NieR: 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 =  
|image    = [[File:{{#setmainimage:NieRCover.jpg}}|300px]]
|publisher = {{vgregion|}}
|developer = Cavia
|series    = <!-- delete if not applicable -->
|publisher = Square Enix
|date      = {{vgregion|}}
|series    = Drakengard
|release  = <!-- Choose one of the following: PlayStation 3 exclusive, PlayStation exclusive, Console exclusive, Multi-platform -->
|date      = {{vgregion|JP/AU|April 22, 2010}}{{vgregion|EU=April 23, 2010}}{{vgregion|NA=April 27, 2010}}
|genre    =  
|release  = Console exclusive
|modes    = <!-- Choose all relevant options: Single-player, Multiplayer, Co-op, Online -->
|genre    = Action, Role-playing, Hack and slash
|gameid    = {{gameid|}}
|modes    = Single-player
|wikipedia = <!-- delete if not applicable -->
|gameid    = '''''NieR'''''<br>{{gameid|id=BLUS30481, BLES00826|ird=Yes}}<br>'''''NieR RepliCant'''''<br>{{gameid|id=BLJM60223|ird=Yes}}
|title    = <!-- Used only in niche scenarios. Delete if not applicable -->
}}
}}


<!-- Give a brief description about the game -->
'''''NieR''''' is a spin-off from the Drakengard series, and follows the fifth ending of the first game, the events of which have left the planet Earth in a state of decay. Set over one thousand years after this, the game puts the player in control of the titular protagonist Nier, as he attempts to find a cure for an illness, known as the Black Scrawl, to which his daughter Yonah has succumbed. Partnering with a talking book known as Grimoire Weiss, he journeys with two other characters, Kainé and Emil, as he attempts to find a remedy and understand the nature of the creatures known as Shades that stalk the world. The gameplay borrows elements from various video game genres, occasionally switching between them and the main role-playing-based gameplay.
 
In Japan, the game was released as Nier Gestalt (<u>Japanese</u>: ニーア ゲシュタルト <u>Hepburn</u>: Nīa Geshutaruto) for the Xbox 360, while an alternate version entitled Nier Replicant (<u>Japanese</u>: ニーア レプリカント <u>Hepburn</u>: Nīa Repurikanto) was released for PlayStation 3 with a younger main character. The game was developed to appeal both to older players and to players outside Japan, where the developer was based. The music was composed by Keiichi Okabe, head of Monaca, a music composition studio, and has sparked the release of several albums.
 
Nier was released to mixed reception; reviewers praised the story, characters and soundtrack and were mixed in their opinions of how well the disparate gameplay elements were connected. The execution of some gameplay elements was criticized, notably the side quests, and especially the graphics (which were regarded as substandard). Despite this, the game acquired acclaim among players over time, becoming a cult classic. A more successful sequel developed by PlatinumGames, titled Nier: Automata, was released in 2017 for PlayStation 4, Microsoft Windows and in 2018 for Xbox One.


