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Emulation central - recommendations in 1st post

Puukko

Arcane
Joined
Jul 23, 2015
Messages
3,941
Location
The Khanate
I got tired of waiting on "good" PS2 emulation and bought a phat for ~$30. Apparently, it's even one of the good revisions. Drive still works and everything.
What's the problem with ps2 emulation? It already worked almost perfectly years ago on any toaster.
Really depends on the game. A bunch of JRPGs required me to fiddle with pixel offsets and VP2 I couldn't get right no matter what. Shadow Hearts Covenant has prominent black screen effects during battle and doesn't play nice with widescreen.
If you can suffer the native resolution, you can always use the SW renderer. As far as I know it fixes any glitches everytime.
Not fast enough on VP2 unfortunately.
 

Reinhardt

Arcane
Joined
Sep 4, 2015
Messages
32,354
I remember only two games gave me problems when i played ps2 emulator back then - VP2 and Eternal Poison.
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,618
I got tired of waiting on "good" PS2 emulation and bought a phat for ~$30. Apparently, it's even one of the good revisions. Drive still works and everything.
What's the problem with ps2 emulation? It already worked almost perfectly years ago on any toaster.
Really depends on the game. A bunch of JRPGs required me to fiddle with pixel offsets and VP2 I couldn't get right no matter what. Shadow Hearts Covenant has prominent black screen effects during battle and doesn't play nice with widescreen.
If you can suffer the native resolution, you can always use the SW renderer. As far as I know it fixes any glitches everytime.
Not fast enough on VP2 unfortunately.

Out of curiosity I tried VP2 with the last build of PCSX2. It seems to run consistently at 100% in SW mode on my computer.

bRBSn7G.png


although it is a pity. The graphics is gorgeous and it really improves when upscaled via HW.

AlSau13.png
 

flyingjohn

Arcane
Joined
May 14, 2012
Messages
3,221
Does anybody here use a amd card and has no major problems with emulators? Especially older emulators that don't use vulkan.
I am thinking of getting a amd card,but heard nightmares about the opengl driver performance,especially with emulators.
 

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
Does anybody here use a amd card and has no major problems with emulators? Especially older emulators that don't use vulkan.
I am thinking of getting a amd card,but heard nightmares about the opengl driver performance,especially with emulators.
I've got RX 580 but have no problems with citra & dolphin without using Vulkan but i haven't tried the older emulators on this system.
 

Hirato

Purse-Owner
Patron
Joined
Oct 16, 2010
Messages
4,001
Location
Australia
Codex 2012 Codex USB, 2014 Shadorwun: Hong Kong
Does anybody here use a amd card and has no major problems with emulators? Especially older emulators that don't use vulkan.
I am thinking of getting a amd card,but heard nightmares about the opengl driver performance,especially with emulators.

You can generally expect equivalent AMD hardware to perform at about half the performance of its NVIDIA counterpart, and also have loads of bugs and broken features that need to be worked around - AFAIK PCSX2 still has issues with using dual blending and a few other things on AMD.

In my experience, this only applies to the WINDOWS drivers though;
If you're using MESA on Linux, everything is fine, in fact, you might bizarrely see even better performance from the OpenGL renderer than its Vulkan counterpart - something I see fairly regularly with RPCS3.

EDIT:
For example, when I recorded this. Even with a clean shader cache, the shaders compiled so quickly under OpenGL that there wasn't really anything to show.
Whereas it took quite a while under Vulkan, which made for a very nice demo of the new at the time async shader compilation.
 
Last edited:

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,178
Location
Florida
does persona 5 still glitch out in specific Palaces when using the 60fps patch? used to see ppl post "game can't progress" or "keeps loading black screen after beating boss" and stuff like that all the time in the RPCS3 reddit, and the culprit was always the 60fps patch, which is why I've never bothered using it.

...though the real reason I'm not "using it" right now is cos I dropped Persona 5 cos it sucks :P
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,357
BROS.

While twerking my PSP collection:

lM6Ukkw.png


I've stumbled upon the fact, that some DLCs for PSP games are no longer available in Playstation Store, due to Sony being retards. Fortunately, you can grab some of them online. Tested disso shitto for two games:

Wipeout Pure

Killzone - Liberation

That is all. :obviously:
 

Vorark

Erudite
Joined
Mar 2, 2017
Messages
1,455
BROS.

While twerking my PSP collection:

Persona 3 undub! I see you're a weeb man of culture. Bunch of oldschool VAs in the Japanese cast.

Ahh I miss my PSP. RIP little guy, Vita was never the successor you deserved.
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,618
Interesting, what's your build? Mine's from last February, perhaps I should update next time I use it.
It's v1.5.0-dev-3345-g96ef80077, downloaded a couple of weeks ago. My CPU is an Intel i7-9700F @ 3 GHz. VP2 works flawlessy in OpenGL SW rendering with ~ 35-40% CPU usage (I went through the game up to the Dipan Castle level.)
By the by, I found no way to use HW rendering for VP2 without any glitches and it's a real pity for this game. The graphics of VP2 is very strange. It's like it is a remastered HD version of itself. Every graphics details (UI, 2D and 3D art) seem already tailored to be rendered with an higher resolution than the native PS2 one.
 
