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Jak and Daxter: The Precursor Legacy (OpenGOAL)

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Jak and Daxter: The Precursor Legacy
Jak and Daxter: The Precursor Legacy cover
Developers
Original Naughty Dog
Publishers
Original Sony Computer Entertainment
Engines
OpenGOAL
Release dates
Windows April 3, 2022
Linux April 3, 2022
Taxonomy
Monetization One-time game purchase
Microtransactions None
Modes Singleplayer
Pacing Real-time
Perspectives Third-person
Controls Direct control
Genres Platform
Art styles Cartoon
Themes Sci-fi
Series Jak and Daxter
Jak and Daxter: The Precursor Legacy (OpenGOAL) on HowLongToBeat
Jak and Daxter: The Precursor Legacy (OpenGOAL) on IGDB
Jak and Daxter: The Precursor Legacy (OpenGOAL) guide on StrategyWiki
Jak and Daxter: The Precursor Legacy (OpenGOAL) on MobyGames
Jak and Daxter: The Precursor Legacy (OpenGOAL) on Wikipedia
Jak and Daxter
Jak and Daxter: The Precursor Legacy (OpenGOAL) 2022
Jak II (OpenGOAL) 2023
Jak 3 (OpenGOAL) TBA

Unofficial port of Jak and Daxter: The Precursor Legacy for Windows and Linux. It is part of the OpenGOAL engine project which aims to revive the proprietary Lisp-based GOAL programming language used by Naughty Dog, namely in their Jak and Daxter series.

Availability

Source DRM Notes Keys OS
Official website
DRM-free
Requires an original PlayStation 2 copy of Jak and Daxter: The Precursor Legacy.
Windows
Linux

Monetization

Type Notes
One-time game purchase As the project is a source port, an original PlayStation 2 copy of Jak and Daxter: The Precursor Legacy is required.

Microtransactions

Type Notes
No microtransactions The game does not contain microtransactions.

Game data

Configuration file(s) location

System Location
Windows %APPDATA%\OpenGOAL\jak1\settings\
Linux $XDG_CONFIG_HOME/OpenGOAL/jak1/settings/
This game follows the XDG Base Directory Specification on Linux.

Save game data location

System Location
Windows %APPDATA%\OpenGOAL\jak1\saves\<user-id>\
Linux $XDG_CONFIG_HOME/OpenGOAL/jak1/saves/<user-id>/

Video

Graphics feature State Notes
Widescreen resolution
Some minor graphical effects, such as screen fades, display incorrectly at non-4:3 aspect ratios. Supports both original Vert- and new Hor+ behavior.[1]
Multi-monitor
Ultra-widescreen
Cutscenes are pillarboxed. Most UI elements don't properly scale.
4K Ultra HD
Field of view (FOV)
Not implemented yet.[2]
Windowed
Borderless fullscreen windowed
Anisotropic filtering (AF)
[3]
Anti-aliasing (AA)
Up to 16x MSAA.[Note 1]
High-fidelity upscaling
See the glossary page for potential workarounds.
Vertical sync (Vsync)
60 FPS and 120+ FPS
Changeable max FPS experimental.
High dynamic range display (HDR)
See the glossary page for potential alternatives.
Ray tracing (RT)

Input

Keyboard and mouse State Notes
Remapping
Mouse acceleration
Mouse sensitivity
Mouse input in menus
Mouse Y-axis inversion
Controller
Controller support
Full controller support
Controller remapping
See the glossary page for potential workarounds.
Controller sensitivity
Controller Y-axis inversion
Controller types
XInput-compatible controllers
Xbox button prompts
Impulse Trigger vibration
PlayStation controllers
DualSense also supported.
PlayStation button prompts
Light bar support
Toggles are available for each function of the lightbar: HP, Eco type, and Heat level when using the Zoomer Vehicle.[5]
Adaptive trigger support
DualSense haptic feedback support
Connection modes Wired, Wireless (Bluetooth)
Generic/other controllers
See the glossary page for potential workarounds.
Additional information
Controller hotplugging
Haptic feedback
Digital movement supported
Simultaneous controller+KB/M

Audio

Audio feature State Notes
Separate volume controls
SFX, Music, Speech.
Surround sound
Subtitles
Can be toggled during cutscenes by pressing the Square button on a PlayStation controller, or the X button on an Xbox controller.[6] Can also specify whether the speaker is indicated either always or when off-screen.[7]
Closed captions
Mute on focus lost
Royalty free audio

Localizations

Language UI Audio Sub Notes
English
French
German
Hungarian
Subtitles not implemented yet.
Italian
Japanese
Subtitles not implemented yet.
Brazilian Portuguese
Interface text not implemented yet.
Spanish

Other information

API

Technical specs Supported Notes
OpenGL 4.3 [9]
Executable 32-bit 64-bit Notes
Windows
[8]
Linux
[8]

Middleware

No middleware information; you can edit this page to add it.

System requirements

Windows
Minimum[10]
Operating system (OS) 10
Processor (CPU) AVX-compatible processor
System memory (RAM) 2 GB available
Hard disk drive (HDD)
Video card (GPU) OpenGL 4.3 compatible
A 64-bit operating system is required.
AMD Radeon users should update the graphics driver to version 22.7.1 or newer
Linux
Minimum[10]
Operating system (OS)
Processor (CPU) AVX-compatible processor
System memory (RAM) 2 GB available
Hard disk drive (HDD)
Video card (GPU) OpenGL 4.3 compatible
A 64-bit operating system is required.


Notes

  1. 16x MSAA acts as 8x FSAA on Nvidia cards, resulting in textures and transparency being antialiased in addition to polygonal edges.[4]

References

  1. In-game Settings - OpenGOAL - last accessed on 2023-06-28
  2. https://github.com/open-goal/jak-project/discussions/2524
  3. Verified by User:SirYodaJedi on 2022-08-14
    No blurring is present at oblique angles, even at 512x448 internal resolution. I am not forcing 16x AF in my GPU's control panel.
  4. Verified by User:SirYodaJedi on 2022-08-14
    This results in an appearance similar to 4x or 8x SGSSAA, but without the blurring caused by Nvidia's OpenGL driver bugs.
  5. In-game Settings - OpenGOAL - last accessed on 2023-07-12
  6. In-game Settings - OpenGOAL (subtitles) - last accessed on 2023-06-28
  7. In-game Settings - OpenGOAL (show speaker in subtitles) - last accessed on 2023-06-28
  8. 8.0 8.1 GitHub - jak-project/FAQ.md - last accessed on 2022-06-16
    "x86-64 CPU with AVX support."
  9. GitHub - jak-project/FAQ.md - last accessed on 2022-06-16
    "Graphics card that supports OpenGL 4.3."
  10. 10.0 10.1 Frequently Asked Questions - OpenGOAL - last accessed on 2022-08-15