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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:Skate2.jpg}}|300px]] | ||
|developer = EA Black Box | |||
|publisher = Electronic Arts | |publisher = Electronic Arts | ||
|series = Skate | |series = Skate | ||
Line 7: | Line 8: | ||
|genre = Sports | |genre = Sports | ||
|modes = Single-player, Multiplayer | |modes = Single-player, Multiplayer | ||
|gameid = {{gameid|id= | |gameid = {{gameid|id=BLUS30253, BLES00461|ird=Yes}}<br>'''''Demo'''''<br>{{gameid|id=NPEB90131|ird=NA}} | ||
}} | }} | ||
'''''Skate 2''''' (stylized as '''''skate 2''''') is the second installment in the [[:Category:Skate (Series)|Skate series]]. It is a skateboarding extreme sports game set in an open world environment and played from a third-person perspective. The game takes place in the fictional city of New San Vanelona, which | '''''Skate 2''''' (stylized as '''''skate 2''''') is the second installment in the [[:Category:Skate (Series)|Skate series]]. It is a skateboarding extreme sports game set in an open world environment and played from a third-person perspective. The game takes place in the fictional city of New San Vanelona, which tries its hardest to stop skaters, unlike the first installment in the [[:Category:Skate (Series)|Skate series]]. With a changed city, a hope to revive skating, and security everywhere, the gameplay provides quite a different feel to the first game. New San Vanelona is made up of five districts, The Res, Waterfront, Cougar Mountain, Old Town and Downtown, Although the overall look of the city is very urban (except Downtown) each district has its own unique designs and monuments. Downtown is full of slick ledges and rails, while the Upper Res is full of banks and pools to empty. Cougar Mountain is the coolest; it is home to a huge dam that has to be emptied, Danny Way's Mega Compound that is big and has lots of room to nail those hard to make tricks and grabs. | ||
Several notable skateboarding professionals appear throughout the game, such as Danny Way, Darren Navarette, Terry Kennedy, Eric Koston, Chris Cole, Pat Duffy, and Marc Johnson. | Several notable skateboarding professionals appear throughout the game, such as Danny Way, Darren Navarette, Terry Kennedy, Eric Koston, Chris Cole, Pat Duffy, and Marc Johnson. | ||
==Configuration== | ==Configuration== | ||
<!-- | <!-- 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 | |ppu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (LLVM) --> | ||
|ppu decoder notes | |ppu decoder notes = | ||
|spu decoder | |spu decoder = <!-- Interpreter (precise), Interpreter (fast), Recompiler (ASMJIT), Recompiler (LLVM) --> | ||
|spu decoder notes | |spu decoder notes = | ||
|preferred spu threads | |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 = | ||
|thread scheduler = <!-- Operating System, RPCS3 Scheduler, RPCS3 Alternative Scheduler --> | |||
|thread scheduler notes = | |||
| | |lower spu thread priority = <!-- On, Off --> | ||
| | |lower spu thread priority notes = | ||
|lower spu thread priority | |enable spu loop detection = <!-- On, Off --> | ||
|lower spu thread priority notes | |enable spu loop detection notes = | ||
|enable spu loop detection | |spu cache = <!-- On, Off --> | ||
|enable spu loop detection notes | |spu cache notes = | ||
|spu cache | |accurate xfloat = <!-- On, Off --> | ||
|spu cache notes | |accurate xfloat notes = | ||
|accurate xfloat | |spu block size = Safe<!-- Safe, Mega, Giga --> | ||
|accurate xfloat notes | |spu block size notes = Mega seems a bit slower with more fluctuation in FPS | ||
|spu block size | |tsx instructions = <!-- Enabled, Disabled, Forced --> | ||
|spu block size notes | |tsx instructions notes = | ||
|tsx instructions | |||
|tsx instructions notes | |||
<!-- GPU configuration --> | <!-- GPU configuration --> | ||
