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Old March 21st, 2008   #341 (permalink)
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Great refraction i have a request ........
first of all this is just a request
the wwe svr 2007 is not showing videos during wrestlers entrance
i know this can be fixed by disabling speed hacks
but without that the game is unplayable. the videos were working properly with speed hack upto svn 317-official
thanks anyway for the hardwork.........

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Old March 21st, 2008   #342 (permalink)
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Originally Posted by cmkannan View Post
Great refraction i have a request ........
first of all this is just a request
the wwe svr 2007 is not showing videos during wrestlers entrance
i know this can be fixed by disabling speed hacks
but without that the game is unplayable. the videos were working properly with speed hack upto svn 317-official
thanks anyway for the hardwork.........
then i suggest you buy a new machine which doesnt require the speedhacks

im not going to hack a hack so your infereor machine can run a game properly
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Old March 21st, 2008   #343 (permalink)
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ill have a look in to project zero at some point, its on a very long list of games
*ahem* Tekken 4 & 5 *ahem*
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Old March 21st, 2008   #344 (permalink)
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*ahem* Tekken 4 & 5 *ahem*

those games you mention i wasnt "optimizing" any optimization ive done has been global. i was making fixes for them to stop them freezing.
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Old March 21st, 2008   #345 (permalink)
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Umm... just a question, Refraction, what does EE/IOP Sync hack do?
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Old March 21st, 2008   #346 (permalink)
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Umm... just a question, Refraction, what does EE/IOP Sync hack do?
it makes everything trigger twice as fast. counters, vsync, dma interrupts, everything, which is why it breaks things, its like overclocking your ps2
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Old March 21st, 2008   #347 (permalink)
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interesting, i thought it did something else...
anyways, while we're on the subject. do you mind explaining what "Disable foreced abs" does as well?

i'm guessing, it removes some unnecessary abs() function calls?
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Old March 21st, 2008   #348 (permalink)
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Just a quick question... with the new speed & sync hacks, what should I set in the ZeroSPU2 options? I usually only check "Dynamic speed"... should I enable Real Time mode too?
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Old March 21st, 2008   #349 (permalink)
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Over-clocking the PS2...awesomesauce. Those custom bio's would be nice, but they aren't a "for sure" thing yet...

Yes, why not explain in great detail what the Speed Hacks do instead of working on the Emu itself :P
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Old March 21st, 2008   #350 (permalink)
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Yes, why not explain in great detail what the Speed Hacks do instead of working on the Emu itself :P
im sure that would be an excellent use of time, just every 6 months release a new statement explaining how something nobody cares about works, instead of a new build
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Old March 21st, 2008   #351 (permalink)
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it makes everything trigger twice as fast. counters, vsync, dma interrupts, everything, which is why it breaks things, its like overclocking your ps2
Can we... try breaking more? I mean... is it possible to amplify the effects... at the cost of compatibility?
The reason I want to try it is because... the EE/IO sync hack is the only thing that makes a noticeable impact on performance for me. I think it's due to the CPU... not being fast enough. (Yeah, I'm saying that a 4GHz C2D is still not enough. )

Take Gran Turismo 4 for example. The game would only run smoothly (slightly over 55fps for PAL version) when my CPU is at 4.5GHz. It'll be barely full speed at 4.2GHz, though.

Edit: Oh yeah, and DQ8 doesn't run any faster despite the insane clocks and hacks. It seems the game is hellbent on dipping down to 40fps occasionally... just for the fun of it.
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Old March 21st, 2008   #352 (permalink)
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i was reluctant to put that in, just be glad i did
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Old March 21st, 2008   #353 (permalink)
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Okies. Thanks anyway, because it made a 5fps difference in min fps for me. And I guess I understand why you were reluctant to put that in now.
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Old March 21st, 2008   #354 (permalink)
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4.0GHZ is not enough...if that is the truth, then I'm abit worried, even if Hardware does catch up... I mean, damn.... 4.0GHZ "Isn't enough"

Geeze, stupid PS2, using such a complicated design...I look over at the GameCube emulator and I hate it's requirements and being graphically superior at the same time...I'm not a coder or anything, but I know it's not the same anyways, just still, ever so frustrating :P
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http://tinyurl.com/2zzzsr

Use the Guide above to get PCSX2 to run properly. Has all you need to know to run PCSX2.

