Read first: Will PCSX2 run fast on my computer?
You misunderstand, it's not that PCSX2 hates AMD... just that Intel offers better hardware CPU functions.

That said a CPU overclock benefit in PCSX2 will be more or less identical to the overclock percentage.

In your example, an 800mhz overclock is exactly a 25% speed increase... That's more or less what you'd be looking at (so if you were getting 40fps before in a CPU limited game, it should play at 50fps)
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(09-20-2011, 11:29 PM)dee4doa Wrote: I know PCSX2 hates AMD processors -_-

Then you know wrong. Back when the competition was between AMD Phenom II and Intel Core 2 they had comparable speeds, problem is since those times Intel released the core i3/5/7 which was much improved over the old generation of CPUs so it's not that PCSX2 hates AMD, it's that AMD is behind by one generation (actually... 2 generations?) Tongue2
Core i5 3570k -- Geforce GTX 670  --  Windows 7 x64
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I'm scared will it run on my PC?
My PC Rig :
RAM : Corsair Vengance 12GB DDR3 2000MHz + RAM Fan.
CPU : Intel Core i7 995x @ 3.60GHz
GPU : ASUS MARS 2 Duo GTX 580 <= Way Better Than 590GTX.
MOBO : MSI Big Bang Xpower
PSU : Silverstone Strider ST 1500W
DVD : LG Blu-Ray & HD-DVD Drive
HDD : OCZ SSD Velodrive 1.2TB
CPU Cooler : Cooler Master V8
SCREENS : Alienware AW2310 120Hz (x3 for Nvidia Surround)
GLASSES : Nvidia Geforce 3D Vision
CASE : TJ11
OS : Windows 7 Ultimate x64 Bit SP1
*removed, avatar is already borderline. This forum has people who can be as young as 13 years old and that was pushing it*
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Depends on the game... most compatible games should work fine on that system but there will always be games that'll run slow regardless.
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this is my config:
Intel core i7 720qm
4gb ram ddr3
ati mobility radeon hd5650

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this is my config

intel core i7 3.3ghz
8gb ram
nvidia GTX 460 1gb ram
window 7 64 bit
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(09-22-2011, 03:38 AM)StormIceX Wrote: this is my config:
Intel core i7 720qm
4gb ram ddr3
ati mobility radeon hd5650

Quote:this is my config

intel core i7 3.3ghz
8gb ram
nvidia GTX 460 1gb ram
window 7 64 bit

Okay... you both asking something? Or simply stating? If the former, just checking the last page or two should give both a pretty good idea of where you stand. For any more specific information we'd need to know what game(s) you'd be playing.
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Can someone please let me know how to configure my pcsx2 correctly. I only want to play ff12 and ffx.

Here are my specs:

Processor: inter core duo 2 2.4ghz
memory (ram): 3.00gb
video card: mobile intel 4 series express chipset family
approx total memory: 1340mb

my laptop is a windows vista sony vaio MODEL: VGN-SR35G

here is a link of my laptop: http://www.sony-asia.com/product/vgn-sr35g

Please let me know how to change the settings. My friends say it should work but the problem is when I've tried with the two games is that it runs 30fps.

Thanks!!
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You are more or less out of luck my friend, that intel based video is a deal breaker for FFXII and you'll get pretty bad performance in FFX as well.

About the best you can do under video options is make sure that the "native res" button is checked, you'll also probably have to use the directX 9 renderer for GSDx... Unfortunately if that doesn't do it for you, you're SoL
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ur com ko confirm cannot for your spec
Processor: inter core duo 2 2.4ghz
memory (ram): 3.00gb
video card: mobile intel 4 series express chipset family
approx total memory: 1340mb

here your info about ps2 machine hardware spec then think your com can handle!!!



