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Silent Hill 2 weird lines when in HD res

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Hi guys,

running Silent Hill 2 Greatest Hits with the latest dev build (game fixes and ws patches on) and everything working really great, FMV´s also.

However when I try to run a 1080p resolution I get some weird lines, they are not very prominent but still annyoing.

I know F9 fixes this, however is there a way to play in 1080p and get rid of this lines?

Street Fighter EX3 Fix Graphic Glitch

Critical Velocity help

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So I have Critical Velocity and it is a good game, but I need some big help. The cutscenes have really weird coloring, they are epilepsy-triggering like they flash different colors. What is the fix to get rid of the color-flashing?! The game would be worth playing without the flashing!

Final Fantasy-12, camera spinning like crazy, help pls!

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I have mad catz xbox 360 controller and when i try play ff-12 with it camera starts spinning itself..i have tried all possible fixes i have found so long but none have worked...sometimes spinning goes away for like 10 minutes but then it comes back...i can stop spinning when i just touch right analog stick and it may work a while or not... but its get really annoying fast...some1 here must have had same problem with this game.

Ratchet and clank at 60fps no slowdowns. possibly at 2k resolution

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Any ideas on how to get Ratchet and Clank to run at 60fps smooth with no slowdowns at all. And possibly run at maybe 2k or 4k resolution

(Sons of Liberty/Substance) Fatman becomes black

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[Image: kI5eLdR.png][Image: 1mJdsDc.png]

But his fingers are their correct color.
This also happened to Liquid Ocelot in the Tanker segment.

Playing on latest dev build with WS patch.

Persona 3 Cheats stopped working

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So I had an infinite health cheat installed for my Persona 3 game, and it's worked like a charm for quite some time. But now it won't work, even though I always have cheats enabled on my emulator. I've tried restarting the emulator countless times to no avail, please help?

Q2 2017 progress report

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<p>Hello followers and welcome to the Q2 2017 progress report. You might notice it's not as exciting as the previous report, but that is because the PCSX2 team has always slacked during summer time so this was to be fully expected Tongue That said, here are the most notable changes since the last report</p>

