Uncharted 3: Drake's Deception | |
---|---|
Developer(s) | Naughty Dog |
Publisher(s) | Sony Computer Entertainment |
Series | Uncharted |
Release date(s) | NA November 1, 2011 EU November 2, 2011 AU November 3, 2011 |
Release type | PlayStation exclusive |
Genre(s) | Action, Adventure, Third-person shooter, Platform |
Mode(s) | Single-player, Multiplayer |
GameID(s) | BCES01175 (IRD), BCES01176 (IRD), BCUS98233 (IRD) Game of the Year Edition BCES01670 (IRD), BCUS99086 (IRD) Beta BCET70034, NPUA70153, NPUA70180 |
Quick links | Check Compatibility Open Issues Search Google Wikipedia Page |
Uncharted 3: Drake's Deception is the third game in the Uncharted series, and follows Nathan Drake, who partners with his mentor Victor Sullivan as they search for the legendary lost city of Iram of the Pillars, whilst competing with a mercenary group led by Sullivan's former employer, Katherine Marlowe.
Drake has a large number of different animation sets, enabling him to react according to his surroundings. Drake is physically adept and is able to jump, sprint, climb, swim, scale narrow ledges and wall-faces to get between points, and perform other acrobatic actions. Drake can now take on opponents in more ways than before: hand-to-hand combat with multiple opponents, contextual melee attacks, and new stealth options. Uncharted 3 also features expanded and diverse traversal moves with deep gunplay. Drake can be equipped with up to two firearms – one single-handed and one two-handed – and four grenades. Drake can pick up weapons, automatically replacing the existing weapon he was using, and additional ammunition from downed enemies.
Uncharted 3: Drake's Deception received critical acclaim from critics, with praise for its voice acting, graphics, writing, story, and cinematic quality; criticism was directed at its gunplay controls, which was improved with a post-release update, and failure to live up to its more critically successful predecessor.
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 |
---|---|---|
Resolution scale | 100 | Resolution scaling is only supported when the MLAA patch is enabled. |
Write color buffers | On | Fixes brightness in some scenes. |
Advanced configuration
Setting | Option | Notes |
---|---|---|
Accurate RSX reservation access | On | To be enabled on systems that do not have TSX. |
Read color buffers | On | Fixes black screen if playing unpatched. |
Known Issues
• Random occurring crashes/freezes can happen on weaker hardware. Just restart the game and keep playing.
• Game may only render button prompts and the Loading screen spinning ring resulting in black screen unless patches or RCB are enabled.
• Blur may occur in certain acts (example act 8 on the spinning globe) where Relaxed Zcull has been acknowledged to fix this on some hardware.
Special Notes
Patches
