05-06-2013, 11:58 AM
Overclocking the Emotion Engine
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05-06-2013, 12:09 PM
The idea is that in emulation, we can simulate a much more powerful virtual PS2 than the original is.
A game that runs on that virtual PS2 will have a high and smooth frame rate. The cost of doing that is a higher hardware requirement of the host PC.
05-06-2013, 12:12 PM
well in SotC the game in PS2 use Frame skipping and VU Cycle stealing in real PS2 because it's too hard to run
if we had OCed the PS2 in PCSX2 what would we gain like we are running it full speed anyway in PCSX2
05-06-2013, 02:05 PM
(This post was last modified: 05-06-2013, 02:08 PM by The Old Refuge.)
it will run even slower it's the opposite of speed hacks
05-06-2013, 02:07 PM
05-06-2013, 05:06 PM
(05-06-2013, 12:09 PM)rama Wrote: The idea is that in emulation, we can simulate a much more powerful virtual PS2 than the original is. or may be halfing framerate would help
05-06-2013, 05:15 PM
(This post was last modified: 05-06-2013, 05:44 PM by nosisab Ken Keleh.)
(05-06-2013, 02:07 PM)billyash Wrote: may be decreasing framerate would gain speed instead activating EE timing hack Billy, do you read Nietzsche? that's the perfect example of "eternal return" yeah, the idea of reducing the rendering to compensate with increased FPS showing the same "action speed" is the idea behind EE cyclerate. In it everything is slowed and them compensated later, even them the chances of desync are significant. Reducing only the frame rendering without reducing all the other things going on is a lot more (potentially) dangerous for overall sync. Man, is hard to believe you still believe in free lunch or that could use a compact car to pull a loaded rail road train. There is so much that can be done with physical restrictions. PS2 is not a weak hardware, in a way it is stronger than many nowadays PC and you know the emulating machine needs to be order of magnitude stronger than the emulated one, right? Besides, "compensation" for certain game is not the emulator's goal, it MUST rely on synchronization to work fine in a large range of machines and worse, with yet larger range of "games". The meaning should be clear by now, PCSX2 can't rely on compensations but on synchronization.
Imagination is where we are truly real
05-06-2013, 05:44 PM
Continuation, now including the original proposal.
The overall synchronization and the "speed" things happens is already codded into both PS2 and the game being played. Meaning that in PS2 the position of moving things is tied with the frame (no surprise because that's like happens in actual celluloid movie's film and TV broadcasting). So, increasing the overall virtual PS2 speed may not be enough because everything will be moving at faster "pace" as well. To accomplish that smoothness from higher frame rate is needed the FPS is doubled "without changing the pace or speed things changes in the image". This is how it works on PC where the pace is synced by real time and not the FPS. To achieve real smoothness with PS2 games, the correct procedure would involve patching the game so it doubles the FPS without changing the pace and this is not trivial task. It is being attempted already in one particular game, KH 2, just look at VirginKLM thread to know that's not so simple. Without the source code so to keep the sync going right the changes can and almost always will bring sync problems, even for a particular game, let alone a method to do it consistently for every game around.
Imagination is where we are truly real
05-06-2013, 05:57 PM
so the OCing will let us have 120FPS in 60 FPS causing richer and more smooth game play
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