03-29-2014, 08:53 PM
(This post was last modified: 03-29-2014, 08:58 PM by ForThisIssue9447.)
Here is the overview of the problem. I downloaded pcsx2 just for the hell of it to see if the computer I'm on right now, my backup one, could run anything, to my surprise after going through a hour of wondering why I couldn't pop my disc in and play (Never had used a emulator to play my games before, was just a why not moment.) and eventually making a iso of the game, it ran perfectly, running at a smooth 60 frames (sometimes jumping as high as 71 frames) a second, aside from one problem, cutscenes were always laggy at start, it would usually drop to 45-47 frames at the start then get back to normal after a few seconds.
A upped the ee cyclerate to max and vu cycle stealing to 2, and that problem was solved, cutscenes ran at the same rate as the game, also changed it to direct3d 11 (hardware), not sure if it helped anything but I figured since I can run using it, wouldn't hurt.
Now the only problem I'm having is that after about 10 seconds or so, the cutscenes become desynchronised, not by much, mind you I havent really hit a cutscene that was more than 30 seconds to seel if it gets worse, but after 10 seconds you can clearly see it is as the audio will stop about a second before the characters stop talking.
I did some more searching the forum after that to see if I could find a fix to the issue, turned syncronizing mode to none since I saw a post that said speedhacks + that could cause a similar issue and setting it to none seem to have fixed it for somebody else, it helped slightly, but not that much. It was set to timestretch at first, I tested async mix before setting it to none and that was better than stretch.
I changed from portaudio to xaudio 2 but that didn't affect it at all.
At one point I tried zerospu2 and that was slightly better, only about half a second of delay, but the audio sounded like crap with it echoing half the time and getting what I could only describe as audio artifacting, spikes here and there, but not very loud.
So at this point, I'm making this thread in hopes anybody has some ideas.
A upped the ee cyclerate to max and vu cycle stealing to 2, and that problem was solved, cutscenes ran at the same rate as the game, also changed it to direct3d 11 (hardware), not sure if it helped anything but I figured since I can run using it, wouldn't hurt.
Now the only problem I'm having is that after about 10 seconds or so, the cutscenes become desynchronised, not by much, mind you I havent really hit a cutscene that was more than 30 seconds to seel if it gets worse, but after 10 seconds you can clearly see it is as the audio will stop about a second before the characters stop talking.
I did some more searching the forum after that to see if I could find a fix to the issue, turned syncronizing mode to none since I saw a post that said speedhacks + that could cause a similar issue and setting it to none seem to have fixed it for somebody else, it helped slightly, but not that much. It was set to timestretch at first, I tested async mix before setting it to none and that was better than stretch.
I changed from portaudio to xaudio 2 but that didn't affect it at all.
At one point I tried zerospu2 and that was slightly better, only about half a second of delay, but the audio sounded like crap with it echoing half the time and getting what I could only describe as audio artifacting, spikes here and there, but not very loud.
So at this point, I'm making this thread in hopes anybody has some ideas.