Anchors: uc3_100_FPS: &uc3_100_FPS - [ be32, 0x0093b348, 0x90e30034 ] #FPS - [ be32, 0x0093b34c, 0x90e30038 ] #Unlock uc3_100_mlaa: &uc3_100_mlaa - [ be32, 0x00635f90, 0x60000000 ] # nop byte write on 00 9c - [ be16, 0x0093b46c, 0x9b83 ] # store 0 #- [ be32, 0x00720340, 0x480009ac ] # unconditonally branch to disable MLAA # This patch cycles through various post-processing modes. Values accepted are: # 0 = None # 1 = Bloom # 2 = Depth of Field # 3 = ??? (Tonemapping) # 4 = Bloom & Depth of Field # 5 = Bloom & Depth of Field & Tonemapping (Default) uc3_100_post: &uc3_100_post - [ be32, 0x0093acd4, 0x39000003 ] # Post-processing modes (mem address: 0x1346D47) uc3_100_mesh: &uc3_100_mesh - [ be32, 0x0073f05c, 0x980b0004 ] # Disable mesh trimming (mem address: 0x12C3940) # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine, // needs correction on subroutine # r6 = 2 # r27 = 1 # r28 = 0 # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the # source register from one to the other, though some are words and some are bytes, so be careful. uc3_100_ssao: &uc3_100_ssao - [ be32, 0x00635f8c, 0x60000000 ] # nop byte write on 00 57 - [ be32, 0x0093b3ac, 0x9b830057 ] # Disable SSAO (mem address: 0x1346DBF) uc3_100_dof: &uc3_100_dof - [ be32, 0x0093b430, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1346DE2) uc3_100_speed: &uc3_100_speed - [ be32, 0x0093b44c, 0x9b830081 ] # Speedup (WCB) (mem address: 0x1346DE9) uc3_100_dbv: &uc3_100_dbv - [ be32, 0x0093b6b8, 0x9b6302f9 ] # Depth buffer viewport (mem address: 0x1347061) uc3_100_dbf: &uc3_100_dbf - [ be32, 0x0093b6f8, 0x9b83031d ] # Depth border fix (mem address: 0x1347085) uc3_100_db: &uc3_100_db - [ be32, 0x00635f88, 0x60000000 ] # nop byte write on 03 ec - [ be32, 0x0093b704, 0x90e303ec ] # Depth buffer (mem address: 0x1347157) uc3_JP_100_mlaa: &uc3_JP_100_mlaa - [ be32, 0x00635fb8, 0x60000000 ] # nop byte write on 00 9c - [ be16, 0x0093b494, 0x9b83 ] # store 0 #- [ be32, 0x00720368, 0x480009ac ] # unconditonally branch to disable MLAA # This patch cycles through various post-processing modes. Values accepted are: # 0 = None # 1 = Bloom # 2 = Depth of Field # 3 = ??? (Tonemapping) # 4 = Bloom & Depth of Field # 5 = Bloom & Depth of Field & Tonemapping (Default) uc3_JP_100_post: &uc3_JP_100_post - [ be32, 0x0093acfc, 0x39000003 ] # Post-processing modes uc3_JP_100_mesh: &uc3_JP_100_mesh - [ be32, 0x0073f084, 0x980b0004 ] # Disable mesh trimming # Many settings below are enabled/disabled in sub_93B2C0. In this subroutine, # r6 = 2 # r27 = 1 # r28 = 0 # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the # source register from one to the other, though some are words and some are bytes, so be careful. uc3_JP_100_ssao: &uc3_JP_100_ssao - [ be32, 0x00635fb4, 0x60000000 ] # nop byte write on 00 57 - [ be32, 0x0093b3d4, 0x9b830057 ] # Disable SSAO uc3_JP_100_dof: &uc3_JP_100_dof - [ be32, 0x0093b458, 0x9b83007a ] # Disable Depth of Field uc3_JP_100_speed: &uc3_JP_100_speed - [ be32, 0x0093b474, 0x9b830081 ] # Speedup (WCB) uc3_JP_100_dbv: &uc3_JP_100_dbv - [ be32, 0x0093b6e0, 0x9b6302f9 ] # Depth buffer viewport uc3_JP_100_dbf: &uc3_JP_100_dbf - [ be32, 0x0093b720, 0x9b83031d ] # Depth border fix uc3_JP_100_db: &uc3_JP_100_db - [ be32, 0x00635fb0, 0x60000000 ] # nop byte write on 03 ec - [ be32, 0x0093b72c, 0x90e303ec ] # Depth buffer = 2 uc3_110_mlaa: &uc3_110_mlaa - [ be32, 0x0063e014, 0x60000000 ] # nop byte write on 00 9c - [ be16, 0x0094d850, 0x9b83 ] # store 0 #- [ be32, 0x00728cac, 0x480009ac ] # unconditonally branch to disable MLAA # Beginning of new blooom code - [ be16, 0x0077bd92, 0xfd40 ] - [ byte, 0x0077bdb7, 0xb0 ] - [ byte, 0x0077be4b, 0xb0 ] - [ be32, 0x0077bdb0, 0x4bfacf01 ] - [ be32, 0x00728cb0, 0xc1a907d4 ] - [ be32, 0x00728cb4, 0x808907d8 ] # Desert storm - [ be32, 0x00728cb8, 0x80beacb4 ] - [ be32, 0x00728cbc, 0x7f842800 ] - [ be32, 0x00728cc0, 0x409d0030 ] # Deflicker check - [ be32, 0x00728cc4, 0x80be3e6c ] - [ be32, 0x00728cc8, 0x7f842800 ] - [ be32, 0x00728ccc, 0x409d0018 ] # Yemen: Talbot chase - [ be32, 0x00728cd0, 0x80be1144 ] - [ be32, 0x00728cd4, 0x7f842800 ] - [ be32, 0x00728cd8, 0x409d0018 ] # Talbot multiplier 0.5 - [ be32, 0x00728cdc, 0x38a00068 ] - [ be32, 0x00728ce0, 0x48000008 ] # Desert storm multiplier 0.04 - [ be32, 0x00728ce4, 0x38a0edc8 ] # Value correction - [ be32, 0x00728ce8, 0x7d85f42e ] - [ be32, 0x00728cec, 0xedad0332 ] - [ be32, 0x00728cf0, 0x4e800020 ] # Yemen temple Dof Correction - [ be32, 0x0077b864, 0x4bfad491 ] - [ be32, 0x00728cf4, 0xc07d08dc ] - [ be32, 0x00728cf8, 0x801d07e8 ] - [ be32, 0x00728d00, 0x409c000c ] - [ be32, 0x00728d04, 0xc29e0068 ] - [ be32, 0x00728d08, 0xec630532 ] - [ be32, 0x00728d0c, 0x4e800020 ] uc3_110_mb: &uc3_110_mb - [ be32, 0x0077aacc, 0x480000c4 ] # Disable motion blur # This patch cycles through various post-processing modes. Values accepted are: # 0 = None # 1 = Bloom # 2 = Depth of Field # 3 = ??? (Tonemapping) # 4 = Bloom & Depth of Field # 5 = Bloom & Depth of Field & Tonemapping (Default) uc3_110_post: &uc3_110_post - [ be32, 0x0094d0b8, 0x39000003 ] # Post-processing modes (mem address: 0x1376F77) uc3_110_mesh: &uc3_110_mesh - [ be32, 0x00747b0c, 0x980b0004 ] # Disable mesh trimming (mem address: 0x12D5A70) # Many settings below are enabled/disabled in sub_AA9E6C. In this subroutine, // needs correction on subroutine # r6 = 2 # r27 = 1 # r28 = 0 # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the # source register from one to the other, though some are words and some are bytes, so be careful. uc3_110_ssao: &uc3_110_ssao - [ be32, 0x0063e010, 0x60000000 ] # nop byte write on 00 57 - [ be32, 0x0094d790, 0x9b830057 ] # Disable SSAO (mem address: 0x1376FEF) uc3_110_dof: &uc3_110_dof - [ be32, 0x0094d814, 0x9b83007a ] # Disable Depth of Field (mem address: 0x1377012) uc3_110_speed: &uc3_110_speed - [ be32, 0x0094d830, 0x9b830081 ] # Speedup (WCB) (mem address: 0x1377019) uc3_110_dbv: &uc3_110_dbv - [ be32, 0x0094da9c, 0x9b6302f9 ] # Depth buffer viewport (mem address: 0x1377291) uc3_110_dbf: &uc3_110_dbf - [ be32, 0x0094dadc, 0x9b83031d ] # Depth border fix (mem address: 0x13772B5) uc3_110_db: &uc3_110_db - [ be32, 0x0063e00c, 0x60000000 ] # nop byte write on 03 ec - [ be32, 0x0094dae8, 0x90e303ec ] # Depth buffer = 2 (mem address: 0x1377387) uc3_119_FPS: &uc3_119_FPS - [ be32, 0x0096e980, 0x3b6000da ] #FPS - [ be32, 0x0096e97c, 0x48000040 ] #Unlock uc3_119_mlaa: &uc3_119_mlaa - [ be32, 0x0064df28, 