02-18-2010, 09:23 PM
Hello everybody,
So the last couple of days I tried pcsx2 out of curiosity, I wanted to check how emulation of last gen consoles had been going. I was impressed, after playing a bit with the settings, I got Metal Gear Solid 3 to be playable and graphics were really nice.
However I find something intriguing: during gameplay everything is fine; there are occasional slow downs, but that's it. However real time cutscenes are almost entirely in slowdown - pre-rendered one working fine, as I expected. It's bearable, but I can't understand why is it like that. I have yet to see how other games behave, but I know from experience that many if not most crashes/glitches/etc happen during cutscenes.
What's so demanding about them? Aren't they in real time, that is, using the very same engine as in game? What's happening then which isn't during gameplay?
Is it because of the way the PS2 works?
Or the way pcsx2 works?
The way my PC is handling pcsx2?
Or a combination of those?
If my PC specs/pcsx2 configuration has anything to do with it, here they are:
PC:
Intel Core i5 750 (four cores at 2.67 GHz)
RADEON™ HD 4670 (1 GB)
8GB RAM
Windows 7 64
pcsx2:
GDsx SSE2
DirectX9 Hardware
Pixel shader 3.0
No speed hacks, default CPU settings
Changing those leads either to poorer graphics but same slow cutscenes behaviour or crash during cutscenes.
Now, I'm a realistic person and I think there's no solution other than a faster CPU (pcsx2 doesn't take advantage of quad core, doest it?) or future versions of the emulator, the only way to complete MGS3 on pcsx2 on my PC is bearing the even-longer-than-the-original cutscenes. What I really want to understand is this change of behavior during cutscenes.
Thanks for any useful/interesting info.
So the last couple of days I tried pcsx2 out of curiosity, I wanted to check how emulation of last gen consoles had been going. I was impressed, after playing a bit with the settings, I got Metal Gear Solid 3 to be playable and graphics were really nice.
However I find something intriguing: during gameplay everything is fine; there are occasional slow downs, but that's it. However real time cutscenes are almost entirely in slowdown - pre-rendered one working fine, as I expected. It's bearable, but I can't understand why is it like that. I have yet to see how other games behave, but I know from experience that many if not most crashes/glitches/etc happen during cutscenes.
What's so demanding about them? Aren't they in real time, that is, using the very same engine as in game? What's happening then which isn't during gameplay?
Is it because of the way the PS2 works?
Or the way pcsx2 works?
The way my PC is handling pcsx2?
Or a combination of those?
If my PC specs/pcsx2 configuration has anything to do with it, here they are:
PC:
Intel Core i5 750 (four cores at 2.67 GHz)
RADEON™ HD 4670 (1 GB)
8GB RAM
Windows 7 64
pcsx2:
GDsx SSE2
DirectX9 Hardware
Pixel shader 3.0
No speed hacks, default CPU settings
Changing those leads either to poorer graphics but same slow cutscenes behaviour or crash during cutscenes.
Now, I'm a realistic person and I think there's no solution other than a faster CPU (pcsx2 doesn't take advantage of quad core, doest it?) or future versions of the emulator, the only way to complete MGS3 on pcsx2 on my PC is bearing the even-longer-than-the-original cutscenes. What I really want to understand is this change of behavior during cutscenes.
Thanks for any useful/interesting info.