<p><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/progrepq22017.jpg" alt="Progress report q2 2017" width="563" height="104" style="display: block; margin-left: auto; margin-right: auto;" border="0" /></p>
<p><br /> <br /> <span style="color: #ff3333;">[Bug-Fix]</span> &nbsp; <span style="font-weight: bold; text-decoration: underline;"><a href="https://github.com/PCSX2/pcsx2/pull/1907" target="_blank" rel="noopener noreferrer">PCSX2: Fix command-line options</a></span> by <a href="https://github.com/turtleli" target="_blank" rel="noopener noreferrer">turtleli</a><br /> <br /> Since the <a href="http://forums.pcsx2.net/Thread-blog-The-return-of-the-Commandline?pid=118520&amp;highlight=commandline#pid118520" target="_blank" rel="noopener noreferrer" class="mycode_url">re-addition of the command-line interface</a> by former developer Air, the command-line code has remained untouched for years with issues arising on it as the other areas of the emulator were improved. The known issues of the command line interface were:</p>
<ul>
<li>Booting the ISO from the commandline would fail when CDVD plugin is selected on the PCSX2 GUI and vice versa.</li>
<li>The --nodisc command line option failed to work.</li>
<li>The current ISO selection was cleared when any boot source other than ISO was used in the command line.</li>
</ul>
<p><span class="mycode_b" style="font-weight: bold;">Turtleli</span>&nbsp;has fixed all of these issues and the command line options are now back to functioning properly as they should.<br /> <br /> <span style="color: #ff3333;">[Bug-Fix]</span> &nbsp; <span style="font-weight: bold; text-decoration: underline;"><a href="https://github.com/PCSX2/pcsx2/pull/2014" target="_blank" rel="noopener noreferrer">PCSX2-Counters: Proper tracking of scalar limit</a></span> by <a href="https://github.com/turtleli" target="_blank" rel="noopener noreferrer">ssakash</a><br /> <br /> PCSX2 allows modification of the base framerate limit in the Emulation settings dialog. The value of the base framerate limit is 100% by default and can be modified to effectively increase/decrease the speed of the game.<br /> <br /> We recently found out that the framerate limit wasn't updated according to the value requested by the user, due to a discrepancy in resetting the vertical synchronization timer logic whenever new settings were written to the emulator. The issue has now been fixed by forcing the reset of the timer logic whenever the emulation settings are updated.<br /> <br /> <span style="color: #9970f9;">[Upstream]</span> &nbsp; <span style="font-weight: bold; text-decoration: underline;"><a href="https://github.com/PCSX2/pcsx2/pull/1949" target="_blank" rel="noopener noreferrer">CMake: Blacklist GCC 7.0/7.1 versions</a></span> by <a href="https://github.com/gregory38" target="_blank" rel="noopener noreferrer">Gregory</a><br /> <br /> It recently came to our attention that hardware rendering has severe issues when PCSX2 is compiled using GCC versions 7.0 and 7.1 (<a href="https://github.com/PCSX2/pcsx2/issues/1937" target="_blank" rel="noopener noreferrer" class="mycode_url">#1937</a>). After analyzing the issue, we found out that these versions have some issues with generating MMX opcodes. A <a href="https://gcc.gnu.org/bugzilla/show_bug.cgi?id=80799" target="_blank" rel="noopener noreferrer" class="mycode_url">bug report</a> regarding the issue was filed on the GCC bug tracker and it was dealt with quickly thanks to the GCC developers.<br /> <br /> To prevent users from compiling PCSX2 on these affected versions, an error will now be displayed advising the user to back-port the fixed version or update GCC.<br /> <br /> <span style="color: #018ddd;">[Enhancement]</span>&nbsp; <span style="font-weight: bold; text-decoration: underline;"><a href="https://github.com/PCSX2/pcsx2/pull/1922" target="_blank" rel="noopener noreferrer">GSdx: Support for dumping GS Dumps in xz format</a></span> by <a href="https://github.com/gregory38" target="_blank" rel="noopener noreferrer">Gregory</a> and <a href="https://github.com/turtleli" target="_blank" rel="noopener noreferrer">turtleli</a><br /> <br /> A GS dump is a file which holds the data processed by the Graphics synthesizer during a specific amount of time. This file is generated with the help of the GSdx plugin and utilizing this, the developers could easily replay the graphical bugs recorded by the users on the dump.<br /> <br /> There are two different ways available for capturing GS dumps:</p>
<ul class="mycode_list">
<li><span class="mycode_b" style="font-weight: bold;">SHIFT + F8</span> - Single frame dump. (Captures GS information of a single frame)</li>
<li><span class="mycode_b" style="font-weight: bold;">CONTROL + SHIFT + F8</span> - Multiple frame dump (Captures GS information until you stop pressing your control key)</li>
</ul>
<p><br /> GS dumps are generally large in size and they could even exceed the size of 1 GB at some cases when capturing multiple frame dumps! To avoid creating huge files, GS dumps are now directly dumped in the .xz format for single frame dumps. Compression is only limited to single frame dumps for now as multiple frame dumps take longer time to compress leading to a freeze for several minutes.<br /> <br /> <span style="color: #ff6347;">[Optimization]</span>&nbsp; <span style="font-weight: bold; text-decoration: underline;"><a href="https://github.com/PCSX2/pcsx2/pull/1995" target="_blank" rel="noopener noreferrer">GSdx-OpenGL: Reduce Geometry shader overhead</a></span> by <a href="https://github.com/gregory38" target="_blank" rel="noopener noreferrer">Gregory</a><br /> <br /> The GLSL shader operations were modified in order to reduce the overhead in the geometry shader. This reduction in overhead is achieved by outputting 1 strip of 2 triangles instead of 2 strips of 1 triangle at certain scenarios.<br /> <br /> Here are some benchmarks of the change taken from Nouveau/Mesa drivers.