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Old March 21st, 2008   #355 (permalink)
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I take it back. It's smooth under Vista now for some reason.
But... most games run better in XP so... I was just assuming the worst.
So far, these games would be better off in Vista:
Gran Turismo 4 PAL (fullspeed, almost playable if it's not for the crashes)
Clock Tower 3 (I'd assume that it's playable)
Dragon Quest 8 (5fps slower than in XP, but in return, no graphical glitches)

The rest of the other games would be better off in XP, I think. And would it be weird if I tell you that... turning Vista Aero off results in a 10-20fps loss for me in Vista?
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Old March 21st, 2008   #356 (permalink)
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4.0GHZ is not enough...if that is the truth, then I'm abit worried, even if Hardware does catch up... I mean, damn.... 4.0GHZ "Isn't enough"

Geeze, stupid PS2, using such a complicated design...I look over at the GameCube emulator and I hate it's requirements and being graphically superior at the same time...I'm not a coder or anything, but I know it's not the same anyways, just still, ever so frustrating :P
the gamecubes vector processor was MUCH more efficient than the PS2s. n remember we have to run 2 vector processor and 2 normal processors (one of which has 2 coprocessors) and a graphics card (GS) on 1 processor. if just the GS consumes an entire core, it doesnt say much for the rest of it.
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Old March 21st, 2008   #357 (permalink)
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the gamecubes vector processor was MUCH more efficient than the PS2s. n remember we have to run 2 vector processor and 2 normal processors (one of which has 2 coprocessors) and a graphics card (GS) on 1 processor. if just the GS consumes an entire core, it doesnt say much for the rest of it.
Try implementing Quad support if that's the case? 1 core for GS, 1 core for 2 vector processors, and 2 cores for 2 normal processors?

Edit: And I bet you're going to eat me alive for saying that.
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Old March 21st, 2008   #358 (permalink)
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Lol, I know it was more well made, but that wasn't the point of my post, it was more a rant.

From what I heard, Quad Core support broke compatibility(ALOT) and led to maybe a 1-2FPS increase, unlike my hopes of almost double performance, but that's asking to much :P

I
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Old March 21st, 2008   #359 (permalink)
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anyone know if kh chain of memory works ?

and refraction if you havev a list of what games your going to fix why not put the list up so people can stop complaining :P
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Old March 21st, 2008   #360 (permalink)
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Try implementing Quad support if that's the case? 1 core for GS, 1 core for 2 vector processors, and 2 cores for 2 normal processors?

Edit: And I bet you're going to eat me alive for saying that.
If the ps2 works like any other machine I've tooled around with, syncing all of the different components together is a huge challenge.

The ps2 hardware has guaranteed worst-case processing times for each component, ie it will always take X amount of clock cycles to do a given operation. This leads to very tight synchronization, since the console designers knew exactly how long something took and could exploit this to maximize throughput. Syncing all the components to the same master clock is paramount, the operation of the system relies on the guarantees this makes.

When emulated on a single processing core, it's relatively simple to keep this synchronization. All threads run at the same clock speed, and clock sync can be kept with well-known programming structures.

Attempting to run each component on a separate core is a whole other ball game. You are no longer guaranteed much of anything in terms of execution time and memory access, and communication between cores isn't very pretty.
That tight synchronization that is so important to the correct function of the emulator becomes an extraordinary hurdle to overcome, and the additional overhead could very well negate any potential gains.

Not to say that it can't be done, just that there has to be some incredible reasons to sink so much time and effort into what would essentially be a re-write of the emulator.
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