Call of Duty - World at War - Final Fronts [SLUS 21746] (U)
#1
status=5;
version=1.7.0;
console=PS2;
crc=BFF3DBCB;
img_t=empty;
img_f=empty;
wikiurl=Link;
Code:
empty
Intel Core i7 920 @ 3.4 Ghz | 6 GB DDR3 RAM in Triple Channel | GeForce GTX 285
2.5 TB Hard Drive Space | Windows 7 Ultimate x64

Official betatester of PCSX2
Reply

Sponsored links

#2
PC Specs:

CPU: Intel Core i7 @ 3.4Ghz
GPU: Nvidia GTX 285 768MB

Build Description: PCSX2 24 02 2013 1.1.0 r5576 - Windows
GSdx 5570 SSE41 [23 02 2013]
LilyPad 0.11.0 [13 01 2013]
cdvdGigaherz 0.8.0 [13 01 2013]
USBnull Driver 0.7.0 [13 01 2013]
SPU2-X 2.0.0 [24 02 2013]
DEV9null Driver 0.5.0 [13 01 2013]
FWnull Driver 0.7.0 [13 01 2013]
USA v02.00(14/06/2004) Console
DC and MTGS | VU1Rec and VU0Rec | rCache 0 | Console 1 | Patches 0

EE/VU Clamp modes: Normal/Normal
EE/VU Rounding: Chop/Chop

Speedhacks Used:

N/A

Gamefixes Used:

N/A

Amount of testing done (little/medium/much/completed-game): medium

Comments:

Status is unchanged. Runs at full speed.

Bugs:

N/A

Status
Playable
Intel Core i7 920 @ 3.4 Ghz | 6 GB DDR3 RAM in Triple Channel | GeForce GTX 285
2.5 TB Hard Drive Space | Windows 7 Ultimate x64

Official betatester of PCSX2
Reply
#3
PC Specs:

CPU: Intel Core i7-6700 @ 3.40GHz
GPU: AMD Radeon RX 480

Build Description: PCSX2 1.7.2618 - Windows
If other please specify: GSdx-AVX2

BIOS Used: Japan v02.20(05/09/2006) Console (Ripped from a silver SCPH-79001 NTSC U/C Slim model)

EE/VU Clamp modes: Normal/Normal
EE/VU Rounding: Chop/Chop

GSdx Settings:
  • Renderer: Direct3D 12 (Hardware)
  • Internal Resolution: 2x Native (~720p) - Occasionally 3x Native (~1080p)
  • Texture Filtering: Bilinear (PS2)
  • Anisotropic Filtering: Off
  • Mipmapping: Automatic (Default)
  • CRC Hack Level: Automatic (Default)
  • Blending Accuracy: High
  • Texture Preloading: Full(Hash Cache)
  • HW Hacks: Automatic

GSdx HW Hacks: Automatic

Speedhacks Used:
  • Enable INTC Spin Detection
  • Enable Wait Loop Detection
  • mVU Flag Hack
  • Instant VU1

Gamefixes Used: Automatic


Amount of testing done (little/medium/much/completed-game): medium


Comments:

After two years of this game being the bane of my PCSX2 experience, I've finally figured out what's up with this game and have found a workaround that will allow for acceptable performance while playing it.

This game suffers from texture cache issues that cause massive slowdown, so at the start of each mission you must press F9 twice to swap between Software and Hardware renderers in order to clear the cache. Press once to switch to Software Mode, then once more to switch back to Hardware Mode - You only need to do this once per level.
Once that's done, the game runs flawlessly at 2x resolution with no noticeable glitches- though it's not quite fast enough to handle 3x resolution consistently. Recommend using Direct3D 12 with High Blending Accuracy for best results.

Bugs:

On the tutorial mission - right after the opening cutscene - the player may occasionally fall through the ground and out of the level boundary. Restarting the level will fix this.


Status
Playable
Reply
#4
Update - Aug 6, 2022:
Thanks to the improvements up to and including v1.7.3163 ("GS/TextureCache: Elide copies when source matches target"),
PCSX2's performance in running COD Final Fronts with DirectX 12 on higher resolutions has greatly improved.
For my specs, playing Final Fronts in 3x NativeĀ (1080p) is now a feasible option.

Benchmark ~ Based on rough low-end reading:
Level: Betio Assault - In the first trench line just past the beach.

Old (1.7.2618): 44 fps

New (1.7.3167): 70 fps

Change(s) from previous test:
  • Build Description: PCSX2 1.7.3167 - Windows
  • 3x Native (~1080p)
  • MTVU (Multi-Threaded VU1)
  • Anti Blur

All other options and observations are the same as my previous post.
Reply




Users browsing this thread: 2 Guest(s)