rpcs3 icon indicating copy to clipboard operation
rpcs3 copied to clipboard

[Tracking Issue] Ratchet & Clank Series

Open segevfiner opened this issue 1 year ago • 12 comments

Open

  • https://github.com/RPCS3/rpcs3/issues/8653, https://github.com/RPCS3/rpcs3/issues/13888 - Happens in all games AFAIK, has canary patches in the wiki, check each game's page. (See https://wiki.rpcs3.net/index.php?title=Help:Game_Patches for instructions)
  • https://github.com/RPCS3/rpcs3/issues/12058
  • https://github.com/RPCS3/rpcs3/issues/12375
  • https://github.com/RPCS3/rpcs3/issues/12439
  • https://github.com/RPCS3/rpcs3/issues/12830
  • https://github.com/RPCS3/rpcs3/issues/13907
  • https://github.com/RPCS3/rpcs3/issues/14053
  • https://github.com/RPCS3/rpcs3/issues/15427
  • https://github.com/RPCS3/rpcs3/issues/15440

Fixed

  • https://github.com/RPCS3/rpcs3/issues/10754
    • https://github.com/RPCS3/rpcs3/pull/15483
    • If the performance of this on NVIDIA GPUs is bad for you, please open an issue.
  • https://github.com/RPCS3/rpcs3/issues/15566
  • https://github.com/RPCS3/rpcs3/issues/15472

Opened this since I really want to play those games in pristine condition, and I'm already monitoring the issues for progress, since others might find this list helpful. If you rather this be placed somewhere else or not at all, let me know.

segevfiner avatar Apr 26 '24 10:04 segevfiner

1. Bugged swingshot on infinite fps

When frametime is set to infinite (higher than PS3 Native) Ratchet's ability to swing is circumscribed. The momentum speed is too slow to reach platform in Vorselon's Warship.

https://github.com/RPCS3/rpcs3/assets/63920067/083f94f2-66c1-4114-bfec-d84cfdf8171f

Situation gets fixed after limiting fps for example to 60.

https://github.com/RPCS3/rpcs3/assets/63920067/bba614de-6269-4325-ab48-a0fca8da1413

2. Falling underground after using deploying weapons

Equipping Tesla Spikes and firing it cause Ratchet to fall under the floor. The player can't move or change the weapon and is forced to load a save. This can also happen while using CryoMine Glove, Groovitron and it happend to me once after summoning Mr. Zurkon.

SPU Decoder set to Interpreter (static) seems to be free from this occurrence

https://github.com/RPCS3/rpcs3/assets/63920067/d53eaa5c-4a14-43f3-9944-d972f01fe3b1

Other issues:

  • Saves are often corrupting after alt + f4, happend to me 7 times in 16h of gameplay.
  • Textures of weapons/projectiles are flashing (regresion), but do not cause fps drop.
  • Not moving or having active menu still cause freezes.
  • The game still crashes frequently on the first planet (Quantos) when the player is trying to save the Fongoid children, where obstacles move over time.

Fixes from the last two years::

  • Game no longer freezes in canyon (planet Quantos). It was a nighmare to kills five riders and two hydra tank after multiple crashes happening back then.
  • Hover boots no longer slow down on jump pads.
  • Grinding on rails no longer cause Ratchet to fall. In older versions of the emulator setting SPU Decoder to slower one was also fixing the intangible rails.
  • Read Color Buffers in Advanced tab fixes black squares over fire to display correctly.

Settings OS: Windows 11 CPU: i5-12400F GPU: RTX 4070 RPCS3: 0.0.32-16430-04d6ff27 Alpha | master Game version: BCES00511 v.01.20 Zrzut ekranu 2024-05-08 185653 Zrzut ekranu 2024-05-08 185719 Zrzut ekranu 2024-05-08 185838

Hamtaro30214 avatar May 08 '24 19:05 Hamtaro30214

I think it might be best to submit those as new issues, this is a tracking issue just for keeping track of the others. So there is a better chance of the maintainers seeing them. Though a maintainer might say otherwise.

I think unlocked FPS bugs are known though and it is simply the game that doesn't support that, and I'm not sure RPCS3 has GameDB still feature to automatically set such settings required for each game and they are documented in the wiki for now

segevfiner avatar May 08 '24 21:05 segevfiner

I'm really hoping that the water glitch gets fixed, as it's really obvious and probably the most widespread graphical issue for the Insomniac engine, as in it's in all the Ratchet & Clank games and most of the Resistance games. Although knowing how much the engine changed over the years, I have to wonder if it's secretly multiple underlying issues across these games. Maybe, maybe not, it seems like it could be how the emulator loads in the procedural textures for the shader, at least that what I got from reading an article saying how Insomniac did some funky things to get their noise textures in.

JimScript avatar May 14 '24 20:05 JimScript

The water rendering changed after implementing signed normalization for INT8 textures correctly, but it still looks odd. The problem is the complexity of the shaders in question especially after full decompilation. It's also harder to follow logic due to instruction shuffling. I was however able to identify what the water shader was doing at a high level and found the texture bug that way. If possible, it would be highly beneficial to identify a game that has broken refraction on rpcs3 but also has a PC port.

kd-11 avatar Jun 11 '24 23:06 kd-11

I just wanted to comment and say thank you so much for finally looking at this. Ive been waiting to be able to replay my old R&C games after losing my PS3 years ago. cant wait till this is complete! Thanks again

HeartPerfusion avatar Jun 16 '24 23:06 HeartPerfusion

Btw, I need a ToD save for the flamethrower performance investigation. There is a chance it's not fixable but we can at least look into it and figure out why it drops performance so hard.

kd-11 avatar Jun 29 '24 12:06 kd-11

Btw, I need a ToD save for the flamethrower performance investigation. There is a chance it's not fixable but we can at least look into it and figure out why it drops performance so hard.

Will any complete save do? Mine has maxed out weapons and everything else

Valtekken avatar Jun 29 '24 13:06 Valtekken

Here's a 100% save(minus buying the last armor) on planet Mukow: BCUS98127_SAVE_9.zip

JimScript avatar Jun 29 '24 16:06 JimScript

The water rendering changed after implementing signed normalization for INT8 textures correctly, but it still looks odd.

It only seemed to change the water in ACIT and beyond, ToD and QFB still looked the same after the update. Could it be that it is a different shader or that it just had different source textures? It does line up with the Forward/Deferred rendering split this series had.

JimScript avatar Jul 05 '24 21:07 JimScript

About #13907, the ToD flickering texture issue, I think it is might actually just be a lack of polygon z-depth accuracy for the whole series. I noticed it in Into the Nexus as well, and when I clipped into a mesh that did it(a jetpack fuel station) I noticed that there were in fact 2 faces very close to each other. The Jetpack fuel station: NPUA80908_screenshot_2024_09_19_13_03_15 Clipping into the fuel station's panel: NPUA80908_screenshot_2024_09_19_13_02_54

JimScript avatar Sep 19 '24 20:09 JimScript