|renderer | |renderer = <!-- OpenGL, Vulkan, Disabled --> | ||
|renderer notes | |renderer notes = | ||
|aspect ratio | |aspect ratio = <!-- 4:3, 16:9 --> | ||
|aspect ratio notes | |aspect ratio notes = | ||
|framelimit | |framelimit = <!-- Off, 59.94, 50, 60, 30, Auto --> | ||
|framelimit notes | |framelimit notes = | ||
|anisotropic filter | |anisotropic filter = <!-- Auto, 2x, 4x, 8x, 16x --> | ||
|anisotropic filter notes | |anisotropic filter notes = | ||
|anti-aliasing | |anti-aliasing = <!-- Auto, Disabled --> | ||
|anti-aliasing notes | |anti-aliasing notes = | ||
|default resolution | |zcull accuracy = Relaxed<!-- Precise, Approximate, Relaxed --> | ||
|default resolution notes | |zcull accuracy notes = Improves performance, no known issues | ||
|resolution scale | |default resolution = <!-- 1920x1080, 1280x720, 720x480, 720x576, 1600x1080, 1440x1080, 1280x1080, 960x1080 --> | ||
|resolution scale notes | |default resolution notes = | ||
|resolution scale threshold | |resolution scale = <!-- Value between 50% to 800% --> | ||
|resolution scale threshold notes | |resolution scale notes = | ||
|write color buffers | |resolution scale threshold = <!-- Value between 1 to 1024 in the format 16 x 16 --> | ||
|write color buffers notes | |resolution scale threshold notes = | ||
|strict rendering mode | |shader mode = <!-- Legacy (singlethreaded), Async (multithreaded), Async with Shader Interpreter, Shader Interpreter only --> | ||
|strict rendering mode notes | |shader mode notes = | ||
|vsync | |write color buffers = On<!-- On, Off --> | ||
|vsync notes | |write color buffers notes = Fixes excessive brightness | ||
|stretch to display area | |strict rendering mode = <!-- On, Off --> | ||
|stretch to display area notes | |strict rendering mode notes = | ||
|disable vertex cache | |vsync = <!-- On, Off --> | ||
|disable vertex cache notes | |vsync notes = | ||
|multithreaded rsx | |stretch to display area = <!-- On, Off --> | ||
|multithreaded rsx notes | |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 | |||
|asynchronous texture streaming = <!-- On, Off --> | |||
|asynchronous texture streaming notes = | |||
<!-- Audio configuration --> | <!-- Audio configuration --> | ||
|audio out windows | |audio out windows = <!-- XAudio2, OpenAL, Disabled --> | ||
|audio out windows notes | |audio out windows notes = | ||
|audio out linux | |audio out linux = <!-- OpenAL, PulseAudio, ALSA, Disabled --> | ||
|audio out linux notes | |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 | |volume = <!-- Value between 0% to 200% --> | ||
|volume notes | |volume notes = | ||
|enable buffering | |enable buffering = <!-- On, Off --> | ||
|enable buffering notes | |enable buffering notes = | ||
|audio buffer duration | |audio buffer duration = <!-- Value between 20ms to 250ms --> | ||
|audio buffer duration notes | |audio buffer duration notes = | ||
|enable time stretching | |enable time stretching = <!-- On, Off --> | ||
|enable time stretching notes | |enable time stretching notes = | ||
|time stretching threshold | |time stretching threshold = <!-- Value between 0% to 100% --> | ||
|time stretching threshold notes | |time stretching threshold notes = | ||
|microphone type | |microphone type = <!-- Disabled, Standard, SingStar, Real SingStar, Rocksmith --> | ||
|microphone type notes | |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 --> | <!-- Advanced configuration --> | ||
|debug console mode | |debug console mode = <!-- On, Off --> | ||
|debug console mode notes | |debug console mode notes = | ||
|sleep timers accuracy | |accurate llvm dfma = <!-- On, Off --> | ||
|sleep timers accuracy notes | |accurate llvm dfma notes = | ||
|read depth buffers | |accurate rsx reservation access = <!-- On, Off --> | ||
