||
|strict rendering mode notes = | |strict rendering mode notes = | ||
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|stretch to display area = <!-- On, Off --> | |stretch to display area = <!-- On, Off --> | ||
|stretch to display area notes = | |stretch to display area notes = | ||
|multithreaded rsx = <!-- On, Off --> | |multithreaded rsx = On<!-- On, Off --> | ||
|multithreaded rsx notes = | |multithreaded rsx notes = Slightly improves performance. | ||
|asynchronous texture streaming = <!-- On, Off --> | |asynchronous texture streaming = <!-- On, Off --> | ||
|asynchronous texture streaming notes = | |asynchronous texture streaming notes = | ||
<!-- Audio configuration --> | <!-- Audio configuration --> | ||
|audio out windows = <!-- Cubeb, XAudio2, Disabled --> | |audio out windows = <!-- Cubeb, XAudio2, Disabled --> | ||
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|move handler notes = | |move handler notes = | ||
<!-- Network configuration --> | <!-- Network configuration --> | ||
|network status = | |network status = Disconnected | ||
|network status notes = | |network status notes = Required to access main menu. | ||
|psn status = | |psn status = Disconnected | ||
|psn status notes = | |psn status notes = Required to access main menu. | ||
<!-- Advanced configuration --> | <!-- Advanced configuration --> | ||
|debug console mode = <!-- On, Off --> | |debug console mode = <!-- On, Off --> | ||
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|silence all logs = <!-- On, Off --> | |silence all logs = <!-- On, Off --> | ||
|silence all logs notes = | |silence all logs notes = | ||
|sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --> | |sleep timers accuracy = As Host<!-- As Host, Usleep Only, All Timers --> | ||
|sleep timers accuracy notes = | |sleep timers accuracy notes = Slightly improves performance. | ||
|maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --> | |maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --> | ||
|maximum spurs threads notes = | |maximum spurs threads notes = | ||
|firmware libraries = <!-- Switch to LLE, Switch to HLE --> | |firmware libraries = Switch to LLE<!-- Switch to LLE, Switch to HLE --> | ||
|firmware libraries notes = <!-- Mention the libraries to be manually selected here --> | |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 = <!-- On, Off --> | ||
|read depth buffers notes = | |read depth buffers notes = | ||
|write depth buffers = <!-- On, Off --> | |write depth buffers = <!-- On, Off --> | ||
|write depth buffers notes = | |write depth buffers notes = | ||
|read color buffers = <!-- On, Off --> | |read color buffers = On<!-- On, Off --> | ||
|read color buffers notes = | |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 = <!-- On, Off --> | ||
|disable on-disk shader cache notes = | |disable on-disk shader cache notes = | ||
|disable vertex cache = <!-- On, Off --> | |disable vertex cache = <!-- On, Off --> | ||
|disable vertex cache notes = | |disable vertex cache notes = | ||
|rsx fifo accuracy = <!-- Fast, Atomic, Ordered & Atomic --> | |rsx fifo accuracy = Ordered & Atomic<!-- Fast, Atomic, Ordered & Atomic --> | ||
|rsx fifo accuracy notes = | |rsx fifo accuracy notes = Helps with stability. | ||
|driver wake-up delay = <!-- Value between 0 to 7000 --> | |driver wake-up delay = 200<!-- Value between 0 to 7000 --> | ||
|driver wake-up delay notes = | |driver wake-up delay notes = Required to improve stability. | ||
|vblank rate = <!-- Value between 1 to 500 --> | |vblank rate = 3000<!-- Value between 1 to 500 --> | ||
|vblank rate notes = | |vblank rate notes = Required to go ingame. | ||
|vblank ntsc fixup = <!-- On, Off --> | |vblank ntsc fixup = <!-- On, Off --> | ||
|vblank ntsc fixup notes = | |vblank ntsc fixup notes = | ||
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==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== | ||
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{{netplay | {{netplay | ||
|gamever | |gamever = 1.03 | ||
|connect | |rpcs3 version = N/A | ||
|lobbies | |connect = No<!-- Yes, No, Partial, Untested, N/A --> | ||
|match | |lobbies = No<!-- Yes, No, Partial, Untested, N/A --> | ||
|features = No<!-- Yes, No, Partial, Untested, N/A --> | |match = No<!-- Yes, No, Partial, Untested, N/A --> | ||
|notes = | |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 ]