Ridge Racer 7: Difference between revisions

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(Created page with "{{vginfobox |developer = Bandai Namco Games |publisher = {{vgregion|JP=Bandai Namco Games|NA=Bandai Namco Games|AU/EU|Bandai Namco Games}} |series = Ridge Racer |date...")
 
(Edited basic information provided)
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{{vginfobox
{{vginfobox
|developer = Bandai Namco Games
|developer = Bandai Namco Games
|publisher = {{vgregion|JP=Bandai Namco Games|NA=Bandai Namco Games|AU/EU|Bandai Namco Games}}
|publisher = Bandai Namco Games
|series    = Ridge Racer  
|series    = Ridge Racer  
|date      = {{vgregion|JP=November 11th 2006|NA=November 17th 2006|AU=March 23rd, 2007}}{{vgregion|EU=March 23rd, 2007}}
|date      = {{vgregion|JP=November 11, 2006|NA=November 17, 2006|EU=March 23, 2007}}
|release  = PlayStation 3 exclusive
|release  = PlayStation 3 exclusive
|genre    = Racing
|genre    = Racing
|modes    = Single-player, Multiplayer
|modes    = Single-player, Multiplayer
|gameid    = {{gameid|id=BCES00009, BLUS30001, NPUB30457, BLJS10001, BLJS50001, BLJS50010|oid=BCAS20001|ird=Yes}}
|gameid    = {{gameid|id=BCES00009, BLUS30001, NPUB30457|oid=BCAS20001|ird=Yes}}, {{gameid|oid=BLJS10001, BLJS50001, BLJS50010|ird=No}}
}}
}}


 
'''''Ridge Racer 7''''' (<u>Japanese</u>: リッジレーサー7) is the seventh console installment in the Ridge Racer series of Arcade racing games, released on the PlayStation 3 as a launch title. The game has around 40 cars, many of which return from Ridge Racer 6 and the PSP incarnations of the game. There are also 22 courses, available in forward, reverse and mirror mode. The game runs at 1080p native resolution and 60 frames per second. As in previous games within the Ridge Racer series, the gameplay centers on high speed circuit racing featuring "drift" handling, where the player slides the car around turns without great loss of speed. New features in this iteration include car body and engine customization which can affect the performance, handling and nitrous boost system of the car. Ridge Racer 7 also actively encourages players to slipstream other cars, whereas previous iterations did not mention that this technique increases speed.
 
 
 
 
Ridge Racer 7 (リッジレーサー7) is the seventh console installment in the Ridge Racer series of Arcade racing games, developed and published by Bandai Namco Games and released on the PlayStation 3 as a launch title. The game has around 40 cars, many of which return from Ridge Racer 6 and the PSP incarnations of the game. There are also 22 courses, available in forward, reverse and mirror mode. The game runs at 1080p native resolution and 60 frames per second. As in previous games within the Ridge Racer series, the gameplay centers on high speed circuit racing featuring "drift" handling, where the player slides the car around turns without great loss of speed.New features in this iteration include car body and engine customization which can affect the performance, handling and nitrous boost system of the car.[2] Ridge Racer 7 also actively encourages players to slipstream other cars, whereas previous iterations did not mention that this technique increases speed.
 
==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." -->
This game has been listed as playable since 2019-04, however for most people has only been loadable due to rampant crashes and desyncs in the game menus, and FMV playback as of now does not work and crashes the game, the easiest workaround so far is to spam the START button every time a cutscene is played, especially to avoid crashing on RSGP 14 ''Final State''