|read depth buffers notes | |accurate rsx reservation access notes = | ||
|write depth buffers | |ppu llvm accurate vector nans = <!-- On, Off --> | ||
|write depth buffers notes | |ppu llvm accurate vector nans notes = | ||
|read color buffers | |silence all logs = <!-- On, Off --> | ||
|read color buffers notes = | |silence all logs notes = | ||
|vblank rate | |sleep timers accuracy = <!-- As Host, Usleep Only, All Timers --> | ||
|vblank rate notes | |sleep timers accuracy notes = | ||
|clocks scale | |maximum spurs threads = <!-- Unlimited, Single digit between 0 to 5 (e.g. 3) --> | ||
|clocks scale notes | |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 = | |||
|clocks scale = <!-- Value between 10 to 1000 --> | |||
|clocks scale notes = | |||
<!-- Debug configuration --> | <!-- Debug configuration --> | ||
|force cpu blit emulation | |disable zcull occlusion queries = <!-- On, Off --> | ||
|force cpu blit emulation notes | |disable zcull occlusion queries notes = | ||
|use gpu texture scaling | |force cpu blit emulation = <!-- On, Off --> | ||
|use gpu texture scaling notes | |force cpu blit emulation notes = | ||
|accurate getllar | |use gpu texture scaling = <!-- On, Off --> | ||
|accurate getllar notes | |use gpu texture scaling notes = | ||
| | |accurate getllar = <!-- On, Off --> | ||
|accurate | |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 = | |||
|ppu llvm java mode handling = <!-- True, False --> | |||
|ppu llvm java mode handling 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." --> | ||
=== Objects can fall through the ground randomly - <i>{{issue|11936}}</i>=== | |||
When in-game, objects such as rubbish bins can fall through the ground then appear in the normal position and fall through the ground again repeatedly. A workaround for it is to use ASMJIT for SPU Decoding, you can also try testing on RPCS3 builds older than May 2022 as according to user reports this regression only popped up sometime around that month. Rebooting the game will also fix it. | |||
==Special Notes== | |||
{{netplay | |||
|gamever = 1.02 | |||
|connect = Yes <!-- Yes, No, Partial, Untested, N/A --> | |||
|lobbies = No <!-- Yes, No, Partial, Untested, N/A --> | |||
|match = No <!-- Yes, No, Partial, Untested, N/A --> | |||
|features = No <!-- Yes, No, Partial, Untested, N/A --> | |||
|notes = Requires Custom server [https://hallofmeat.net Custom server(WIP) page] | |||
}} | |||
{{patch | |||
|type = PPU | |||
|version = 1.2 | |||
|content = | |||
PPU-c5d2fd31933f88313956774b84346d242979eba6: | |||
21:9 Aspect Ratio: | |||
Games: | |||
"Skate 2": | |||
BLUS30253: [ 01.02 ] | |||
Author: tuukkas | |||
Notes: Users need to enable the "Stretch to Display Area" option in RPCS3 for this patch to work. | |||
Patch Version: 1.0 | |||
Patch: | |||
- [ be32, 0x01311760, 0x4002F1BD ] | |||
Disable Fisheye: | |||
Games: | |||
"Skate 2": | |||
BLUS30253: [ 01.02 ] | |||
Author: illusion | |||
Notes: | |||
Patch Version: 1.0 | |||
Patch: | |||
- [ be32, 0x0043c84c, 0xc0090088 ] # lfs f0,0x88(r9) | |||
- [ be32, 0x0043c808, 0xc3c90048 ] # lfs f30,0x48(r9) | |||
PPU-8fd7b704255420d0e9a6b337b6d1bcaae39ff569: | |||
21:9 Aspect Ratio: | |||
Games: | |||
"Skate 2": | |||
BLES00461: [ 01.02 ] | |||
Author: tuukkas | |||
Notes: Users need to enable the "Stretch to Display Area" option in RPCS3 for this patch to work. | |||
Patch Version: 1.0 | |||
Patch: | |||
- [ be32, 0x01311760, 0x4002F1BD ] | |||
Disable Fisheye: | |||
Games: | |||
"Skate 2": | |||
BLES00461: [ 01.02 ] | |||
Author: illusion | |||
Notes: | |||
Patch Version: 1.0 | |||
Patch: | |||
- [ be32, 0x0043c84c, 0xc0090088 ] # lfs f0,0x88(r9) | |||
- [ be32, 0x0043c808, 0xc3c90048 ] # lfs f30,0x48(r9) | |||
}} |
Revision as of 20:46, 23 December 2022
Skate 2 | |
---|---|
Developer(s) | EA Black Box |
Publisher(s) | Electronic Arts |
Series | Skate |
