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Okami emulation problems

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Hi everyone 
I'm havin this issue both with 1.5 and 1.6, when emulating Okami everything works fine except for a strange kind of overlay in graphics, it's like the texture of the celestial brush screen has been extended to all the game; I changed plugins with no results. is anyone eperiencing this? hope someone has fixed it. regardless, thanks for everything!

Pls help: ELF does not have a path

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Yesterday I was able to play games without an issue. Today when attempting to load any game I was met with an error stating "ELF does not have a path". This error appeared for all games I attempted. I had 3 versions of the emulator installed. 1.0.0, 1.4.0, and 1.6.0. This same error was appearing in all versions.

I attempted to uninstall and re-install the emulator. Eventually I scrubbed all files from all versions from my machine and re-installed via the website. The program appears to install successfully, but it freezes during set up after confirming the plug in settings.

I don't know how to progress from here. I can't even get past set up.

Shadowman 2nd Coming

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So the last post about this game I could find is very very old and my own thread was back in 2013 I think so thought I'd just post this.

The texture issues are still here in 1.6, was hoping it would be fixed.

Has anyone found a workaround for this game yet? Seems it's an emulation issue in general as I get the same problem when using Free McBoot and even on my PS3 I have the missing textures. Sadly I can't play this using the disc as my PS2 doesn't read discs anymore.

I know that Prafull has been doing a great job patching games, especially with his recent Primal patch, has he done anything with Shadowman 2? Can't seem to find anything.

Hey guys I made great natural shader for ps1 may be you port it to your platform

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Hey! May be it will be interesting. I started to play in PS1 and got extremely bad graphics, and found that there is no shader/filtering solution

So, I created my using previous shader, I hope it will be useful, you could use some idea or part of code

The problem in emulation of CRT platforms - actually graphics looks more natural on CRT tv cause there is some analog noise. Also, CRT and LCD colors are different, different brighness levels and CRT 0-255 is not equal to LCD 0-255, on LCD black is very black and white is very white. Also, you could use blur + noise to emulate CRT, 

Difference from real life

[Image: sbfg5x1qL1Q.jpg]
Window is too bright
[Image: -WLo4oDgUpQ.jpg]


Screenshots comparison
[Image: 34RnL.png]

[Image: 34RnM.png]


You can tune this shader for you purposes. Also, OpenGL2 does not have time variable so you cant create eternal good noise, but you could create noise using pixel coordinates. I added colors after LITTLE text coordinate color correction and if color on some position changes, noise changes

You could change some values for platform to reduce/increase blur level

gpuPeteOGL2.slf

Code:
//patched by Danila Zabiaka - white black noise
#define white 236.0
#define black 20.0
#define noise 15.0
#define offset -25.0
#define red -0.0 
#define green -0.0
#define blue -0.2
#define satoffset 5.0 //5 as start point. sat=satoffset-5.0, 6 means 1.1


float pseudoNoise(vec2 co)
{
return fract(sin(dot(vec2(co.x+0.513,co.y+0.4124) ,vec2(12.9898,78.233))) * 43758.5453);// *fract(sin(dot(vec2(co.x+4.231,co.y+3.143) ,vec2(12.9898,78.233)*2.0)) * 43758.5453); //pseudo random number generator
}

vec3 czm_saturation(vec3 rgb, float adjustment)
{
    // Algorithm from Chapter 16 of OpenGL Shading Language
    const vec3 W = vec3(0.2125, 0.7154, 0.0721);
    vec3 intensity = vec3(dot(rgb, W));
    return mix(intensity, rgb, adjustment);
}

uniform sampler2D OGL2Texture;

const vec3 RGBtoY = vec3(0.299, 0.587, 0.114);
const vec3 RGBtoI = vec3(0.596,-0.275,-0.321);
const vec3 RGBtoQ = vec3(0.212,-0.523, 0.311);
const vec3 YIQtoR = vec3(1.0, 0.95568806036115671171, 0.61985809445637075388);
const vec3 YIQtoG = vec3(1.0,-0.27158179694405859326,-0.64687381613840131330);
const vec3 YIQtoB = vec3(1.0,-1.10817732668266195230, 1.70506455991918171490);

void main()
{
    vec3 c0, c1;

