Need for Speed Carbon: Difference between revisions

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<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
<!-- please read the wiki conventions page and documentation for templates before creating a new game page -->{{vginfobox
|developer =  
|developer = EA Canada
|publisher = {{vgregion|}}
|publisher = Electronic Arts{{vgregion|}}
|series    = <!-- delete if not applicable -->
|series    = Need for Speed<!-- delete if not applicable -->
|date      = {{vgregion|}}
|date      = {{vgregion|NA=November 16, 2006|JP=December 8, 2006|AU=March 22, 2007|EU=March 23, 2007}}
|release  = <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|release  = Multi-platform<!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|genre    =  
|genre    = Racing
|modes    = <!-- Choose all relevant options: Single-player, Multiplayer, Co-op, Online -->
|modes    = Single-player, Multiplayer<!-- Choose all relevant options: Single-player, Co-op, Multiplayer -->
|gameid    = {{gameid|}}
|gameid    = {{gameid|id=BLUS30016, BLES00020, BLAS50003|ird=yes}}
|wikipedia = <!-- delete if not applicable -->
|wikipedia = <!-- delete if not applicable -->
|title    = <!-- Used only in niche scenarios. Delete if not applicable -->
|title    = <!-- Used only in niche scenarios. Delete if not applicable -->
Line 13: Line 13:


<!-- Give a brief description about the game -->
<!-- Give a brief description about the game -->
'''''Need for Speed: Carbon''''' is a 2006 racing video game, and the tenth installment in the Need for Speed series. Developed by EA Canada, Rovio Mobile and EA Black Box, and published by Electronic Arts, it was released on October 30, 2006, for PlayStation 3, Xbox 360, Wii, PlayStation 2, Xbox, GameCube, Windows and Mac OS X and in 2008 for arcades, becoming the last game in the series available on sixth-generation platforms except the PS2. The game sees players conducting illegal street races within the fictional city of Palmont City, with the game's main story taking place after the events of Need for Speed: Most Wanted and focusing on the player's character taking control of the city from various street-racing gangs. While gameplay is similar to its predecessor, Carbon introduced a number of new features, including crews and racing wingmen, tōge-styled racing events, and greater customization options.
Upon the release of Carbon, the game received positive reviews from critics, though faced some criticism over elements of its gameplay mechanics, including its lack of emphasis on police chases than its predecessor. A special Collector's Edition version of the title was developed for PlayStation 2, Windows and Xbox 360, and included additional content including new cars, new customization items, and new events for two of its game modes. The game was later succeeded by [[Need for Speed ProStreet]] in 2007.


