Dead Space: Difference between revisions

From RPCS3 Wiki
m (Text replacement - "|thread scheduler notes = ↵|lower spu thread priority = <!-- On, Off -->↵|lower spu thread priority notes = ↵|enable spu loop detection = <!-- On, Off -->↵" to "|thread scheduler notes = |enable spu loop detection = <!-- On, Off --> ")
m (Text replacement - "|force cpu blit emulation notes = ↵|use gpu texture scaling = <!-- On, Off -->↵|use gpu texture scaling notes = ↵|accurate getllar = <!-- On, Off -->↵|accurate getllar notes = ↵|hook static functions = <!-- On, Off -->↵" to "|force cpu blit emulation notes = |force gpu texture scaling = <!-- On, Off --> |force gpu texture scaling notes...)
 
(5 intermediate revisions by the same user not shown)
Line 27: Line 27:
|enable spu loop detection            = <!-- On, Off -->
|enable spu loop detection            = <!-- On, Off -->
|enable spu loop detection notes      =  
|enable spu loop detection notes      =  
|spu cache                            = <!-- On, Off -->
|spu xfloat accuracy                  = <!-- Accurate, Approximate, Relaxed -->
|spu cache notes                      =
|spu xfloat accuracy notes             =  
|accurate xfloat                      = <!-- On, Off -->
|accurate xfloat notes                 =  
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size notes                  =  
|spu block size notes                  =  
Line 40: Line 38:
|aspect ratio                          = <!-- 4:3, 16:9 -->
|aspect ratio                          = <!-- 4:3, 16:9 -->
|aspect ratio notes                    =  
|aspect ratio notes                    =  
|framelimit                            = <!-- Off, 59.94, 50, 60, 30, Auto -->
|framelimit                            = <!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite -->
|framelimit notes                      =  
|framelimit notes                      =  
|anisotropic filter                    = <!-- Auto, 2x, 4x, 8x, 16x -->
|anisotropic filter                    = <!-- Auto, 2x, 4x, 8x, 16x -->
Line 102: Line 100:
|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input notes                    =  
|camera input notes                    =  
|camera settings                      = <!-- Null, Fake -->
|camera settings                      = <!-- Null, Fake, Qt -->
|camera settings notes                =  
|camera settings notes                =  
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler                          = <!-- Null, Fake, Mouse -->
Line 120: Line 118:
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans notes  =  
|ppu llvm accurate vector nans notes  =  
|ppu llvm java mode handling          = <!-- True, False -->
|ppu llvm java mode handling          = <!-- On, Off -->
|ppu llvm java mode handling notes    =  
|ppu llvm java mode handling notes    =  
|silence all logs                      = <!-- On, Off -->
|silence all logs                      = <!-- On, Off -->
Line 151: Line 149:
|force cpu blit emulation              = <!-- On, Off -->
|force cpu blit emulation              = <!-- On, Off -->
|force cpu blit emulation notes        =  
|force cpu blit emulation notes        =  
|use gpu texture scaling               = <!-- On, Off -->
|force gpu texture scaling             = <!-- On, Off -->
|use gpu texture scaling notes         =
|force gpu texture scaling notes       =  
|accurate getllar                      = <!-- On, Off -->
|accurate getllar notes                =  
|hook static functions                = <!-- On, Off -->
|hook static functions                = <!-- On, Off -->
|hook static functions notes          =  
|hook static functions notes          =  
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations notes  =  
|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                    = <!-- Mention patch names -->
|recommended patch notes              =
}}
}}



Latest revision as of 18:20, 24 July 2023

Dead Space
Developer(s) Visceral Games
Publisher(s) Electronic Arts
Series Dead Space
Release date(s) NA October 13, 2008
AU October 23, 2008
EU October 24, 2008
Release type Multi-platform
Genre(s) Survival horror
Mode(s) Single-player
GameID(s) BLES00308 (IRD), BLES00309 (IRD), BLES00310 (IRD), BLUS30177 (IRD), NPEB00050, NPUB30569
Dismemberment Demo
NPEB90123, NPEB90129, NPHB00079, NPUB90187
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

Dead Space was developed by EA Redwood Shores and was the first game in the Dead Space franchise, drawing inspiration from other works of horror, notably Resident Evil 4 and the Silent Hill series. Set on a mining spaceship overrun by monsters called Necromorphs, the player controls engineer Isaac Clarke from the third-person perspective as he navigates the spaceship, fights Necromorphs, and struggles with increasing psychosis. The player explores areas on the station through a chapter-based narrative, solving environmental puzzles while finding ammunition and equipment to survive. Isaac wields engineering equipment as weapons.

Configuration

Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.

Advanced configuration

Setting Option Notes
Vblank rate 120 Allows for 60fps

Known Issues

Combat sound effects cut out all sound for a second. It's believed that the audio channels has a set FPS that isn't connected or synced correctly to the visual FPS.

Special Notes

A work-around was finally found, See Configuration but, more testing is needed for other machines running different hardware and OS. These settings may not work on your machine.