0x60000000 ] # nop byte write on 00 9c - [ be16, 0x0096eaa0, 0x9b83 ] # store 0 #- [ be32, 0x0073a1d8, 0x480009ac ] # unconditonally branch to disable MLAA # Beginning of new blooom code - [ be16, 0x0078c3aa, 0x1530 ] - [ byte, 0x0078c3cf, 0xb0 ] - [ byte, 0x0078c463, 0xb0 ] - [ be32, 0x0078c3c8, 0x4bfade15 ] - [ be32, 0x0073a1dc, 0xc1a907d4 ] - [ be32, 0x0073a1e0, 0x808907d8 ] # Desert storm - [ be32, 0x0073a1e4, 0x80beacec ] - [ be32, 0x0073a1e8, 0x7f842800 ] - [ be32, 0x0073a1ec, 0x409d0030 ] # Deflicker check - [ be32, 0x0073a1f0, 0x80be5774 ] - [ be32, 0x0073a1f4, 0x7f842800 ] - [ be32, 0x0073a1f8, 0x409d0018 ] # Yemen: Talbot chase - [ be32, 0x0073a1fc, 0x80be2a34 ] - [ be32, 0x0073a200, 0x7f842800 ] - [ be32, 0x0073a204, 0x409d0018 ] # Talbot multiplier 0.5 - [ be32, 0x0073a208, 0x38a015f4 ] - [ be32, 0x0073a20c, 0x48000008 ] # Desert storm multiplier 0.04 - [ be32, 0x0073a210, 0x38a01474 ] # Value correction - [ be32, 0x0073a214, 0x7d85f42e ] - [ be32, 0x0073a218, 0xedad0332 ] - [ be32, 0x0073a21c, 0x4e800020 ] # Yemen temple Dof Correction - [ be32, 0x0078be7c, 0x4bfae3a5 ] - [ be32, 0x0073a220, 0xc07d08dc ] - [ be32, 0x0073a224, 0x801d07e8 ] - [ be32, 0x0073a22c, 0x409c000c ] - [ be32, 0x0073a230, 0xc29e2998 ] - [ be32, 0x0073a234, 0xec630532 ] - [ be32, 0x0073a238, 0x4e800020 ] uc3_119_mb: &uc3_119_mb - [ be32, 0x0078b0e4, 0x480000c4 ] # Disable motion blur # This patch cycles through various post-processing modes. Values accepted are: # 0 = None # 1 = Bloom # 2 = Depth of Field # 3 = ??? (Tonemapping) # 4 = Bloom & Depth of Field # 5 = Bloom & Depth of Field & Tonemapping (Default) uc3_119_post: &uc3_119_post - [ be32, 0x0096e308, 0x39000003 ] # Post-processing modes (mem address: 0x1386547) uc3_119_mesh: &uc3_119_mesh - [ be32, 0x0075811c, 0x980b0004 ] # Disable mesh trimming (mem address: 0x12E0DF0) # Many settings below are enabled/disabled in sub_96E8CC. In this subroutine, # r6 = 2 # r27 = 1 # r28 = 0 # and these are stored into some memory blob to represent settings. Most values can be switched by just changing the # source register from one to the other, though some are words and some are bytes, so be careful. uc3_119_ssao: &uc3_119_ssao - [ be32, 0x0064df24, 0x60000000 ] # nop byte write on 00 57 - [ be32, 0x0096e9e0, 0x9b830057 ] # Disable SSAO (mem address: 0x13865BF) uc3_119_dof: &uc3_119_dof - [ be32, 0x0096ea64, 0x9b83007a ] # Disable Depth of Field (mem address: 0x13865E2) uc3_119_speed: &uc3_119_speed - [ be32, 0x0096ea80, 0x9b830081 ] # Speedup (WCB) (mem address: 0x13865E9) uc3_119_dbv: &uc3_119_dbv - [ be32, 0x0096ecec, 0x9b6302f9 ] # Depth buffer viewport (mem address: 0x1386861) uc3_119_dbf: &uc3_119_dbf - [ be32, 0x0096ed2c, 0x9b83031d ] # Depth border fix (mem address: 0x1386885) uc3_119_db: &uc3_119_db - [ be32, 0x0064df20, 0x60000000 ] # nop byte write on 03 ec - [ be32, 0x0096ed38, 0x90e303ec ] # Depth buffer = 2 (mem address: 0x1386957) uc3_119_devplus: &uc3_119_devplus - [ be16, 0x00d9ea48, 0x202b ] # _+ - [ be32, 0x0112cb94, 0x01381D1E ] # base ptr - [ be32, 0x0112cb90, 0x00df5880 ] # str - [ be32, 0x0002f4c0, 