Release date(s) | NA January 21, 2009 AU January 22, 2009 EU January 23, 2009 |
Release type | Console exclusive |
Genre(s) | Sports |
Mode(s) | Single-player, Multiplayer |
GameID(s) | BLUS30253 (IRD), BLES00461 (IRD) Demo NPEB90131 |
Quick links | Check Compatibility Open Issues Search Google Wikipedia Page |
Skate 2 (stylized as skate 2) is the second installment in the Skate series. It is a skateboarding extreme sports game set in an open world environment and played from a third-person perspective. The game takes place in the fictional city of New San Vanelona, which tries its hardest to stop skaters, unlike the first installment in the Skate series. With a changed city, a hope to revive skating, and security everywhere, the gameplay provides quite a different feel to the first game. New San Vanelona is made up of five districts, The Res, Waterfront, Cougar Mountain, Old Town and Downtown, Although the overall look of the city is very urban (except Downtown) each district has its own unique designs and monuments. Downtown is full of slick ledges and rails, while the Upper Res is full of banks and pools to empty. Cougar Mountain is the coolest; it is home to a huge dam that has to be emptied, Danny Way's Mega Compound that is big and has lots of room to nail those hard to make tricks and grabs.
Several notable skateboarding professionals appear throughout the game, such as Danny Way, Darren Navarette, Terry Kennedy, Eric Koston, Chris Cole, Pat Duffy, and Marc Johnson.
Configuration
Options that deviate from RPCS3's default settings and provide the best experience with this title are listed below.
CPU configuration
Setting | Option | Notes |
---|---|---|
SPU block size | Safe | Mega seems a bit slower with more fluctuation in FPS |
GPU configuration
Setting | Option | Notes |
---|---|---|
ZCULL accuracy | Relaxed | Improves performance, no known issues |
Write color buffers | On | Fixes excessive brightness |
Multithreaded RSX | On | Improves performance |
Known Issues
Objects can fall through the ground randomly - Issue 11936
When in-game, objects such as rubbish bins can fall through the ground then appear in the normal position and fall through the ground again repeatedly. A workaround for it is to use ASMJIT for SPU Decoding, you can also try testing on RPCS3 builds older than May 2022 as according to user reports this regression only popped up sometime around that month. Rebooting the game will also fix it.
Special Notes
Netplay testing
For the complete list of games tested with RPCN, please check the RPCN Compatibility List.
Game Version | RPCS3 Version | Connects? | Create/Join lobbies? | Match with others? | Online features working? | Requires custom servers? | Notes |
---|---|---|---|---|---|---|---|
1.02 | Yes | No | No | No | Requires Custom server Custom server(WIP) page |
Patches
PPU-c5d2fd31933f88313956774b84346d242979eba6: 21:9 Aspect Ratio: Games: "Skate 2": BLUS30253: [ 01.02 ] Author: tuukkas Notes: Users need to enable the "Stretch to Display Area" option in RPCS3 for this patch to work. Patch Version: 1.0 Patch: - [ be32, 0x01311760, 0x4002F1BD ] Disable Fisheye: Games: "Skate 2": BLUS30253: [ 01.02 ] Author: illusion Notes: Patch Version: 1.0 Patch: - [ be32, 0x0043c84c, 0xc0090088 ] # lfs f0,0x88(r9) - [ be32, 0x0043c808, 0xc3c90048 ] # lfs f30,0x48(r9) PPU-8fd7b704255420d0e9a6b337b6d1bcaae39ff569: 21:9 Aspect Ratio: Games: "Skate 2": BLES00461: [ 01.02 ] Author: tuukkas Notes: Users need to enable the "Stretch to Display Area" option in RPCS3 for this patch to work. Patch Version: 1.0 Patch: - [ be32, 0x01311760, 0x4002F1BD ] Disable Fisheye: Games: "Skate 2": BLES00461: [ 01.02 ] Author: illusion Notes: Patch Version: 1.0 Patch: - [ be32, 0x0043c84c, 0xc0090088 ] # lfs f0,0x88(r9) - [ be32, 0x0043c808, 0xc3c90048 ] # lfs f30,0x48(r9)