==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 (static), Interpreter (dynamic), Recompiler (LLVM) -->
|ppu decoder notes               =
|ppu decoder notes                     =  
|spu decoder                     = <!-- Interpreter (precise), Interpreter (fast), ASMJIT Recompiler, LLVM Recompiler -->
|spu decoder                           = <!-- Interpreter (static), Interpreter (dynamic), 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 -->
|thread scheduler                      = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler -->
|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 -->
|thread scheduler notes               =  
|enable thread scheduler          = <!-- On, Off -->
|enable spu loop detection            = <!-- On, Off -->
|enable thread scheduler notes   =
|enable spu loop detection notes       =  
|lower spu thread priority        = <!-- On, Off -->
|spu xfloat accuracy                  = <!-- Accurate, Approximate, Relaxed -->
|lower spu thread priority notes =
|spu xfloat accuracy notes             =  
|enable spu loop detection        = <!-- On, Off -->
|spu block size                        = <!-- Safe, Mega, Giga -->
|enable spu loop detection notes =
|spu block size notes                 =  
|hook static function            = <!-- On, Off -->
|tsx instructions                      = <!-- Enabled, Disabled, Forced -->
|hook static function notes       =
|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                           = 30<!-- Off, 50, 60, 30, Auto, PS3 Native, Infinite -->
|aspect ratio notes               =  
|framelimit notes                     = Without framelimiter, audio will de-sync in cutscenes and menu navigation will move too quickly. If using the 60 FPS patch, leave this setting at ''Auto''.
|framelimit                       = <!-- Off, 59.94, 50, 60, 30, Auto -->
|anisotropic filter                   = Auto<!-- Auto, 2x, 4x, 8x, 16x -->
|framelimit notes                 =
|anisotropic filter notes             = Changing to anything other than ''Auto'' causes graphical issues.
|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 -->
|zcull accuracy                        = <!-- Precise, Approximate, Relaxed -->
|default resolution notes         =
|zcull accuracy notes                  =
|resolution scale                 = <!-- Range between 50% to 800% -->
|shader quality                        = <!-- High, Low, Auto -->
|resolution scale notes           =
|shader quality notes                  =
|resolution scale threshold       = <!-- Range between 1 to 1024 in the format 16 x 16 -->
|3d rendering mode                    = <!-- Disabled, Anaglyph, Side-by-side, Over-under -->
|resolution scale threshold notes =
|3d rendering mode notes              =  
|write color buffer              = <!-- On, Off -->
|default resolution                   = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 -->
|write color buffer notes         =
|default resolution notes             =  
|use gpu texture scaling          = <!-- On, Off -->
|resolution scale                     = <!-- Value between 50% to 800% -->
|use gpu texture scaling notes   =
|resolution scale notes               =  
|strict rendering mode           = <!-- On, Off -->
|resolution scale threshold           = <!-- Value between 1 to 1024 in the format 16 x 16 -->
|strict rendering mode notes     =
|resolution scale threshold notes     =  
|vsync                           = <!-- On, Off -->
|shader mode                          = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only -->
|vsync notes                     =
|shader mode notes                     =  
|stretch to display area         = <!-- On, Off -->
|write color buffers                  = On<!-- On, Off -->
|stretch to display area notes   =
|write color buffers notes             = Fixes missing in-game visuals.
|disable vertex cache             = <!-- On, Off -->
|strict rendering mode                 = <!-- On, Off -->
|disable vertex cache notes      =
|strict rendering mode notes           =  
|vsync                                 = <!-- On, Off -->
|vsync notes                           =  
|stretch to display area               = <!-- On, Off -->
|stretch to display area notes         =
|enable 3d                            = <!-- On, Off -->
|enable 3d notes                      =  
|disable vertex cache                 = <!-- On, Off -->
|disable vertex cache notes           =
|multithreaded rsx                    = On<!-- On, Off -->
|multithreaded rsx notes              = Improves performance. Warning: May slowdown the game if your CPU does not have enough threads.
|asynchronous texture streaming        = On<!-- On, Off -->
|asynchronous texture streaming notes  = Improves performance.
<!-- Audio configuration -->
|audio out windows                    = <!-- Cubeb, XAudio2, Disabled -->
|audio out windows notes              =
|audio out linux                      = <!-- Cubeb, FAudio, Disabled -->
|audio out linux notes                =
|audio format                          = <!-- Stereo, Surround 5.1, Surround 7.1, Automatic, Manual -->
|audio format 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, Qt -->
|camera settings notes                =
|move handler                          = <!-- Null, Fake, Mouse -->
|move handler notes                    =
<!-- Network configuration -->
|network status                        = <!-- Disconnected, Connected -->
|network status notes                  =
|psn status                            = <!-- Disconnected, Simulated, RPCN -->
|psn status 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                = Usleep Only<!-- As Host, Usleep Only, All Timers -->
|sleep timers accuracy notes          = Linux users are required to change to "Usleep Only" since it defaults to "As Host" there. Setting to "Usleep Only" improves performance.
|maximum spurs threads                = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) -->
|maximum spurs threads notes          =
|firmware libraries                    = <!-- Switch to LLE, Switch to HLE -->
|firmware libraries notes              = <!-- Mention the libraries to be manually 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                    =
|vblank ntsc fixup                    = <!-- On, Off -->
|vblank ntsc fixup 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        =
|force gpu texture scaling            = <!-- On, Off -->
|force gpu texture scaling 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  =
|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                    = Unlock FPS<!-- Mention patch names -->
|recommended patch 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." -->
There are no reported issues with this title.
===Vulkan hang during final cutscenes - <i>Fixed</i>===
<s>After the point-of-no-return at the final dungeon of the game, the game will freeze and crash during the cutscenes when using the Vulkan renderer. In order to bypass this, users are required to either skip the cutscenes or play the final sequence with the OpenGL renderer. This issue is tracked as part of {{issue|6468}} (Warning, contains '''major spoilers''' regarding the final boss battle).</s>