    c0 = (texture2D(OGL2Texture,gl_TexCoord[0].xy).rgb +
         (texture2D(OGL2Texture,gl_TexCoord[0].zy).rgb) * 0.25 +
         (texture2D(OGL2Texture,gl_TexCoord[0].xw).rgb) * 0.25 +
         texture2D(OGL2Texture,gl_TexCoord[1].xy).rgb +
         (texture2D(OGL2Texture,gl_TexCoord[1].zy).rgb) * 0.25 +
         (texture2D(OGL2Texture,gl_TexCoord[1].xw).rgb) * 0.25 +
         texture2D(OGL2Texture,gl_TexCoord[2].xy).rgb +
         (texture2D(OGL2Texture,gl_TexCoord[2].zy).rgb) * 0.25 +
         (texture2D(OGL2Texture,gl_TexCoord[2].xw).rgb) * 0.25 +
         texture2D(OGL2Texture,gl_TexCoord[3].xy).rgb +
         (texture2D(OGL2Texture,gl_TexCoord[3].zy).rgb) * 0.25 +
         (texture2D(OGL2Texture,gl_TexCoord[3].xw).rgb) * 0.25 ) / 6.0;

    c1 = vec3(pow(dot(c0, RGBtoY), 1.2), dot(c0, RGBtoI) * 1.2, dot(c0, RGBtoQ) * 1.2);

    gl_FragColor = vec4(dot(c1, YIQtoR), dot(c1, YIQtoG), dot(c1, YIQtoB), 0.0);
    gl_FragColor.xyz = czm_saturation(gl_FragColor.xyz, 1.0+(satoffset-5.0)/10.0);
    gl_FragColor = gl_FragColor *white/255.0+black/255.0-gl_FragColor*black/255.0 +(pseudoNoise(gl_TexCoord[0].xy))*1.0/255.0;
    gl_FragColor = gl_FragColor +(pseudoNoise(vec2(gl_FragColor.x+gl_FragColor.z,gl_FragColor.y+gl_FragColor.z))-0.5)*noise/255.0;    
//    gl_FragColor = gl_FragColor +(pseudoNoise(vec2(gl_FragColor.x,gl_FragColor.x))-0.5)*noise/255.0;    

    
    gl_FragColor.x = gl_FragColor.x*(1.0+red);
    gl_FragColor.y=gl_FragColor.y*(1.0+green);
    gl_FragColor.z=gl_FragColor.z*(1.0+blue);
}

And gpuPeteOGL2.slv
Code:
uniform vec4 OGL2Param;
#define soffset 0.00031

void main()
{
    gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;

    gl_TexCoord[0]=gl_MultiTexCoord0.xyxy+vec4(-0.5,-0.5,-1.5,-1.5)  * (OGL2Param.xyxy+soffset);
    gl_TexCoord[1]=gl_MultiTexCoord0.xyxy+vec4( 0.5,-0.5, 1.5,-1.5)  * (OGL2Param.xyxy+soffset);
    gl_TexCoord[2]=gl_MultiTexCoord0.xyxy+vec4(-0.5, 0.5,-1.5, 1.5)  * (OGL2Param.xyxy+soffset);
    gl_TexCoord[3]=gl_MultiTexCoord0.xyxy+vec4( 0.5, 0.5, 1.5, 1.5)  * (OGL2Param.xyxy+soffset);
}


^_^

[Image: cPelVzuvvZw.jpg]

Texture and shadow flickering in DQ8

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I get the texture flickering too, when walking around the map and also during battles.

CPU: i5 8400
GPU: gtx 1060 3gb
OS: Windows 10 version 1903
RAM: 16gb of generic RAM

Using the latest dev build of PCSX2. Hacks I have enabled:
- Using Round sprite: full to fix the scaling lines in dialog boxes.
- Using Large Frame Buffer option to fix rainbow effects on the waterfalls.
- Using Turn Safe Features Off option to fix the black lines that outline characters.

Currently using DX11 option to run the game at 5x res, though the flickering happens on OpenGL too. I've read all of the previous threads about this before and this has never been resolved since 2010 so I don't have high hopes, but oh well. Might as well make the thread anyway.

Ratchet and clank 2 black screen

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In ratchet and clank 2 going commando crashes after clearing jammer array level, it starts with a black screen and after crashes..
I've disabed speed hacks but nothing.. 
Any advices?

D:\Git\pcsx2_master\pcsx2\FiFo.cpp(48) : assertion failed:
Function: ReadFIFO_VIF1
Thread: EE Core
Condition: vif1Regs.stat.FQC != 0
Message: FQC = 0 on VIF FIFO READ!

