Ordinary205 (talk | contribs) (This proves further evidence that using libvdec.sprx slightly improves stability for this game. (https://discord.com/channels/272035812277878785/272035812277878785/1181224665667076186)) |
Ordinary205 (talk | contribs) (Enabling 1800Hz allows the game to reach ingame, but that configuration isnt considered to be for playablity reports. https://github.com/RPCS3/rpcs3/issues/15116) |
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|spu xfloat accuracy = Approximate<!-- Accurate, Approximate, Relaxed --> | |spu xfloat accuracy = Approximate<!-- Accurate, Approximate, Relaxed --> | ||
|spu xfloat accuracy notes = Using Relaxed XFloat makes the audio loudly broken. | |spu xfloat accuracy notes = Using Relaxed XFloat makes the audio loudly broken. | ||
|spu block size = | |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 = | ||
Line 69: | Line 69: | ||
|stretch to display area = <!-- On, Off --> | |stretch to display area = <!-- On, Off --> | ||
|stretch to display area notes = | |stretch to display area notes = | ||
|multithreaded rsx = | |multithreaded rsx = <!-- On, Off --> | ||
|multithreaded rsx notes = | |multithreaded rsx notes = | ||
|asynchronous texture streaming = | |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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|driver wake-up delay = 200<!-- Value between 0 to 7000 --> | |driver wake-up delay = 200<!-- Value between 0 to 7000 --> | ||
|driver wake-up delay notes = Required to improve stability. | |driver wake-up delay notes = Required to improve stability. | ||
|vblank rate = <!-- Value between 1 to 500 --> | |vblank rate = 1800<!-- 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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<!-- 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." --> | ||
The game will freeze during the HDD Icon screen, and to solve this issue | The game will freeze during the HDD Icon screen, and to solve this issue is by increasing the VBlank Rate atleast 1800Hz. However lowering the clocks scale might be mandatory when playing the game with write color buffers. Even if the VBlank Rate is set to 1800Hz which could solve the RSX crashes before ingame, it still isn't considered to be playable. | ||
==Special Notes== | ==Special Notes== |
Revision as of 06:34, 20 February 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, 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 |
---|---|---|
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. |
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 | 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 1800Hz. However lowering the clocks scale might be mandatory when playing the game with write color buffers. Even if the VBlank Rate is set to 1800Hz 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 | Yes | No | No | No | Requires custom server. LOG |