==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 -->
===Japanese text name===
The Japanese version of NieR, Nier Replicant (BLJM60223), requires the character name to be entered in Japanese. However, the on-screen keyboard present in RPCS3's native UI is currently restricted to only English. Therefore, to input a name, users must first disable the native UI and then input any name in Japanese (such as ニーア) through the Qt dialog box. Note that you'll need to enter the name again at a later point in the game, so do not enable native UI immediately after the first dialog prompt.
===Fix Bloom at higher resolutions===
NieR has pixelated bloom at higher resolutions than native, especially at +200%.
<br>To work around this, set your "Resolution Scale Threshold" to 512x512. This makes Depth of Field more pixelated.
{{patch
|type    = PPU
|version = 1.2
|content =
Anchors:
  NieR_FPS_Notes: &NieR_FPS_Notes
    "Updated with a new version that has correct game speed at any framerate. You no longer need to set the Framelimiter to 30 or 60."
  NieR_FPS_USEU: &NieR_FPS_USEU
  # unlock framerate
    - [ be32, 0x00f7c3b8, 0x386001f5 ] # li r3, 1f5
    - [ be32, 0x00711b50, 0x489c3ef1 ] # jump to code cave
  # get mftb
    - [ be32, 0x010d5a40, 0x7ccc42e6 ] # mftb r6            // move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x010d5a44, 0x3ca0010e ] # lis r5,0x010e      // load high bits of address (0x010e23c8)
    - [ be32, 0x010d5a48, 0x60a523c8 ] # ori r5,r5,0x23c8    // load low bits of address
    - [ be32, 0x010d5a4c, 0x7c85202a ] # ldx r4,r5,r4        // load previous frames mftb reading
    - [ be32, 0x010d5a50, 0xf8c50000 ] # std r6,0x0(r5)      // store this frames mftb reading
    - [ be32, 0x010d5a54, 0x7cc43050 ] # subf r6,r4,r6      // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x010d5a58, 0xf8c50080 ] # std r6,0x80(r5)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x010d5a5c, 0xcba50080 ] # lfd f29,0x80(r5)    // load mftb delta into FPR
    - [ be32, 0x010d5a60, 0xffa0ee9c ] # fcfid f29,f29      // convert integer to double
    - [ be32, 0x010d5a64, 0xffa0e818 ] # frsp f29,f29        // round to single precision
  # mftb delta to seconds
    - [ be32, 0x010d5a68, 0x3c80010d ] # r4,0x10d            // load high bits constants pointer
    - [ be32, 0x010d5a6c, 0x60845a40 ] # ori r4,r4,0x5a40    // load low bits of constants pointer
    - [ be32, 0x010d5a70, 0xc384003c ] # lfs f28,0x3c(r4)    // load timebase frequency
    - [ be32, 0x010d5a74, 0xec3de024 ] # fdivs f1,f29,f28    // divide timebase delta by timebase frequency
  # return
    - [ be32, 0x010d5a78, 0x4e800020 ] # blr                // return
  # constants
    - [ be32, 0x010d5a7c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
  NieR_FPS_JP: &NieR_FPS_JP
  # unlock framerate
    - [ be32, 0x00f7cbcc, 0x386001f5 ] # li r3, 1f5
    - [ be32, 0x00711d58, 0x489c48e9 ] # jump to code cave
  # get mftb
    - [ be32, 0x010d6640, 0x7ccc42e6 ] # mftb r6            // move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x010d6644, 0x3ca0010e ] # lis r5,0x010e      // load high bits of address (0x010e23e8)
    - [ be32, 0x010d6648, 0x60a523e8 ] # ori r5,r5,0x23e8    // load low bits of address
    - [ be32, 0x010d664c, 0x7c85202a ] # ldx r4,r5,r4        // load previous frames mftb reading
    - [ be32, 0x010d6650, 0xf8c50000 ] # std r6,0x0(r5)      // store this frames mftb reading
    - [ be32, 0x010d6654, 0x7cc43050 ] # subf r6,r4,r6      // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x010d6658, 0xf8c50080 ] # std r6,0x80(r5)    // store mftb delta (to be loaded into FPR)
    - [ be32, 0x010d665c, 0xcba50080 ] # lfd f29,0x80(r5)    // load mftb delta into FPR
    - [ be32, 0x010d6660, 0xffa0ee9c ] # fcfid f29,f29      // convert integer to double
    - [ be32, 0x010d6664, 0xffa0e818 ] # frsp f29,f29        // round to single precision
  # mftb delta to seconds
    - [ be32, 0x010d6668, 0x3c80010d ] # r4,0x10d            // load high bits constants pointer
    - [ be32, 0x010d666c, 0x60846640 ] # ori r4,r4,0x6640    // load low bits of constants pointer
    - [ be32, 0x010d6670, 0xc384003c ] # lfs f28,0x3c(r4)    // load timebase frequency
    - [ be32, 0x010d6674, 0xec3de024 ] # fdivs f1,f29,f28    // divide timebase delta by timebase frequency
  # return
    - [ be32, 0x010d6678, 0x4e800020 ] # blr                // return
  # constants
    - [ be32, 0x010d667c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)
  NieR_AR_Notes: &NieR_AR_Notes
    "Requires \"Stretch To Display Area\" checked in the GPU settings. HUD Elements will be stretched and misplaced."
  NieR_AR_Configurable_values: &NieR_AR_Configurable_Values
    "Aspect Ratio":
      Type: double_enum
      Value: &32_9_value 3.555555555555556
      Allowed Values:
        "32:9": *32_9_value
        "21:9 (3840x1600)": 2.4
        "21:9 (3440x1440)": 2.388888888888889
        "21:9 (2560x1080)": 2.37037037037037
        "16:10": 1.6
        "4:3": 1.333333333333333
        "5:4": 1.25
PPU-13950b2e29e05a115fe317815d3da9d2b2baee65:
  "Unlock FPS":
    Games:
      "NieR (Nier Replicant)":
        BLUS30481: [ All ]
        BLES00826: [ All ]
    Author: "Whatcookie"
    Notes: *NieR_FPS_Notes
    Patch Version: 2.1
    Patch:
      - [ load, *NieR_FPS_USEU ]
  "Aspect Ratio":
    Games:
      "NieR (Nier Replicant)":
        BLUS30481: [ All ]
        BLES00826: [ All ]
    Author: "dio"
    Notes: *NieR_AR_Notes
    Configurable Values: *NieR_AR_Configurable_Values
    Patch Version: 1.0
    Patch:
      - [ bef32, 0x01120398, "Aspect Ratio" ]
PPU-f098ee8410599c81c89f90d698340a078dc69a90:
  "Unlock FPS":
    Games:
      "NieR (Nier Replicant)":
        BLJM60223: [ All ]
    Author: "Whatcookie"
    Notes: *NieR_FPS_Notes
    Patch Version: 2.1
    Patch:
      - [ load, *NieR_FPS_JP ]
}}

