Test Drive Unlimited 2: Difference between revisions

From RPCS3 Wiki
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|developer = Eden Games
|developer = Eden Games
|publisher = Atari{{vgregion|}}
|publisher = Atari{{vgregion|}}
|series    = <!-- delete if not applicable -->
|series    = Test Drive<!-- delete if not applicable -->
|date      = {{vgregion|NA=February 8, 2011|AU=February 10, 2011|EU=February 11, 2011}}
|date      = {{vgregion|NA=February 8, 2011|AU=February 10, 2011|EU=February 11, 2011}}
|release  = Multi-platform<!-- 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 -->

Revision as of 20:01, 4 December 2022

Test Drive Unlimited 2
TestDriveUnlimited2.jpeg
Developer(s) Eden Games
Publisher(s) Atari
Series Test Drive
Release date(s) NA February 8, 2011
EU February 11, 2011
AU February 10, 2011
Release type Multi-platform
Genre(s) Racing
Mode(s) Single-player, Multiplayer
GameID(s) BLUS30527 (IRD), BLES00884 (IRD)
Quick links Check Compatibility
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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 OpenGL Needed for the game to run beyond the start menu.
Write color buffers On Needed along with Read Color Buffers to resolve black screen.

Advanced configuration

Setting Option Notes
Read color buffers On Needed along with Write Color Buffers to resolve black screen.
RSX FIFO accuracy Atomic Helps with stability.
Driver wake-up delay 200 Helps with stability, reduces crashes.

Known Issues

When booting up the game for the first time, the OpenGL renderer is required, otherwise the game will always crash when loading the initial cutscene. After the first section is passed, rebooting the game with the Vulkan renderer is possible.

Although the Vulkan renderer does improve performance, it is less stable with frequent freezes and desyncs. Use OpenGL instead as it is more stable.

Special Notes