0x38dc009f ] # vis - [ be32, 0x0112cb98, 0x00df5610 ] # str - [ be32, 0x0002f500, 0x38dc4acb ] # wireframe - [ be32, 0x0112cb9c, 0x00df5628 ] # str - [ be32, 0x0002f53c, 0x38dc4acc ] # see through - [ be32, 0x0112cba0, 0x00df5648 ] # str - [ be32, 0x0002f578, 0x38dc4acd ] # point - [ be32, 0x0112cba4, 0x00df7308 ] # str - [ be32, 0x0002f5b4, 0x38dc48e6 ] # post on spu - [ be32, 0x0112cba8, 0x00df6cf0 ] # str - [ be32, 0x0002f5f0, 0x38dc48c4 ] # dof - [ be32, 0x0112cbac, 0x00df6ed8 ] # str - [ be32, 0x0002f62c, 0x38dc48c1 ] # mb // overwrites itself - [ be32, 0x0112cbb0, 0x00da05c0 ] # str - [ be32, 0x0002f668, 0x38dc48f1 ] # red wireframe - [ be32, 0x0112cbb4, 0x00da05a8 ] # str - [ be32, 0x0002f6a4, 0x38dc48be ] # wireframe ball - [ be32, 0x0112cc74, 0x00da0590 ] # str - [ be32, 0x0112cc78, 0x011D0F90 ] # ptr show vox to Disable Death Zone - [ be32, 0x0112cc7c, 0x00da0530 ] # str - [ be32, 0x0112cc80, 0x0137F441 ] # ptr "Log Vox To SPU TTY" to Disable Death Collision - [ be32, 0x0112cc84, 0x00da0548 ] # str - [ be32, 0x0112cc88, 0x0120C5C0 ] # ptr "Include Rejected Vox" to Disable NPC Spawn - [ be32, 0x0112cc8c, 0x00da0570 ] # str - [ be32, 0x0112cc90, 0x01343F95 ] # ptr "Log Vox Lookups to TTY" to Make Invulnerable - [ be32, 0x0112cc64, 0x01343F84 ] # ptr - [ be32, 0x0112cc68, 0x00da05e0 ] # Disable Death Collision - [ be64, 0x00da0530, 0x44697361626C6520 ] - [ be64, 0x00da0538, 0x446561746820436F ] - [ be64, 0x00da053f, 0x6C6C6973696F6E00 ] # Disallow Npcs from Spawning - [ be64, 0x00da0548, 0x446973616C6C6F77 ] - [ be64, 0x00da0550, 0x204E706373206672 ] - [ be64, 0x00da0558, 0x6F6D20537061776E ] - [ be32, 0x00da0560, 0x696E6700 ] # Make Invulnerable - [ be64, 0x00da0570, 0x4D616B6520496E76 ] - [ be64, 0x00da0578, 0x756C6E657261626C ] - [ be16, 0x00da0580, 0x6500 ] # Enable Death Zone - [ be64, 0x00da0590, 0x456E61626C652044 ] - [ be64, 0x00da0598, 0x65617468205A6F6E ] - [ be16, 0x00da05a0, 0x6500 ] # Enable Wireframe Balls - [ be64, 0x00da05a8, 0x456E61626C652057 ] - [ be64, 0x00da05b0, 0x6972656672616D65 ] - [ be64, 0x00da05b8, 0x2042616C6C730000 ] # Enable Red Wireframe - [ be64, 0x00da05c0, 0x456E61626C652052 ] - [ be64, 0x00da05c8, 0x6564205769726566 ] - [ be32, 0x00da05d0, 0x72616D65 ] # NPC Model Scale - [ be64, 0x00da05e0, 0x4E5043204D6F6465 ] - [ be64, 0x00da05e8, 0x6C205363616C6500 ] uc3_119_lanmode: &uc3_119_lanmode - [ be32, 0x00a6308c, 0x48371e19 ] - [ be64, 0x00dd4db8, 0x000012531556960c ] - [ byte, 0x00dd4ea3, 0x00 ] - [ be32, 0x00dd4ea4, 0x3e0000dd ] - [ be32, 0x00dd4ea8, 0x62104db8 ] - [ be32, 0x00dd4eac, 0x3de0011e ] - [ be32, 0x00dd4eb0, 0x61ef3ba4 ] - [ be32, 0x00dd4eb4, 0xea300000 ] - [ be32, 0x00dd4eb8, 0xfa294dbc ] - [ be32, 0x00dd4ebc, 0x1e710004 ] - [ be32, 0x00dd4ec0, 0xfa694dc4 ] - [ be32, 0x00dd4ec4, 0x880f0002 ] - [ be32, 0x00dd4ec8, 0x2f800049 ] - [ be32, 0x00dd4ecc, 0x419e001c ] - [ be32, 0x00dd4ed0, 0xe8094dc4 ] - [ be32, 0x00dd4ed4, 0xf80f0000 ] - [ be32, 0x00dd4ed8, 0x9a4f0008 ] - [ be32, 0x00dd4edc, 0x7f209800 ] - [ be32, 0x00dd4ee0, 0x419a0008 ] - [ be32, 0x00dd4ee4, 0x4bf7c709 ] - [ be32, 0x00dd4ee8, 0x88090079 ] - [ be32, 0x00dd4eec, 0x4e800020 ] debugmenunotesUC3: &debugmenunotesUC3 "L3 + Start = Dev Menu\nL3 + Select = Quick Menu\nL3 + Triangle = Debug Text\nL2 + R2 = Debug Fly" uc3mlaanotes: &uc3mlaanotes "Allows for the use of Resolution Scaling in the title and also improves performance.