Latest revision as of 04:15, 30 August 2023

NieR
NieRCover.jpg
Developer(s) Cavia
Publisher(s) Square Enix
Series Drakengard
Release date(s) JP/AU April 22, 2010
EU April 23, 2010
NA April 27, 2010
Release type Console exclusive
Genre(s) Action, Role-playing, Hack and slash
Mode(s) Single-player
GameID(s) NieR
BLUS30481 (IRD), BLES00826 (IRD)
NieR RepliCant
BLJM60223 (IRD)
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

NieR is a spin-off from the Drakengard series, and follows the fifth ending of the first game, the events of which have left the planet Earth in a state of decay. Set over one thousand years after this, the game puts the player in control of the titular protagonist Nier, as he attempts to find a cure for an illness, known as the Black Scrawl, to which his daughter Yonah has succumbed. Partnering with a talking book known as Grimoire Weiss, he journeys with two other characters, Kainé and Emil, as he attempts to find a remedy and understand the nature of the creatures known as Shades that stalk the world. The gameplay borrows elements from various video game genres, occasionally switching between them and the main role-playing-based gameplay.

In Japan, the game was released as Nier Gestalt (Japanese: ニーア ゲシュタルト Hepburn: Nīa Geshutaruto) for the Xbox 360, while an alternate version entitled Nier Replicant (Japanese: ニーア レプリカント Hepburn: Nīa Repurikanto) was released for PlayStation 3 with a younger main character. The game was developed to appeal both to older players and to players outside Japan, where the developer was based. The music was composed by Keiichi Okabe, head of Monaca, a music composition studio, and has sparked the release of several albums.