Last edited:

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
Anyone get bayonetta 2 working on CEMU? Keeps crashing for me.

Works fine for me checked both opengl & vulkan make sure to update to 1.17.0d. Shadows are still completely missing which is a shame.
Reddit people said the game is completely broken in Vulkan, and it crashes for me on vulkan right after the intro level. I'll try open gl
 

tet666

Augur
Joined
Apr 13, 2012
Messages
396
Anyone get bayonetta 2 working on CEMU? Keeps crashing for me.

Works fine for me checked both opengl & vulkan make sure to update to 1.17.0.d Shadows are still completely missing which is a shame.
Reddit people said the game is completely broken in Vulkan, and it crashes for me on vulkan right after the intro level. I'll try open gl

The last comments about it crashing i can find are from a month ago from a older version are you sure you are on 1.17.0.d? Again i played it a bit on opengl and vulkan and there are no crashes for me at least with nvidia.
 
Last edited:

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
Anyone get bayonetta 2 working on CEMU? Keeps crashing for me.

Works fine for me checked both opengl & vulkan make sure to update to 1.17.0.d Shadows are still completely missing which is a shame.
Reddit people said the game is completely broken in Vulkan, and it crashes for me on vulkan right after the intro level. I'll try open gl

The last comments about it crashing i can find are from a month ago from a older version are you sure you are on 1.17.0.d? Again i played it a bit on opengl and vulkan and there are no crashes for me at least with nvidia.
Yea, I'm on 1.17.0d. It crashed when I used my old save so I tested it by starting a new one. The intro is entirely playable until you get to the next chapter and it always crashes at the intro cutscene.
 

tet666

Augur
Joined
Apr 13, 2012
Messages
396
Yea, I'm on 1.17.0d. It crashed when I used my old save so I tested it by starting a new one. The intro is entirely playable until you get to the next chapter and it always crashes at the intro cutscene.

My saves work fine but i didn't test the beginning but why not switch to opengl? According to reddit only vulkan is broken.
 

sullynathan

Arcane
Joined
Dec 22, 2015
Messages
6,473
Location
Not Europe
Yea, I'm on 1.17.0d. It crashed when I used my old save so I tested it by starting a new one. The intro is entirely playable until you get to the next chapter and it always crashes at the intro cutscene.

My saves work fine but i didn't test the beginning but why not switch to opengl? According to reddit only vulkan is broken.
I'm using an RX 580 and my performance over a year ago with openGl was terrible in breath of the wild so I didn't use cemu at all until vulkan released. I can try, but if the choice is bad performance but fully playable game vs good performance but waiting for months - a year till playable, then I'll wait.
 

spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,357
BROs. Two cents about PS1 emulation. I've got a Wipeout itch recently, so went back to the best one:

6HL3SxC.jpg


:obviously:

Unfortunately, initially it looked like I'm too old for this shit, since I've had serious problems with last two tracks, which have to be completed to enable championship. Somehow, the later games, which include analog stick support, were much easier for me to play. But nothing can be done about about it, since Wipeout 2097 doesn't support analog pad, right? Well, wrong!

Wikipedia said:
The Sega Saturn version supported analog control by using its 3D Control Pad, whereas the PlayStation version supported analog control only through using the optional NeGcon twist controller.

:what:

RTK7E5o.jpg


giphy.gif


Well, fuck me. More liek NeOcon, amrite? I had no idea such thing even existed. Switching control device in retroarch:

ueOfW0u.jpg


Changes game's options from this:

MWwLJXH.jpg


To this:

Dy8iuhs.jpg

2g88oir.jpg

gC6n2M3.jpg


Analog stick works fine as NeGcon's twitchery replacement (maximum deflection = maximum lock), plus you can twerk it in emu's options:

7GM9ENI.jpg


And it gets the job done ingame (ship's turning speed depends on how far from the center you turn the analog stick, same way as in "proper" analog support).

:incline:

So, having controls inclined, I moved to graphics (Beetle PSX HW core). Cranking internal res to 4x and enabling PGXP is a good idea.

xg8AnFm.jpg


Distant textures are no longer "wobbly" due to PGXP and game looks great in hi-res:

9hHRrG2.jpg

NutTt2b.jpg


I went with "Nearest" texture filtering, because I preferer pixelated 2D elements to "borked by filtering artifacts" 2D elements:

4CIX1Px.jpg

ZVHf430.jpg


But your mileage may vary.

Protip: Disable "Crop Horizontal Overscan" to get proper Aspect Ratio.

gXJucHE.jpg


Crop enabled / disabled:

XF09P93.jpg

MWwLJXH.jpg


7QSnZST.jpg

NutTt2b.jpg


And that's all, I think:

eWZPhcx.jpg

TDwr4iy.jpg


:obviously:

OFC, you can always switch to 1x Internal Res for vanilla experience:

mkDGoN8.jpg


And try scanlines / shaders instead of increased internal res.