==Configuration==
==Configuration==
<!-- Only enter mandatory non-default settings to be used. Delete parameters which are not applicable -->{{config
<!-- Enter mandatory non-default settings to be used. Recommendatory or default settings can be entered only on exceptional basis. -->{{config
<!-- CPU configuration -->
<!-- CPU configuration -->
|ppu decoder                     = <!-- Interpreter (precise), Interpreter (fast), LLVM Recompiler -->
|ppu decoder                           = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) -->
|ppu decoder notes               =
|ppu decoder notes                     =  
|spu decoder                     = <!-- Interpreter (precise), Interpreter (fast), ASMJIT Recompiler, LLVM Recompiler -->
|spu decoder                           = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) -->
|spu decoder notes               =
|spu decoder notes                     =  
|preferred spu threads           = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->  
|preferred spu threads                 = <!-- Auto, Single digit between 1 to 6 (e.g. 3), Range between 1 to 6 (e.g. 1 - 3) -->
|preferred spu threads notes     =
|preferred spu threads notes           =  
|firmware settings                = <!-- Automatically load required libraries, Manually load selected libraries, Load automatic and manual selection, Load liblv2.sprx only -->
|enable thread scheduler              = <!-- On, Off -->
|firmware settings notes         = <!-- Where Manually load selected libraries or Load automatic and manual selection options is selected, mention the list of libraries to be selected in this parameter -->
|enable thread scheduler notes         =
|enable thread scheduler          = <!-- On, Off -->
|lower spu thread priority            = <!-- On, Off -->
|enable thread scheduler notes   =
|lower spu thread priority notes      =
|lower spu thread priority        = <!-- On, Off -->
|enable spu loop detection            = <!-- On, Off -->
|lower spu thread priority notes =
|enable spu loop detection notes       =  
|enable spu loop detection        = <!-- On, Off -->
|spu cache                            = <!-- On, Off -->
|enable spu loop detection notes =
|spu cache notes                       =  
|hook static function            = <!-- On, Off -->
|accurate xfloat                      = <!-- On, Off -->
|hook static function notes       =
|accurate xfloat notes                =
|spu block size                        = <!-- Safe, Mega, Giga -->
|spu block size notes                 =  
|tsx instructions                      = <!-- Enabled, Disabled, Forced -->
|tsx instructions notes               =  
<!-- GPU configuration -->
<!-- GPU configuration -->
|renderer                         = <!-- OpenGL, Vulkan -->
|renderer                             = <!-- OpenGL, Vulkan, Disabled -->
|renderer notes                   =
|renderer notes                       =  
|graphics device                  = <!-- This option is used only with Vulkan renderer to select the graphics card to be used by RPCS3 when multiple eligible cards exist. Do not used this parameter on game pages. -->
|aspect ratio                         = <!-- 4:3, 16:9 -->
|graphics device notes            =
|aspect ratio notes                   =  
|aspect ratio                     = <!-- Auto, 4:3, 16:9 -->
|framelimit                           = <!-- Off, 59.94, 50, 60, 30, Auto -->
|aspect ratio notes               =  
|framelimit notes                     =  
|framelimit                       = <!-- Off, 59.94, 50, 60, 30, Auto -->
|anisotropic filter                   = <!-- Auto, 2x, 4x, 8x, 16x -->
|framelimit notes                 =
|anisotropic filter notes             =
|anisotropic filter               = <!-- Automatic, Disabled, 2x, 4x, 8x, 16x -->
|anti-aliasing                        = <!-- Auto, Disabled -->
|anisotropic filter notes         =
|anti-aliasing notes                  =  
|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                 = <!-- Range between 50% to 800% -->
|resolution scale                     = <!-- Value between 50% to 800% -->
|resolution scale notes           =
|resolution scale notes               =  
|resolution scale threshold       = <!-- Range 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     =  
|write color buffer              = <!-- On, Off -->
|shader mode                          = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only -->
|write color buffer notes         =
|shader mode notes                     =  
|use gpu texture scaling          = <!-- On, Off -->
|write color buffers                  = <!-- On, Off -->
|use gpu texture scaling notes   =
|write color buffers notes             =  
|strict rendering mode           = <!-- On, Off -->
|strict rendering mode                 = <!-- On, Off -->
|strict rendering mode notes     =
|strict rendering mode notes           =  
|vsync                           = <!-- On, Off -->
|vsync                                 = <!-- On, Off -->
|vsync notes                     =
|vsync notes                           =  
|stretch to display area         = <!-- On, Off -->
|stretch to display area               = <!-- On, Off -->
|stretch to display area notes   =
|stretch to display area notes         =
|disable vertex cache             = <!-- On, Off -->
|enable 3d                            = <!-- On, Off -->
|disable vertex cache notes      =
|enable 3d notes                      =  
|disable vertex cache                 = <!-- On, Off -->
|disable vertex cache notes           =
|multithreaded rsx                    = <!-- On, Off -->
|multithreaded rsx notes              =
<!-- Audio configuration -->
|audio out windows                    = <!-- XAudio2, OpenAL, Disabled -->
|audio out windows notes              =
|audio out linux                      = <!-- OpenAL, PulseAudio, ALSA, Disabled -->
|audio out linux notes                =
|audio channels                        = <!-- Surround 7.1, Downmix to Stereo, Downmix to 5.1 -->
|audio channels notes                  =
|dump to file                          = <!-- On, Off -->
|dump to file notes                    =
|convert to 16-bit                    = <!-- On, Off -->
|convert to 16-bit notes              =
|volume                                = <!-- Value between 0% to 200% -->
|volume notes                          =
|enable buffering                      = <!-- On, Off -->
|enable buffering notes                =
|audio buffer duration                = <!-- Value between 20ms to 250ms -->
|audio buffer duration notes          =
|enable time stretching                = <!-- On, Off -->
|enable time stretching notes          =
|time stretching threshold            = <!-- Value between 0% to 100% -->
|time stretching threshold notes      =
|microphone type                      = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith -->
|microphone type notes                =
<!-- I/O configuration -->
|keyboard handler                      = <!-- Null, Basic -->
|keyboard handler notes                =
|mouse handler                        = <!-- Null, Basic -->
|mouse handler notes                  =
|camera input                          = <!-- Unknown, EyeToy, PS Eye, UVC 1.1 -->
|camera input notes                    =
|camera settings                      = <!-- Null, Fake -->
|camera settings notes                =
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler notes                    =
<!-- Advanced configuration -->
|debug console mode                    = <!-- On, Off -->
|debug console mode notes              =
|accurate llvm dfma                    = <!-- On, Off -->
|accurate llvm dfma notes              =
|accurate rsx reservation access       = <!-- On, Off -->
|accurate rsx reservation access notes =
|ppu llvm accurate vector nans        = <!-- On, Off -->
|ppu llvm accurate vector nans notes  =
|silence all logs                      = <!-- On, Off -->
|silence all logs notes                =
|sleep timers accuracy                = <!-- As Host, Usleep Only, All Timers -->
|sleep timers accuracy notes          =
|maximum spurs threads                = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) -->
|maximum spurs threads notes          =
|firmware settings                    = Load liblv2.sprx and manual selection<!-- Manually load selected libraries, Load automatic and manual selection, Load liblv2.sprx only, Load liblv2.sprx and manual selection, Load liblv2.sprx and strict selection -->
|firmware settings notes              = libvdec.sprx<!-- Where libraries are manually selected, mention the list of libraries to be selected here -->
|read depth buffers                    = <!-- On, Off -->
|read depth buffers notes              =
|write depth buffers                  = <!-- On, Off -->
|write depth buffers notes            =
|read color buffers                    = <!-- On, Off -->
|read color buffers notes              =
|disable on-disk shader cache          = <!-- On, Off -->
|disable on-disk shader cache notes    =
|disable native float16 support        = <!-- On, Off -->
|disable native float16 support notes  =
|relaxed zcull sync                    = <!-- On, Off -->
|relaxed zcull sync notes              =
|driver wake-up delay                  = <!-- Value between 0 to 7000 -->
|driver wake-up delay notes            =
|vblank rate                          = <!-- Value between 1 to 500 -->
|vblank rate notes                    =
|clocks scale                          = <!-- Value between 10 to 1000 -->
|clocks scale notes                    =  
<!-- Debug configuration -->
<!-- Debug configuration -->
|force cpu blit emulation         = <!-- On, Off -->
|disable zcull occlusion queries      = <!-- On, Off -->
|force cpu blit emulation notes  =
|disable zcull occlusion queries notes =
|force cpu blit emulation             = <!-- On, Off -->
|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 -->
|hook static functions notes          =
|accurate ppu 128 reservations        = <!-- Always Enabled, Disabled, Value between 1 to 8 -->
|accurate ppu 128 reservations notes  =  
}}
}}