Nier was released to mixed reception; reviewers praised the story, characters and soundtrack and were mixed in their opinions of how well the disparate gameplay elements were connected. The execution of some gameplay elements was criticized, notably the side quests, and especially the graphics (which were regarded as substandard). Despite this, the game acquired acclaim among players over time, becoming a cult classic. A more successful sequel developed by PlatinumGames, titled Nier: Automata, was released in 2017 for PlayStation 4, Microsoft Windows and in 2018 for Xbox One.

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
Framelimit 30 Without framelimiter, audio will de-sync in cutscenes and menu navigation will move too quickly. If using the 60 FPS patch, leave this setting at Auto.
Anisotropic filter Auto Changing to anything other than Auto causes graphical issues.
Write color buffers On Fixes missing in-game visuals.
Multithreaded RSX On Improves performance. Warning: May slowdown the game if your CPU does not have enough threads.
Asynchronous texture streaming On Improves performance.

Advanced configuration

Setting Option Notes
Sleep timers accuracy Usleep Only Linux users are required to change to "Usleep Only" since it defaults to "As Host" there. Setting to "Usleep Only" improves performance.

Recommended patches

Game patches are available through the RPCS3 Patch Manager. To enable them, right-click a game in RPCS3 then select "Manage Game Patches". Game Patches are created by RPCS3's community, and can alter how a game runs. More information can be found here.

Recommendation Patch name Notes
Recommended patch Unlock FPS

Known Issues

There are no reported issues with this title.

Vulkan hang during final cutscenes - Fixed

After the point-of-no-return at the final dungeon of the game, the game will freeze and crash during the cutscenes when using the Vulkan renderer. In order to bypass this, users are required to either skip the cutscenes or play the final sequence with the OpenGL renderer. This issue is tracked as part of Issue 6468 (Warning, contains major spoilers regarding the final boss battle).

Special Notes

Japanese text name

The Japanese version of NieR, Nier Replicant (BLJM60223), requires the character name to be entered in Japanese. However, the on-screen keyboard present in RPCS3's native UI is currently restricted to only English. Therefore, to input a name, users must first disable the native UI and then input any name in Japanese (such as ニーア) through the Qt dialog box. Note that you'll need to enter the name again at a later point in the game, so do not enable native UI immediately after the first dialog prompt.

Fix Bloom at higher resolutions

NieR has pixelated bloom at higher resolutions than native, especially at +200%.
To work around this, set your "Resolution Scale Threshold" to 512x512. This makes Depth of Field more pixelated.

Patches

Anchors:
  NieR_FPS_Notes: &NieR_FPS_Notes
    "Updated with a new version that has correct game speed at any framerate. You no longer need to set the Framelimiter to 30 or 60."

  NieR_FPS_USEU: &NieR_FPS_USEU
  # unlock framerate
    - [ be32, 0x00f7c3b8, 0x386001f5 ] # li r3, 1f5
    - [ be32, 0x00711b50, 0x489c3ef1 ] # jump to code cave
  # get mftb
    - [ be32, 0x010d5a40, 0x7ccc42e6 ] # mftb r6             // move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x010d5a44, 0x3ca0010e ] # lis r5,0x010e       // load high bits of address (0x010e23c8)
    - [ be32, 0x010d5a48, 0x60a523c8 ] # ori r5,r5,0x23c8    // load low bits of address
    - [ be32, 0x010d5a4c, 0x7c85202a ] # ldx r4,r5,r4        // load previous frames mftb reading
    - [ be32, 0x010d5a50, 0xf8c50000 ] # std r6,0x0(r5)      // store this frames mftb reading
    - [ be32, 0x010d5a54, 0x7cc43050 ] # subf r6,r4,r6       // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x010d5a58, 0xf8c50080 ] # std r6,0x80(r5)     // store mftb delta (to be loaded into FPR)
    - [ be32, 0x010d5a5c, 0xcba50080 ] # lfd f29,0x80(r5)    // load mftb delta into FPR
    - [ be32, 0x010d5a60, 0xffa0ee9c ] # fcfid f29,f29       // convert integer to double
    - [ be32, 0x010d5a64, 0xffa0e818 ] # frsp f29,f29        // round to single precision
  # mftb delta to seconds
    - [ be32, 0x010d5a68, 0x3c80010d ] # r4,0x10d            // load high bits constants pointer
    - [ be32, 0x010d5a6c, 0x60845a40 ] # ori r4,r4,0x5a40    // load low bits of constants pointer
    - [ be32, 0x010d5a70, 0xc384003c ] # lfs f28,0x3c(r4)    // load timebase frequency
    - [ be32, 0x010d5a74, 0xec3de024 ] # fdivs f1,f29,f28    // divide timebase delta by timebase frequency
  # return
    - [ be32, 0x010d5a78, 0x4e800020 ] # blr                 // return
  # constants
    - [ be32, 0x010d5a7c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)

