Ordinary205 (talk | contribs) (Just adding the game description.) |
Ordinary205 (talk | contribs) (Forgot to add full stops.) |
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|anti-aliasing notes = | |anti-aliasing notes = | ||
|zcull accuracy = Relaxed<!-- Precise, Approximate, Relaxed --> | |zcull accuracy = Relaxed<!-- Precise, Approximate, Relaxed --> | ||
|zcull accuracy notes = Improves performance without any noticeable issues | |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 notes = | |default resolution notes = | ||
|resolution scale = 100<!-- Value between 50% to 800% --> | |resolution scale = 100<!-- Value between 50% to 800% --> | ||
|resolution scale notes = Upscaling the resolution causes vertex explosions | |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 = | ||
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|shader mode notes = | |shader mode notes = | ||
|write color buffers = On<!-- On, Off --> | |write color buffers = On<!-- On, Off --> | ||
|write color buffers notes = Fixes broken visuals | |write color buffers notes = Fixes broken visuals. | ||
|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 notes = | |stretch to display area notes = | ||
|multithreaded rsx = On<!-- On, Off --> | |multithreaded rsx = On<!-- On, Off --> | ||
|multithreaded rsx notes = Improves performance | |multithreaded rsx notes = Improves performance. | ||
|asynchronous texture streaming = On<!-- On, Off --> | |asynchronous texture streaming = On<!-- On, Off --> | ||
|asynchronous texture streaming notes = Partically fixes the ghosting when write color buffers are enabled | |asynchronous texture streaming notes = Partically fixes the ghosting when write color buffers are enabled. | ||
<!-- Audio configuration --> | <!-- Audio configuration --> | ||
|audio out windows = <!-- Cubeb, XAudio2, Disabled --> | |audio out windows = <!-- Cubeb, XAudio2, Disabled --> | ||
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|silence all logs notes = | |silence all logs notes = | ||
|sleep timers accuracy = As Host<!-- As Host, Usleep Only, All Timers --> | |sleep timers accuracy = As Host<!-- As Host, Usleep Only, All Timers --> | ||
|sleep timers accuracy notes = Slightly improves performance | |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 = | ||
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|disable vertex cache notes = | |disable vertex cache notes = | ||
|rsx fifo accuracy = Ordered & Atomic<!-- Fast, Atomic, Ordered & Atomic --> | |rsx fifo accuracy = Ordered & Atomic<!-- Fast, Atomic, Ordered & Atomic --> | ||
|rsx fifo accuracy notes = Helps with stability | |rsx fifo accuracy notes = Helps with stability. | ||
|driver wake-up delay = 50<!-- Value between 0 to 7000 --> | |driver wake-up delay = 50<!-- Value between 0 to 7000 --> | ||
|driver wake-up delay notes = Required to improve stability, you can try using 100 or 200 if that’s helpful | |driver wake-up delay notes = Required to improve stability, you can try using 100 or 200 if that’s helpful. | ||
|vblank rate = <!-- Value between 1 to 500 --> | |vblank rate = <!-- Value between 1 to 500 --> | ||
|vblank rate notes = | |vblank rate notes = | ||
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<!-- Mention any known issues relating to the game. Use the issue and PR template if necessary. If no notable issues are | <!-- 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." --> | present, mention "There are no reported issues with this title." --> | ||
Clocks scale that is lower than 100% are required to go ingame | Clocks scale that is lower than 100% are required to go ingame. | ||
==Special Notes== | ==Special Notes== |
Revision as of 09:20, 31 July 2023
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, 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.
GPU configuration
Setting | Option | Notes |
---|---|---|
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. |
Multithreaded RSX | On | Improves performance. |
Asynchronous texture streaming | On | Partically fixes the ghosting when write color buffers are enabled. |
Advanced configuration
Setting | Option | Notes |
---|---|---|
Sleep timers accuracy | As Host | Slightly improves performance. |
RSX FIFO accuracy | Ordered & Atomic | Helps with stability. |
Driver wake-up delay | 50 | Required to improve stability, you can try using 100 or 200 if that’s helpful. |
Known Issues
Clocks scale that is lower than 100% are required to go ingame.
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 | Yes | No | No | No | Requires custom server. LOG |