==Configuration==
==Configuration==
<!-- Only enter mandatory non-default settings to be used. Delete parameters which are not applicable -->{{config
<!-- Only enter mandatory non-default settings to be used. Delete parameters which are not applicable -->{{config
<!-- CPU configuration -->
<!-- CPU configuration -->
|ppu decoder                          = Recompiler (LLVM)<!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) -->
|ppu decoder                          = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) -->
|ppu decoder notes                    = Using Recompiler (LLVM) for PPU decoding is highly recommended as it suffers from very minor to no stability issues when firmware libraries are configured to load correctly and delivers significantly better performance.
|ppu decoder notes                    =  
|spu decoder                          = Recompiler (LLVM)<!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) -->
|spu decoder                          = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) -->
|spu decoder notes                    = Using Recompiler (LLVM) for PPU decoding is highly recommended as it suffers from very minor to no stability issues when firmware libraries are configured to load correctly and delivers significantly better performance.
|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          =  
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|relaxed zcull sync                    = <!-- On, Off -->
|relaxed zcull sync                    = <!-- On, Off -->
|relaxed zcull sync notes              =  
|relaxed zcull sync notes              =  
|driver wake-up delay                  = 1 microsecond <!-- Value between 0 to 7000 -->
|driver wake-up delay                  = 1<!-- Value between 0 to 7000 -->
|driver wake-up delay notes            = 1ms seems to be the perfect timeout value for stability and performance, as anything over it causes frequent FIFO Desync errors within 2 minutes of booting up the game, rendering it almost unplayable.  
|driver wake-up delay notes            = 1ms seems to be the perfect timeout value for stability and performance, as anything over it causes frequent FIFO Desync errors within 2 minutes of booting up the game, rendering it almost unplayable.  
|vblank rate                          = <!-- Value between 1 to 500 -->
|vblank rate                          = <!-- Value between 1 to 500 -->
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|hook static functions notes          =  
|hook static functions notes          =  
}}
}}
==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." -->
This game has been listed as playable since 2019-04, however for most people has only been loadable due to rampant crashes and desyncs in the game menus, and FMV playback as of now does not work and crashes the game, the easiest workaround so far is to spam the START button every time a cutscene is played, especially to avoid crashing on RSGP 14 ''Final State''

Revision as of 09:15, 4 August 2020

Ridge Racer 7
Developer(s) Bandai Namco Games
Publisher(s) Bandai Namco Games
Series Ridge Racer
Release date(s) JP November 11, 2006
NA November 17, 2006
EU March 23, 2007
Release type PlayStation 3 exclusive
Genre(s) Racing
Mode(s) Single-player, Multiplayer
GameID(s) BCES00009 (IRD), BLUS30001 (IRD), NPUB30457, BCAS20001 (IRD), BLJS10001, BLJS50001, BLJS50010
Quick links Check Compatibility
Open Issues
Search Google
Wikipedia Page

Ridge Racer 7 (Japanese: リッジレーサー7) is the seventh console installment in the Ridge Racer series of Arcade racing games, released on the PlayStation 3 as a launch title. The game has around 40 cars, many of which return from Ridge Racer 6 and the PSP incarnations of the game. There are also 22 courses, available in forward, reverse and mirror mode. The game runs at 1080p native resolution and 60 frames per second. As in previous games within the Ridge Racer series, the gameplay centers on high speed circuit racing featuring "drift" handling, where the player slides the car around turns without great loss of speed. New features in this iteration include car body and engine customization which can affect the performance, handling and nitrous boost system of the car. Ridge Racer 7 also actively encourages players to slipstream other cars, whereas previous iterations did not mention that this technique increases speed.

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
Renderer Vulkan Recommended to get the best performance.

Advanced configuration

Setting Option Notes
Accurate RSX reservation access On lowers risk of FIFO desync errors
Driver wake-up delay 1 1ms seems to be the perfect timeout value for stability and performance, as anything over it causes frequent FIFO Desync errors within 2 minutes of booting up the game, rendering it almost unplayable.

Known Issues

This game has been listed as playable since 2019-04, however for most people has only been loadable due to rampant crashes and desyncs in the game menus, and FMV playback as of now does not work and crashes the game, the easiest workaround so far is to spam the START button every time a cutscene is played, especially to avoid crashing on RSGP 14 Final State