  NieR_FPS_JP: &NieR_FPS_JP
  # unlock framerate
    - [ be32, 0x00f7cbcc, 0x386001f5 ] # li r3, 1f5
    - [ be32, 0x00711d58, 0x489c48e9 ] # jump to code cave
  # get mftb
    - [ be32, 0x010d6640, 0x7ccc42e6 ] # mftb r6             // move from timebase register (clock)
  # get mftb delta
    - [ be32, 0x010d6644, 0x3ca0010e ] # lis r5,0x010e       // load high bits of address (0x010e23e8)
    - [ be32, 0x010d6648, 0x60a523e8 ] # ori r5,r5,0x23e8    // load low bits of address
    - [ be32, 0x010d664c, 0x7c85202a ] # ldx r4,r5,r4        // load previous frames mftb reading
    - [ be32, 0x010d6650, 0xf8c50000 ] # std r6,0x0(r5)      // store this frames mftb reading
    - [ be32, 0x010d6654, 0x7cc43050 ] # subf r6,r4,r6       // subtract previous mftb reading from this mftb frames reading
  # mftb delta to float
    - [ be32, 0x010d6658, 0xf8c50080 ] # std r6,0x80(r5)     // store mftb delta (to be loaded into FPR)
    - [ be32, 0x010d665c, 0xcba50080 ] # lfd f29,0x80(r5)    // load mftb delta into FPR
    - [ be32, 0x010d6660, 0xffa0ee9c ] # fcfid f29,f29       // convert integer to double
    - [ be32, 0x010d6664, 0xffa0e818 ] # frsp f29,f29        // round to single precision
  # mftb delta to seconds
    - [ be32, 0x010d6668, 0x3c80010d ] # r4,0x10d            // load high bits constants pointer
    - [ be32, 0x010d666c, 0x60846640 ] # ori r4,r4,0x6640    // load low bits of constants pointer
    - [ be32, 0x010d6670, 0xc384003c ] # lfs f28,0x3c(r4)    // load timebase frequency
    - [ be32, 0x010d6674, 0xec3de024 ] # fdivs f1,f29,f28    // divide timebase delta by timebase frequency
  # return
    - [ be32, 0x010d6678, 0x4e800020 ] # blr                 // return
  # constants
    - [ be32, 0x010d667c, 0x4c989680 ] # timebase frequency as hexfloat (80mhz)

  NieR_AR_Notes: &NieR_AR_Notes
    "Requires \"Stretch To Display Area\" checked in the GPU settings. HUD Elements will be stretched and misplaced."
  NieR_AR_Configurable_values: &NieR_AR_Configurable_Values
    "Aspect Ratio":
      Type: double_enum
      Value: &32_9_value 3.555555555555556
      Allowed Values:
        "32:9": *32_9_value
        "21:9 (3840x1600)": 2.4
        "21:9 (3440x1440)": 2.388888888888889
        "21:9 (2560x1080)": 2.37037037037037
        "16:10": 1.6
        "4:3": 1.333333333333333
        "5:4": 1.25

PPU-13950b2e29e05a115fe317815d3da9d2b2baee65:
  "Unlock FPS":
    Games:
      "NieR (Nier Replicant)":
        BLUS30481: [ All ]
        BLES00826: [ All ]
    Author: "Whatcookie"
    Notes: *NieR_FPS_Notes
    Patch Version: 2.1
    Patch:
      - [ load, *NieR_FPS_USEU ]
  "Aspect Ratio":
    Games:
      "NieR (Nier Replicant)":
        BLUS30481: [ All ]
        BLES00826: [ All ]
    Author: "dio"
    Notes: *NieR_AR_Notes
    Configurable Values: *NieR_AR_Configurable_Values
    Patch Version: 1.0
    Patch:
      - [ bef32, 0x01120398, "Aspect Ratio" ]

PPU-f098ee8410599c81c89f90d698340a078dc69a90:
  "Unlock FPS":
    Games:
      "NieR (Nier Replicant)":
        BLJM60223: [ All ]
    Author: "Whatcookie"
    Notes: *NieR_FPS_Notes
    Patch Version: 2.1
    Patch:
      - [ load, *NieR_FPS_JP ]