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Ratchet UYA, Deadlocked: Add 60 FPS split-screen patch #383
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I've merged the dynamic patches pr PCSX2/pcsx2#11801 Know that I've added a version field since you've last commented on the pr. The pr explains it. |
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The patches are now in the new format! I'm still a little hesitant to undraft until the 3/4 player modes are more tested... (I hesitate only a little.) EDIT: About the performance, apparently PCSX2 simply hates having too many Ratchets on-screen. On my previous (brief) testings, all 4 Ratchets were all visible on all 4 screens, so that was 16 Ratchets of doom. |
Tested the new format patch on 2.1.174 for Ratchet Deadlocked co-op (2 hour test)
Overall experience was stable other than some expected performance dips. It would potentially be worth enabling fine-tuning the EE Overclock to allow 190%/200% etc... but that's outside the scope of this PR. |
I didn't do any other testing, but I'm removing the draft. |
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Its worked great in my own testing, so imo worth merging as is.
Apparently CI doesn't like |
Yeah, I'll fix that soon.
…On Sun, Oct 20, 2024, 4:56 p.m. SuperSamus ***@***.***> wrote:
Apparently CI doesn't like the new patch format...
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Taking the opportunity of this being not-merged-yet to change "splitscreen" to "split-screen", and make the smallest offset BTW, you may have noticed that Up Your Arsenal has two CRCs: one for the single player mode, and one for the multiplayer. I only added the patch for the latter. This means that PCSX2's OSD (which says how many patches are enabled) doesn't count it during boot, but will only count it when opening the multiplayer mode. |
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These patches allow "Ratchet & Clank: Up Your Arsenal" and "Ratchet: Deadlocked" to play at 60 FPS during any split-screen modes, instead of the regular 30 FPS.
In reality, the game achieves 30 FPS by doing two logic steps per frame: thus, the game logic was still running at 60 FPS.
Basically, the simplified split-screen loop is (values taken from Deadlocked):
The patch simply removes a logic step and a Vsync in the loop, so that every logic step is rendered, instead of only half of them.
Usage notes
Testing done
For reviewers
REG_RCNT1_COUNT
reaches a certain threshold. I only lowered its threshold because the regular one was too high. The value I inserted was obtained through trial and error: I don't know if I could use math to get a better value.(Original post on https://forums.pcsx2.net/Thread-60-fps-codes?pid=640315#pid640315, but I can't update it anymore)
Documentation
Up Your Arsenal
Deadlocked