<br /> <br /> <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/shader-opt.png" target="_blank" rel="noopener noreferrer"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/shader-opt.png" alt="Shader Optimisation" width="640" height="327" title="Shader Optimisation" border="0" /></a> <br /> <br /> However, the performance gain on games should be very small. You might gain 1-2 fps at most cases and potentially higher if the bottleneck is the geometry shader execution.<br /> <br /> <span style="color: #ff6347;">[Optimization]</span>&nbsp; <span style="font-weight: bold; text-decoration: underline;"><a href="https://github.com/PCSX2/pcsx2/pull/1942" target="_blank" rel="noopener noreferrer">GSdx-HW: Revamped buffer size calculation for custom resolutions</a></span> by <a href="https://github.com/ssakash" target="_blank" rel="noopener noreferrer">ssakash</a><br /> <br /> There is a certain configuration option of GSdx known as <span class="mycode_b" style="font-weight: bold;">"Large Framebuffer"</span>. When enabled, this option would increase the emulation accuracy in upscaled resolutions at the cost of extra workload on the GPU.<br /> <br /> Here's an example showing the effect of <span class="mycode_b" style="font-weight: bold;">Large Framebuffer</span> on ICO,<br /> <br /> <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/ico-before.png" target="_blank" rel="noopener noreferrer"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/ico-befores.png" alt="Ico Before" width="353" height="353" title="Ico Before" border="0" /></a> <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/ico-after.png" target="_blank" rel="noopener noreferrer"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/ico-afters.png" alt="Ico after" width="353" height="353" title="Shader Optimisation" border="0" /></a> <br /> Disabling the <span class="mycode_b" style="font-weight: bold;">Large Framebuffer</span> option could cause severe glitches in upscaled resolutions like the one shown above but only a limited amount of games seem to rely on this option to function properly, so the extra GPU workload introduced by enabling this option would end up useless at games which don't need it.<br /> <br /> To avoid such cases, <span class="mycode_b" style="font-weight: bold;">ssakash</span> has implemented a new buffer size calculation algorithm which increases the framebuffer size only at necessary scenarios. This effect is achieved by monitoring the scissoring values of the frame memory.<br /> <br /> In a nutshell, this is how the new algorithm works compared to the previous one.</p>
<div class="codeblock">
<div class="title">Code:</div>
<div class="body" dir="ltr"><code># Previous code<br />
if ( Large Framebuffer )<br />
&nbsp; &nbsp;IncreaseFramebufferSize();<br />
<br />
# New code<br />
if ( Large Framebuffer )<br />
{<br />
&nbsp; &nbsp;if ( IsExtraBufferSizeNecessary() )<br />
&nbsp; &nbsp; &nbsp; &nbsp; IncreaseFramebufferSize();<br />
}</code></div>
</div>
<p><br /> This new algorithm improved performance significantly on GS intensive testcases and provided around 2-5% performance boost on normal test cases. For example - On the previous algorithm, Ben 10 Alien Force: Vligax Attacks (rendering at 3840x2160) took over 20 seconds to even pass the loading screen! After this new implementation, it barely takes 3 seconds to pass the loading screen.<br /> <br /> <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/old-algo.gif" target="_blank" rel="noopener noreferrer"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/old-algo.gif" alt="Old Algorithm" width="480" height="270" title="Old Algorithm" border="0" /></a> <a href="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/new-algo.gif" target="_blank" rel="noopener noreferrer"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/new-algo.gif" alt="New Algorithm" width="480" height="270" title="New Algorithm" border="0" /></a> <br /> Now you can safely enable <span class="mycode_b" style="font-weight: bold;">Large Framebuffer</span> on custom resolutions without worrying about any useless GPU overhead. Smile <br /> <br /> <span style="color: #018ddd;">[Enhancement]</span>&nbsp; <span style="font-weight: bold; text-decoration: underline;"><a href="https://github.com/PCSX2/pcsx2/pull/1895" target="_blank" rel="noopener noreferrer">Onepad: Update to use SDL2</a></span> by <a href="https://github.com/gregory38" target="_blank" rel="noopener noreferrer">Gregory</a><br /> <br /> The Onepad plugin uses the SDL library to query the controller and interpret the raw input into game actions. These inputs vary per controller and are troublesome to deal with as you need to map the kernel information to the PS2 equivalent value.<br /> Here's how it worked with SDL 1.2: <br /><a href="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/sdl1.2_process.png" target="_blank" rel="noopener noreferrer"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/sdl1.2_process_s.png" alt="SDL 1.2" width="493" height="150" title="SDL 1.2" border="0" /></a> <br /> Upgrading SDL to version 2.0, we present a generic virtual controller abstracting the kernel information to Onepad. The values in the virtual controller are then mapped to their respective PS2 equivalent values. This gives us support for plug and play, automatic button mapping along with reduction in code complexity of Onepad. On the other hand, this change has also removed support for pressure sensitivity and the ability to manually remap the controller. The legacy Onepad versions are still available for the support of these features until they're added to the latest version of Onepad.<br /><br /> Here's a nice schema for the new implementation: <br /><a href="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/sdl2_process.png" target="_blank" rel="noopener noreferrer"><img src="https://pcsx2.net/images/stories/frontend/progress_reports/q2-2017/sdl2_process_s.png" alt="SDL 2" width="492" height="150" title="SDL 2" border="0" /></a></p>
<p>Thanks to everyone who collected the info and helped with this report once more, you know who you are Smile Next time I promise I'll post some news about our website, forum and wiki being updated along with some new handy features for our community. Stay tuned!</p>