==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." -->
This game will freeze at the EA logo if it's not loaded with '''libvdec.sprx'''.


==Special Notes==
==Special Notes==
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section -->
<!-- Mention any additional notes if necessary. If no special notes are required, remove this section -->

Revision as of 01:48, 18 October 2020

Need for Speed Carbon
Developer(s) EA Canada
Publisher(s) Electronic Arts
Series Need for Speed
Release date(s) JP December 8, 2006
NA November 16, 2006
EU March 23, 2007
AU March 22, 2007
Release type Multi-platform
Genre(s) Racing
Mode(s) Single-player, Multiplayer
GameID(s) BLUS30016 (IRD), BLES00020 (IRD), BLAS50003 (IRD)
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

Need for Speed: Carbon is a 2006 racing video game, and the tenth installment in the Need for Speed series. Developed by EA Canada, Rovio Mobile and EA Black Box, and published by Electronic Arts, it was released on October 30, 2006, for PlayStation 3, Xbox 360, Wii, PlayStation 2, Xbox, GameCube, Windows and Mac OS X and in 2008 for arcades, becoming the last game in the series available on sixth-generation platforms except the PS2. The game sees players conducting illegal street races within the fictional city of Palmont City, with the game's main story taking place after the events of Need for Speed: Most Wanted and focusing on the player's character taking control of the city from various street-racing gangs. While gameplay is similar to its predecessor, Carbon introduced a number of new features, including crews and racing wingmen, tōge-styled racing events, and greater customization options.

Upon the release of Carbon, the game received positive reviews from critics, though faced some criticism over elements of its gameplay mechanics, including its lack of emphasis on police chases than its predecessor. A special Collector's Edition version of the title was developed for PlayStation 2, Windows and Xbox 360, and included additional content including new cars, new customization items, and new events for two of its game modes. The game was later succeeded by Need for Speed ProStreet in 2007.

Configuration

No options that deviate from RPCS3's default settings are recommended for this title.

Known Issues

This game will freeze at the EA logo if it's not loaded with libvdec.sprx.

Special Notes