Stacktrace:
[00] 0x00597705
[01] 0x0059E4DD
[02] 0x005BBA0D
[03] 0x005BBA0D
[04] NvOptimusEnablement
[05] 0x0089DDE0
[06] 0x0069DA71
[07] 0x00B26BE5
[08] 0x00B26AC9
[09] 0x00B26904
[10] 0x00B2693D
[11] o_iswdigit
[12] BaseThreadInitThunk
[13] RtlGetAppContainerNamedObjectPath
[14] RtlGetAppContainerNamedObjectPath

Ridge Racer V and steering wheel

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Hi,

I would like to use a steering Wheel with Ridge Racer V. What would you advice as a plugin?
I tried LilyPad but so far I have limited success. I have difficulties to find the correct settings for sensitivity and dead zones.
My Wheel is a Driving force GT. FFB is ok in LilyPad tests but Nothing happens during the game. 
I read somewhere there was an option to activate in the game but I do not find it.

Any help wold be appreciated.

Thanks!

Not able to change the FPS

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First of i'm sorry if this thread is in the wrong place, i can repost it elsewhere if that's the case.
So a few days ago i played Urban Chaos Riot Response, it ran terribly, like 5 FPS, so i changed the emulator's base FPS from 100 to 1000% and it ran way better, not as smootly as on the PS2, and the sound was a bit f'd up, but at least it was playable now.
But today i tried it with two games, WWE All Stars and Marvel Nemesis, and it didn't work with either, no matter the % the FPS was always super low.
I had to change back the FPS from 100 to 1000% so i probably accidentally clicked something that reset the settings, but i scrolled through them and there doesn't seem to be anything different from then other than that.
I played Urban Chaos with a disc, while the other 2 were ISO files, does that make a difference?

FPS Drop

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what's the problem when i was playing dirge of cerberus FPS stuck at 30-40 ?

Pc Spec :
Proc : Intel i5-650 
VGA : Nvidia GT-1030
RAM : 8 GB

Pressure-sensitive face buttons and PCSX2?

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Hey, so only a few games did anything with the PS2's pressure-sensitive face buttons, and for most of those that did it was a gimmick at best, but that gimmick is often the only way to access certain functions in the game. Is there any way to set presets for certain buttons that are triggered by multiple presses (so like, press 1: 20%, press 2: 60%, press 3: 80%, press 4: reset to 0% kinda thing), instead of trying to get a controller with pressure-sensitive buttons to work in Windows? Because while I have some PS3 controllers hanging around, and they had the face buttons as well as the shoulder buttons being like this, I imagine I'd probably eventually destroy the connection for the cable, since my computer that can run PCSX2 doesn't have any way to connect to them wirelessly.

pcsx2 1.6.0 has stopped working

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pcsx2 1.6.0  has stopped working

God of War 1 green/purple lining around stuff

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Hi, i'm trying to find a setup to upscale properly God of War 1, i tried every combination of hacks, crc, blend, skipdraws and even offsets to try to fix this weird lining around things, the only way to get rid of it is setting crc levels to agressive, but that also removes shadow and fog effects from the game, making it look very bland, this only shows when upscaling, the more i upscale the lesser this effect gets, but its never go full away, so i'm hoping someone figured it out or if there is another workaround to it, its the only thing that keeps the game from being 100% ok to play upscaled.

Best regards.

Thanks in advance!

.png   Sem título.png (Size: 1,45 MB / Downloads: 11)

Smackdown vs Raw 2006, 2007, and 2008 titantron problems with 1.6.0

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I'm having an issue with the Smackdown vs Raw games on the new PCSX2 1.6.0 update. I noticed that the titantron videos of the wrestlers while playing on 1.6.0 are either just black, no movies are playing or one frame is frozen. Was working fine on 1.4.0. I'm using OpenGL HW but I noticed OpenGL SW didn't fix it. DirectX11 didn't help either. Seems to only be an issue with Smackdown vs Raw 2006, 2007 and 2008. Every other wrestling game I've tested works fine with the titantron graphics, even the first Smackdown vs Raw title. I've tried EE cyclerate to +1 or +2 but even that didn't fix it, but it does fix it on 1.4.0.


Specs:

i5-6600k
GTX 1080
16GB RAM

PCSX2 specs: everything default except for resolution which I have on 3x native and anisotropic filtering which i have on x16.