How to Donate

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I recently downloaded the newest nightly build of PCSX2 when I saw that PCSX2 now supports mipmapping in hardware mode. I downloaded and tried out the latest PCSX2 and am so impressed and thankful to the developers for including this feature, that I would like to donate to the project. Only I can't find any way to do that. I checked the main site and looked through the forums and only have noticed that I am not the only person who would like to donate to PCSX2.

So know that as soon as you make it possible to donate to the project I will be stepping up to do that. Also, if you decide to make a PCSX2 Patreon monthly pledge site, I will join that as well. I would be happy to donate say $5 per month on a continuing basis to help keep this project moving forward. As well I am sure lots of others would join in also.

Thanks to the devs again for adding the recent mipmapping support to the hardware mode.

120/144hz Codes?

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Since there are 60 fps codes I'm wondering if there will ever be 120/144hz codes ever made? would they be harder to make than the 60 fps ones? games like ratchet and clank,jak etc would greatly benefit from it

also been searching online but I haven't found such a topic on it

Battlefield 2 modern combat problem

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is Battlefield 2 modern combat still only using software mode? .. because i test with hardware mode Directx or OpenGL still like this Sad

[Image: eYa6g5D.png]

(Nothing: 0.12% - 3) - what kind of games are we talking about ?

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From compatibility overview. Just interesting ))
And why those games still impossible to emulate ?

Clear Cached ISO selection

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whenever we load up our iso files of our ps2 games, it sticks in pcsx2's iso selector as a quick select option, remembering its proper file path; how would I go clearing this so I don't get stuck with a bunch of grayed out .iso boxes?

controller config.

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I'm having issues with my controller configuration. I'm using a CLIPtec RZG 330 controller. The D-pad is being assigned to the x/y axis with the left joystick and the right joystick is being assigned to the buttons on the right. I don't know why this is happening. I do know that the D-pad should be assigned to hat switches but I don't know how to do that. I updated the drivers for the controller but didn't help. Can anyone help me out with this.