\nVersion 2.0 Fixes high levels of Bloom in some areas. (1.10 and 1.19 Only)" uc3gpulightingnotes: &uc3gpulightingnotes "Uses GPU (RSX) path for lighting effects instead of SPU.\nFixes rendering of lightning effects that are being rendered broken via SPU path and greatly improves performance over it.\nThis path is incomplete and results in some missing effects such as Volumetric lighting." uc3camshakenotes: &uc3camshakenotes "Last modified: 1 Mar 2021\n\nDisables Camera Shake during Gameplay.\nIn-Game-Cinematics remain is unaffected." uc3_119title: &uc3_119title "Uncharted 3: Drake's Deception": BCES01175: [ 01.19 ] BCES01176: [ 01.19 ] BCES01670: [ 01.19 ] BCES01692: [ 01.19 ] BCUS98233: [ 01.19 ] BCJS37004: [ 02.17 ] NPEA00422: [ 01.19 ] NPUA80858: [ 01.19 ] BCUS99086: [ 01.19 ] uc3_110title: &uc3_110title "Uncharted 3: Drake's Deception": BCES01670: [ 01.10 ] BCAS25014: [ 01.10 ] uc3_100title: &uc3_100title "Uncharted 3: Drake's Deception": BCES01175: [ 01.00 ] BCES01176: [ 01.00 ] BCES01692: [ 01.00 ] BCUS98233: [ 01.00 ] PPU-49c96996b6f3c0b32422375978c41e0c7ed95183: Unlock FPS: Games: *uc3_100title Author: superepic31 Notes: Haven't tested how this affects cutscenes. Patch Version: 1.0 Patch: - [ load, *uc3_100_FPS ] Disable in-built MLAA: Games: *uc3_100title Author: Whatcookie Notes: *uc3mlaanotes Patch Version: 1.0 Patch: - [ load, *uc3_100_mlaa ] Post-processing Modes: Games: *uc3_100title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_100_post ] Disable Mesh Trimming: Games: *uc3_100title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_100_mesh ] Disable SSAO: Games: *uc3_100title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_100_ssao ] Disable Depth of Field: Games: *uc3_100title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_100_dof ] Performance (WCB): Games: *uc3_100title Author: ZEROx, illusion Notes: Enable this patch if you are using "Write Color Buffers" to restore performance. Patch Version: 1.0 Patch: - [ load, *uc3_100_speed ] Depth Buffer Viewport: Games: *uc3_100title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_100_dbv ] Depth Border Fix: Games: *uc3_100title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_100_dbf ] Enable GPU Lighting: Games: *uc3_100title Author: ZEROx, illusion Notes: *uc3gpulightingnotes Patch Version: 1.0 Patch: - [ load, *uc3_100_db ] Disable Camera Shake: Games: *uc3_100title Author: illusion Notes: *uc3camshakenotes Patch Version: 1.0 Patch: - [ be16, 0x00806c88, 0x3800 ] Debug Menu: Games: *uc3_100title Author: dron_3, HdHereidme, illusion Notes: *debugmenunotesUC3 Patch Version: 1.0 Patch: - [ be16, 0x00041e34, 0x419e ] PPU-48fa849dfeaef2f36ec042a576f29bda19ec1de0: Disable in-built MLAA: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: Whatcookie Notes: *uc3mlaanotes Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_mlaa ] Post-processing Modes: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_post ] Disable Mesh Trimming: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_mesh ] Disable SSAO: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_ssao ] Disable Depth of Field: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_dof ] Performance (WCB): Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: Enable this patch if you are using "Write Color Buffers" to restore performance. Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_speed ] Depth Buffer Viewport: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_dbv ] Depth Border Fix: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_dbf ] Enable GPU Lighting: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: ZEROx, illusion Notes: *uc3gpulightingnotes Patch Version: 1.0 Patch: - [ load, *uc3_JP_100_db ] Debug Menu: Games: "Uncharted 3: Drake's Deception": BCJS37004: [ 01.00 ] Author: dron_3, HdHereidme, illusion Notes: *debugmenunotesUC3 Patch Version: 1.0 Patch: - [ be16, 0x00041e34, 0x419e ] PPU-664fb0e4a94c62c15a6474841c202fb2bf80ce16: Disable in-built MLAA: Games: *uc3_110title Author: Whatcookie, ZEROx Notes: *uc3mlaanotes Patch Version: 2.0 Patch: - [ load, *uc3_110_mlaa ] Disable Motion Blur: Games: *uc3_110title Author: ZEROx Notes: Patch Version: 1.0 Patch: - [ load, *uc3_110_mb ] Disable Bloom: Games: *uc3_110title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_110_post ] Disable Mesh Trimming: Games: *uc3_110title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_110_mesh ] Disable SSAO: Games: *uc3_110title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_110_ssao ] Disable Depth of Field: Games: *uc3_110title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_110_dof ] Performance (WCB): Games: *uc3_110title Author: ZEROx, illusion Notes: Enable this patch if you are using "Write Color Buffers" to restore performance. Patch Version: 1.0 Patch: - [ load, *uc3_110_speed ] Depth Buffer Viewport: Games: *uc3_110title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_110_dbv ] Depth Border Fix: Games: *uc3_110title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_110_dbf ] Enable GPU Lighting: Games: *uc3_110title Author: ZEROx, illusion Notes: *uc3gpulightingnotes Patch Version: 1.0 Patch: - [ load, *uc3_110_db ] Disable Camera Shake: Games: *uc3_110title Author: illusion Notes: *uc3camshakenotes Patch Version: 1.0 Patch: - [ be16, 0x00812b44, 0x3800 ] Debug Menu: Games: *uc3_110title Author: dron_3, HdHereidme, illusion Notes: *debugmenunotesUC3 Patch Version: 1.0 Patch: - [ be16, 0x00042624, 0x419e ] PPU-02a88c3c6cd415b0bb81f1606bc743835881a4ba: Unlock FPS: Games: *uc3_119title Author: superepic31 Notes: Haven't tested how this affects cutscenes. Patch Version: 1.0 Patch: - [ load, *uc3_119_FPS ] Disable in-built MLAA: Games: *uc3_119title Author: Whatcookie, ZEROx Notes: *uc3mlaanotes Patch Version: 2.0 Patch: - [ load, *uc3_119_mlaa ] Disable Motion Blur: Games: *uc3_119title Author: ZEROx Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_mb ] Disable Bloom: Games: *uc3_119title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_post ] Disable Mesh Trimming: Games: *uc3_119title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_mesh ] Disable SSAO: Games: *uc3_119title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_ssao ] Disable Depth of Field: Games: *uc3_119title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_dof ] Performance (WCB): Games: *uc3_119title Author: ZEROx, illusion Notes: Enable this patch if you are using "Write Color Buffers" to restore performance. Patch Version: 1.0 Patch: - [ load, *uc3_119_speed ] Depth Buffer Viewport: Games: *uc3_119title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_dbv ] Depth Border Fix: Games: *uc3_119title Author: ZEROx, illusion Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_dbf ] Enable GPU Lighting: Games: *uc3_119title Author: ZEROx, illusion Notes: *uc3gpulightingnotes Patch Version: 1.0 Patch: - [ load, *uc3_119_db ] Debug Menu: Games: *uc3_119title Author: dron_3, HdHereidme, illusion, ZEROx Notes: *debugmenunotesUC3 Patch Version: 1.0 Patch: - [ be16, 0x00042814, 0x419e ] - [ be32, 0x0083028c, 0x60000000 ] #Don't pause on Select button - [ be32, 0x0095b720, 0x60000000 ] #Remove "!" model render Dev Menu Plus: Games: *uc3_119title Author: illusion, Skye Modz Notes: "Last modified: December 14 2020\nReplaces audio options with various debug features." Patch Version: 1.0 Patch: - [ load, *uc3_119_devplus ] Disable Camera Shake: Games: *uc3_119title Author: illusion Notes: *uc3camshakenotes Patch Version: 1.0 Patch: - [ be16, 0x008242cc, 0x3800 ] Enable Lan Mode: Games: *uc3_119title Author: illusion, ZEROx, Skye Modz Notes: Patch Version: 1.0 Patch: - [ load, *uc3_119_lanmode ] Skip Intro: Games: *uc3_119title Author: illusion Notes: Patch Version: 1.0 Patch: - [ be16, 0x00043ecc, 0x4800 ] PPU-e63051dc8ec0f9256f047f62a6abd0e955805419: "Bug Fix: Crash on Entering MP Menu": Games: "Uncharted 3: Drake's Deception": NPUA70153: [ 01.00 ] Author: "illusion" Patch Version: 1.0 Patch: - [ byte, 0x3E6C3, 0x0 ] PPU-e63051dc8ec0f9256f047f62a6abd0e955805419: "Unlock Main Menu": Games: "Uncharted 3: Drake's Deception": NPUA70153: [ 01.00 ] Author: "illusion, Skye" Patch Version: 1.0 Patch: - [ be64, 0x00cea3d0, 0x000009298aab4a4b ] - [ be32, 0x007f8fc4, 0x484f131d ] - [ be32, 0x00cea2e0, 0x81c90320 ] - [ be32, 0x00cea2e4, 0x2c8e0000 ] - [ be32, 0x00cea2e8, 0x4086002c ] - [ be32, 0x00cea2ec, 0x3e0000ce ] - [ be32, 0x00cea2f0, 0x621041c0 ] - [ be32, 0x00cea2f4, 0x3de0010e ] - [ be32, 0x00cea2f8, 0x61ef319c ] - [ be32, 0x00cea2fc, 0xea306210 ] - [ be32, 0x00cea300, 0x1e510008 ] - [ be32, 0x00cea304, 0xfa4f6f8c ] - [ be32, 0x00cea308, 0x3a800001 ] - [ be32, 0x00cea30c, 0x92890320 ] - [ be32, 0x00cea310, 0x9aaf6f94 ] - [ be32, 0x00cea314, 0xea6f6f8c ] - [ be32, 0x00cea318, 0x7eb29800 ] - [ be32, 0x00cea31c, 0x4196000c ] - [ be32, 0x00cea320, 0x4bf993c5 ] - [ be32, 0x00cea324, 0x92840000 ] - [ be32, 0x00cea328, 0x88090078 ] - [ be32, 0x00cea32c, 0x4e800020 ]