Uploaded videos displaying the problem in all 3 games. Apparently with 2007 and 2008, in Orton's entrance, it fixed itself for a split second but only when the pyro was going off.

2006: https://youtu.be/KLXUJyNrrmk

2007:  https://youtu.be/zbcSU55ZWP0

2008:  https://youtu.be/FI__eraWCK4

Sword of the Samurai Internal Resolution not working

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Hello,
So i am using pcsx2 now for years and never had any strange problems like that..
I got a new laptop (really nice, now i can play up to 5-8x in native) but since then i a have problem.
I had Windows 8 but now i have Windows 10. 

And games like Def Jam working like a charm in higher resolution (8x). 
But this game does not taking the internal resolution, Its like playing it on native. Sad
If i wanted to play like that i would play on my real ps2 slim.

[Image: Zwischenablage01.png]

jak and daxter and ratchet and clank blurry as *****

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Guys i have tried playing jak and ratchet hd version on rpsc3, but it was not playable because huge framedrops.

then i tried it on pcsx2.

but the games look blurry as hell. even worse than original playstation 2 and tv.

why is that? how can i fix this ?

Persona 3 Fes best settings PCSX2 1.6.0

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I want to know what's the best settings to make persona have good textures , better shadows and full  screen , My Pc is powerful and can handle the extra work for the gpu
and which video plugin should i use?
thanks

PCSX2 Input Lag

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I have a problem with Input Lag, I have tried multiple versions of games (Xbox console, Dolphin and PC) and I see that PCSX2 has input lag.
Ha intentado varias versiones del emulador (1.4, 1.5, 1.6 y 1.7), pero el defecto persiste.

¿Alguna solución? ¿Les pasa lo mismo?

Puedes ver la diferencia en este video
https://www.youtube.com/watch?v=tXavDMgsHrc

https://ibb.co/z22mJ62 Configuration

Especificaciones:
Ryzen 5 3600
RTX 2060 Super
16 GB de RAM 3000 HZ
Mando Xbox 360
Windows 10
VSync discapacitado

Sly 2 Wiki Updating (For Linux)

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I would like to submit my results with attempting to run this game in 1.7.0 Linux build of PCSX2 but the way the wiki handles users attempting to update pages with information is...
less than attractive, to be polite.

I saw that the page doesn't have any information regarding Linux use at all, and following some of the steps Windows users took to prevent the game's atrocious slowdown issue yielded success but also created a new issue where the screen periodically flashes green for a reason that I cannot discern.

If someone can help me pass this information along (and maybe even perhaps suggest a refactoring of editing the wiki pages for average users), it would be appreciated.

Gran Turismo 4 License Test Ghosts Bugged (?)

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Hey all,

I've been playing GT4, and everything has been running smooth for the most part. However, when it comes to license tests, I've had one major issue: The ghosts don't drive. I can see them, bu they act the same as if they are receiving no input. If the test begins at a stop, they don't move. If it has a rolling start, they just cruise until they stop or run into a wall. I am awre of the license tests crash glitch, and my current PCSX2 settings are for preventing that. I don't know how to fix this, or if there is a fix, but I would appreciate your help!

IDK what info you all will need, so here are my PCSX2 settings and PC build:

PCSX2:
EE/IOP
EmotionEngine: REcompiler
IOP: Recompiler
Round Mode: Chop/Zero
Clamping Mode: Normal

VUs
VU0: microVU Recompiler
VU1: microVU Recompiler
Round Mode: Chop/Zero
Clamping Mode: Normal

Frame Skipping Disabled
Framelimiting Enabled

16:9 Aspect Ratio

Speedhacks Enabled:
EE Cyclerate: 0
VU Cycle Stealing: 0
INTC Spin Detection
Wait Loop Detection
mVU Flag HAck
MTVU

No Game Fixes Enabled

PC:
Acer Predator G3-571
Windows 10 Home 64 Bit
Intel Core i7-7700HQ CPU (2.80 GHz)
16.0 GB RAM
Intel ® HD Graphics 630
NVIDIA GeForce GTX 1060

Let me know if there's some info you need that's not above
Thank you in advance!

Difference in version numbers?

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Hi!
Why the difference in the version numbers between the stable and the developer version? One is 1.6 and the other is 1.7. I would expect something like 1.6.1.1332143 instead of 1.7. 
What are you guys up to?  Cool
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