Star Wars: Battlefront 2 Online

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Has anyone been able to play Battlefront 2 Online over the internet with a plug-in? if so, how?
I'm trying to figure out a way for me and my friend to play.
TIA Smile

Silent Hill 3 (PAL) - A couple of minor issues

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# PCSX2 version: Recent 32-bit GIT build (built on August 31st) running on Windows 10
# CPU options: None have any effect on this, it appears to be a GSdx issue
# Plugins used:GSdx 20170831211143 1.1.0
# Description:

Nothing major here, but there are two small imperfections when   the game is run in hardware mode. Firstly, when the menu is brought up in game it displays a small image in the top left corner of the game at the point you entered the menu. If you then go from the menu to the options, memos, or maps screen, and then back to the menu, that small image is usually (though not always) either gone or is corrupted. This does not happen in software mode, and no hardware mode hacks have any conclusive effect as far as I can tell, though there's a small chance that "Preload Frame Data" makes it happen less. FWIW, this happens in Silent Hill 2 as well. Attached is a before and after shot, and a gs dump.

I might as well mention the other imperfection, but I don't have a good shot of it at the moment as it's not apparent in the area I'm currently at in the game: certain polygonal scenery objects (e.g. pillars) are supposed to occlude the flashlight, but the sprites(?) representing the flashlight's flare are drawn over the top of them, giving the impression that the light is shining through a solid object. This only occurs in hardware mode, and I've seen the same issue in a few other games too. I'll attach a shot and a dump of this when I encounter it.

EDIT: Okay, I've attached an example of the flashlight issue and an GS dump of it. In game, the issue is extremely dependant on the camera angle; I had to play around to get this example. What I also noticed is that the reverse of this bug happens in hardware mode sometimes too: the flare disappears when it shouldn't.

.png   SilentHill3-Before.png (Size: 817,88 KB / Downloads: 15)

.png   SilenHill3-After.png (Size: 539,17 KB / Downloads: 13)

.xz   SilentHill3MissingImage.gs.xz (Size: 479,63 KB / Downloads: 2)

.png   Seethrough.png (Size: 2,99 MB / Downloads: 2)

.xz   SilentHill3_flashlight_issue.gs.xz (Size: 3,36 MB / Downloads: 0)

Low end pc help (detailed)

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Hello PCSX2 Community, i need help configuring the settings on my crap pc. Any help is greatly appreciated.

My specs: Intel Pentium G2030 dual core 3.0 ghz, 4gb ram, and integrated graphics card. 

So far in the emulation settings i have changed the clamping mode to none and moved the sliders in speedhack all the way to the right. I plan to download a lot of games so hopefully you guys can give me the best settings for good fps gameplay. Thanks.

Need help with a graphics glitch in Sonic Unleashed

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I have been trying to fix this for 4 hours now, but i'll resort to asking people because i can't do anything myself, originally when i first got to the gameplay stages of Sonic Unleashed, there were eye-destroying vertical green lines, though after a few configurations i managed to make it look like this: http://prntscr.com/gllvkg , i made it look like that by setting the Skipdraw to 2, so is there anyway to completly fix it?

God of War I Tex Glitch

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I scanned a copy of god of war I got for the ps2 with imgburn, booted it up in pcsx2, and im getting a small texture glitch with the magic/health chests (in attachment) and some sound gltches, as I just made it to where 2 soldiers are behind a gate, trying to escape, and monsters sneak up and 86 them, but the music cuts out just before the zoom in and the monster sounds don't regen until after the small cutscene, and the music doesn't regen until I pause and resume

version of pcsx2 is git version v1.5.0-dev-2194-gada0d5745; running emulaton settings at preset 2, leaving sound plugin settings at default, and video plugin settings at first GSdx default (OpenGL Hardware Mode)

also trying to find the addresses for the health values and magic values with cheat engine, but don't know what value to look for or scan type to choose

.png   GoW Chest Tex Glitch.PNG (Size: 531,82 KB / Downloads: 1)

THQ Heavy Iron fix

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In PCSX2, The Incredibles, The Incredibles rise of the underminer and Spongebob the movie have a patch to avoid hang at loading screen.
Recently, the Play! dev have fix the booting issue on those games in it's emulator, it can be nice to see if a PCSX2 integration will be possible.

Link to the change that fix boot:
https://github.com/jpd002/Play-/commit/3...039d6700a7
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