ps2 machine hardware spec

CPU: 64-bit[3][4] "Emotion Engine" clocked at 294.912 MHz (299 MHz on newer versions), 10.5 million transistors
System memory: 32 MB Direct Rambus or RDRAM
Memory bus Bandwidth: 3.2 gigabytes per second
Main processor: MIPS R5900 CPU core, 64-bit, little endian (mipsel).
Coprocessor: FPU (Floating Point Multiply Accumulator × 1, Floating Point Divider × 1)
Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator × 9, Floating Point Divider × 1), 32-bit, at 150 MHz.
VU0 typically used for polygon transformations optionally (under parallel or serial connection), physics and other gameplay based things
VU1 typically used for polygon transformations, lighting and other visual based calculations (Texture matrix able for 2 coordinates (UV/ST)[47])
Parallel: Results of VU0/FPU sent as another display list via MFIFO (E.G. complex characters/vehichles/etc.)
Serial: Results of VU0/FPU sent to VU1 (via 3 methods) and can act as an optional geometry pre-processor that does all base work to update the scene every frame (E.G. camera, perspective, boning and laws of movement such as animations or physics) [48]
Floating Point Performance: 6.2 gigaFLOPS (single precision 32-bit floating point)
FPU 0.64 gigaFLOPS
VU0 2.44 gigaFLOPS
VU1 3.08 gigaFLOPS (with Internal 0.64 gigaFLOPS EFU)
Tri-Strip Geometric transformation (VU0+VU1): 150 million polygons per second[49]
3D CG Geometric transformation with raw 3D perspective operations (VU0+VU1): 66-80+ million polygons per second[47]
3D CG Geometric transformations at peak bones/movements/effects (textures)/lights (VU0+VU1, parallel or series): 15–20 million polygons per second[49]
Actual real-world polygons (per frame):500-650k at 30fps, 250-325k at 60fps
Compressed Image Decoder: MPEG-2
I/O Processor interconnection: Remote Procedure Call over a serial link, DMA controller for bulk transfer
Cache memory: Instruction: 16 KB, Data: 8 KB + 16 KB (ScrP)



Graphics processing unit: "Graphics Synthesizer" clocked at 147 MHz
Pixel pipelines: 16
Video output resolution: variable from 256x224 to 1280x1024 pixels
4 MB Embedded DRAM video memory bandwidth at 48 gigabytes per second (main system 32 MB can be dedicated into VRAM for off-screen materials)
Texture buffer bandwidth: 9.6 GB/s
Frame buffer bandwidth: 38.4 GB/s
DRAM Bus width: 2560-bit (composed of three independent buses: 1024-bit write, 1024-bit read, 512-bit read/write)
Pixel configuration: RGB: Alpha:Z Buffer (24:8, 15:1 for RGB, 16, 24, or 32-bit Z buffer)
Dedicated connection to: Main CPU and VU1
Overall pixel fillrate: 16x147 = 2.352 Gpixel/s (rounded to 2.4 Gpixel/s)
Pixel fillrate: with no texture, flat shaded 2.4 (75,000,000 32pixel raster triangles)
Pixel fillrate: with 1 full texture (Diffuse Map), Gouraud shaded 1.2 (37,750,000 32-bit pixel raster triangles)
Pixel fillrate: with 2 full textures (Diffuse map + specular or alpha or other), Gouraud shaded 0.6 (18,750,000 32-bit pixel raster triangles)
GS effects: AAx2 (poly sorting required),[47] Bilinear, Trilinear, Multi-pass, Palletizing (4-bit = 6:1 ratio, 8-bit = 3:1)
Multi-pass rendering ability
Four passes = 300 Mpixel/s (300 Mpixels/s divided by 32 pixels = 9,375,000 triangles/s lost every four passes)[50]

Audio: "SPU1+SPU2" (SPU1 is actually the CPU clocked at 8 MHz)
Sound Memory: 2 MB
Number of voices: 48 hardware channels of ADPCM on SPU2 plus software-mixed channels
Sampling Frequency: 44.1 kHz or 48 kHz (selectable)
Output: Dolby Digital 5.1 Surround sound, DTS (Full motion video only), later games achieved analog 5.1 surround during gameplay through Dolby Pro Logic II
I/O Processor
I/O Memory: 2 MB
CPU Core: Original PlayStation CPU (MIPS R3000A clocked at 33.8688 MHz or 37.5 MHz)
Automatically underclocked to 33.8688 MHz to achieve hardware backwards compatibility with original PlayStation format games.
Sub Bus: 32-bit
Connection to: SPU and CD/DVD controller.
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