This was unbearable, and after a few seconds, I began editing the settings to find a solution. I decided to open my older 1.40 PCSX2 and run Ratchet & Clank.Īgain, the game’s textures were buggy, causing an obvious discoloration in nearly everything on screen. In other words, it could have been unstable compared to other versions. The version of PCSX2 that I currently use is a 1.7.0 build used for development. I was ready to give up at this point, but I had a couple more ideas. I kept trying new things I moved other settings around and looked at YouTube guides on how to prevent frequent frame rate drops, but nothing worked. However, instead of helping, these changes made the game even more demanding and intensified the slowdowns. This guide was vague, but I tried following it anyway. This is when I resorted to Google, where I found a thread of ideal settings for running Ratchet & Clank. When I travelled to highly-detailed areas of Novalis (the game's second planet), frame-rate drops came back to haunt me. With this configuration, the slowdowns in the first area of the game were infrequent enough for me to keep my sanity. Eventually, I changed EE Cyclerate to -2, EE Cycle Skipping to 0 and Texture Offset to 320 (x) by 320 (y). ![]() I went back into the settings and continued moving stuff around. ![]() However, I was experiencing low frame rates and frequent slowdowns whenever I tossed a bomb or when expansive vistas came into view. I hopped back in and breathed a sigh of relief I no longer suffered graphical issues. I have no clue what did the trick, but at the time, I didn’t care and just went back to playing. It was so unbearable that I went into PCSX2’s options menu and randomly switched between the values within texture filtering, hack levels, anisotropic filtering, interlacing, texture offsets and render settings until my issue was fixed. As I moved Ratchet, nearly every on-screen model turned into spaghetti, flinging around as if a toddler was having a fit. I sighed and carried on, hoping that the game itself would be fine I was wrong. I booted up the first Ratchet & Clank game and noticed that the sides of the main menu were glitching and stretching across the screen. After all, the game seemed nowhere near as hardware-demanding as Shadow of the Colossus. Like a naive child, I hoped Ratchet & Clank would be different. Extensive troubleshooting didn’t fix this issue, either. Since this is a game about pressing the buttons shown on screen, them not being visible made it difficult to play. When going through PaRappa the Rapper 2, certain models glitched in front of rhythm prompts. In reality, I should’ve pulled out my PS3 instead of enduring the technical issues.Įmulation can also make a game unplayable. I couldn’t find a solution, as the game constantly jumped between so much bloom that the sky was blinding or absolutely no bloom at all. The sky was lacking bloom, and after watching videos of how Shadow of the Colossus originally ran on PS2, I realized this wasn’t how it should be. With all that, my emulation was still poorly reproduced. it's noticeable but far from unplayable.The mayhem of PCSX2 settings (Image credit: PCSX2) The game runs extremely well when out of combat, but when faced with a number of enemies, the game does lag slightly, i.e. ![]() Also, character's and enemies' shadows, at least on Florana, are kind of off. ![]() the opening and Nature's Mysteries, will stutter significantly and generally just not be enjoyable to sit through. This is all using a dev edition of PCSX2 1.5.0.Įdit: Everything works mostly okay so far on Ratchet and Clank 3. FXAA and Texture Filtering are both enabled under Shader Config. HW Hacks are disabled and Accurate Date is Fast. Anisotropic filtering is off, Mipmapping is Full, and CRC Hacks is Full. I have the Internal Resolution set to 1080p (3x native), but obviously a lower internal resolution could yield better performance. I have Large Framebuffer disabled and 8-bit textures disabled (I could load the entire game twice over into VRAM so I don't mind the 8-bit to 32-bit conversion hogging it, but I'd imagine you might want it on with 1GB of VRAM). I don't think it'd hurt to try, but PCSX2 recommends it for 3+ cores and doesn't mention threads.įor my video settings, I'm using Direct3D 11 (Hardware), Automatic Interlacing and Bilinear (PS2) Texture Filtering. Since an i3 will have 2 cores but 4 threads, I'm not entirely sure if I'd enable MTVU in your case. My specs are: Ryzen 1700 16GB DDR.įor speedhacks under Emulation Settings, I have it set to 3 (Balanced), and I have MTVU enabled for multi-core processing. I'm going to burn it from my disc and try playing it on PCSX2, but for the time being, I'll give you my settings that seem to work well for R&C 2 since R&C 3 uses the same engine as R&C 2 (Insomniac Engine v1.0).
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