Wipeout 3 works great on these settings:

qtl5f6a.jpg

fBuZPKC.jpg

zbYbRM6.jpg


Except maybe fonts, but these look meh even on 1x Internal:

niGYCId.jpg


Out of curiosity, I've tried the antediluvian way as well, by testing epsxe 2.0.5 + gpuPeteOpenGL2 2.09 plugin. Unortunately, using increased internal res always leads to problems with 2D elements (heavy filtering can help, but leads to new probles with 3D elements) and lack of PGXP hurts the experience (wobbly textures).

Werdict: Resistance is futile. Retroarch all the way.

BTW, I can't go back to other emulators, when RA allows to switch emulation options on the fly, create options / input settings by core / directory / game, map emu hotkeys (save state / load state) to gamepad buttons and use gazillion of other options as well. And you can tweak almost any option of the emulator / gui:

T5vJ5y5.jpg


Let's hope the devs won't screw it up in the future . But knowing humanity, they sure will.

:rpgcodex:
 
Last edited:

Goi~Yaas~Dinn

Savant
Joined
Nov 25, 2018
Messages
786
Location
A derelict.
BROs. Two cents about PS1 emulation. I've got a Wipeout itch recently, so went back to the best one:

6HL3SxC.jpg


:obviously:

Unfortunately, initially it looked like I'm too old for this shit, since I've had serious problems with last two tracks, which have to be completed to enable championship. Somehow, the later games, which include analog stick support, were much easier for me to play. But nothing can be done about about it, since Wipeout 2097 doesn't support analog pad, right? Well, wrong!

Wikipedia said:
The Sega Saturn version supported analog control by using its 3D Control Pad, whereas the PlayStation version supported analog control only through using the optional NeGcon twist controller.

:what:

RTK7E5o.jpg


giphy.gif


Well, fuck me. More liek NeOcon, amrite? I had no idea such thing even existed. Switching control device in retroarch:

ueOfW0u.jpg


Changes game's options from this:

MWwLJXH.jpg


To this:

Dy8iuhs.jpg

2g88oir.jpg

gC6n2M3.jpg


Analog stick works fine as NeGcon's twitchery replacement (maximum deflection = maximum lock), plus you can twerk it in emu's options:

7GM9ENI.jpg


And it gets the job done ingame (ship's turning speed depends on how far from the center you turn the analog stick, same way as in "proper" analog support).

:incline:

So, having controls inclined, I moved to graphics (Beetle PSX HW core). Cranking internal res to 4x and enabling PGXP is a good idea.

xg8AnFm.jpg


Distant textures are no longer "wobbly" due to PGXP and game looks great in hi-res:

9hHRrG2.jpg

NutTt2b.jpg


I went with "Nearest" texture filtering, because I preferer pixelated 2D elements to "borked by filtering artifacts" 2D elements:

4CIX1Px.jpg

ZVHf430.jpg


But your mileage may vary.

Protip: Disable "Crop Horizontal Overscan" to get proper Aspect Ratio.

gXJucHE.jpg


Crop enabled / disabled:

XF09P93.jpg

MWwLJXH.jpg


7QSnZST.jpg

NutTt2b.jpg


And that's all, I think:

eWZPhcx.jpg

TDwr4iy.jpg


:obviously:

OFC, you can always switch to 1x Internal Res for vanilla experience:

mkDGoN8.jpg


And try scanlines / shaders instead of increased internal res.

Wipeout 3 works great on these settings:

qtl5f6a.jpg

fBuZPKC.jpg

zbYbRM6.jpg


Except maybe fonts, but these look meh even on 1x Internal:

niGYCId.jpg


Out of curiosity, I've tried the antediluvian way as well, by testing epsxe 2.0.5 + gpuPeteOpenGL2 2.09 plugin. Unortunately, using increased internal res always leads to problems with 2D elements (heavy filtering can help, but leads to new probles with 3D elements) and lack of PGXP hurts the experience (wobbly textures).

Werdict: Resistance is futile. Retroarch all the way.

BTW, I can't go back to other emulators, when RA allows to switch emulation options on the fly, create options / input settings by core / directory / game, map emu hotkeys (save state / load state) to gamepad buttons and use gazillion of other options as well. And you can tweak almost any option of the emulator / gui:

T5vJ5y5.jpg


Let's hope the devs won't screw it up in the future . But knowing humanity, they sure will.

:rpgcodex:
A little bit of gaming lore: the Negcon is the OG "analog controller", as far as Jap console devs are concerned. No, no, I don't mean it was the first (put that fucking pitchfork away, you in the back there!), I mean it was the first that actually took off and made it beyond "expensive novelty toy" status. This was ground zero for Nipps thinking that just mayby, possibly, the cross pad (+) wasn't the only one true input control method. That, even as the frontiers of 3D gaming peeled back at lightspeed on home consoles, they would do well to give an alternative control schema with much more nuance still serious consideration for equal footing with the beloved eight-directional Old Faithful. And so engineers at the big three cast their dice, striving to both improve upon the Negcon's possibilities and at the same time make the end-design more practical. The results were literally gaming history wrought in silicon and plastic.
 

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