12-02-2009, 02:05 PM
First of all, thanks to all the developers for the emu and the plugins!
System:
E6300 1.86 GHz
8800 GTS 320MB
4 GB
Vista Home Premium
I'm trying to get Wipeout Pulse to run at a reasonable speed, graphics be damned.
It actually runs in realtime most of the time, at 95-105%, until there is a battle happening on screen or when you get near the start line on most tracks for reasons unknown. Then it goes to 55-80%. These numbers may be respectable, but not in a racing game - if your speed keeps changing, it is impossible to drive.
Version: r1888 (Sep 20)
Graphics: GSdx SSSE3 0.1.14
DX10
Res = native (doesn't seem to make much of a difference, I suppose this is GPU limited?)
Interlacing = weave tff sawtooth (this actually made a huge difference; FPS on Gemini Dam during a race went from a consistent unplayable 70% to 100% nearly all the time)
Texture filtering = disabled
This is not the driver that came with the latest beta of PCSX2, but that version (r1873) complained about being unable to find some DX11 file (thrice) and then nothing showed up in the configuration dropdown menu.
Sound: P.E.Op.S. 1.9.0
Disabling the sound in SPU2-X made a big speed difference, but it's hard to play like that. I think this is the fastest sound plugin.
Reverb = 0
Interpolation = 0
CPU:
EERec, VU0Rec, VU1Rec = checked
Both MicroVU options = disabled
MTGS checked
Framerate = limited
In the last release version, it still has frame skip and VU skip. In beta, it only has frame skip. All of them cause the same issue though: instead of skipping frames, the game displays a peculiar rollback effect, like it goes 2 frames forwards and instead of repeating the last frame, it goes one frame backwards again. This is unplayable.
Speed hacks:
EE cycle rate = default
I tried higher cycle rates and did not get decent results. It really did seem to work, especially x3 in the release version, but all it did was speed up the game itself while the FPS remained low. This is even worse to play because now you have to deal with low FPS at full speed.
INTC sync hack = checked
IOP x2 = checked
Idle loop fast-forward = checked
Status flag hack = checked but shouldn't matter
Min/max hack = disabled (even the title screen is scrambled)
VU cycle stealing = maximum (no issues btw)
So far the game runs fine with no visible flaws, except for the speed issue and despite all the hacks.
Is there anything else I can do? Any idea why interlacing makes a difference when internal res doesn't and the system is CPU limited?
System:
E6300 1.86 GHz

8800 GTS 320MB
4 GB
Vista Home Premium
I'm trying to get Wipeout Pulse to run at a reasonable speed, graphics be damned.
It actually runs in realtime most of the time, at 95-105%, until there is a battle happening on screen or when you get near the start line on most tracks for reasons unknown. Then it goes to 55-80%. These numbers may be respectable, but not in a racing game - if your speed keeps changing, it is impossible to drive.
Version: r1888 (Sep 20)
Graphics: GSdx SSSE3 0.1.14
DX10
Res = native (doesn't seem to make much of a difference, I suppose this is GPU limited?)
Interlacing = weave tff sawtooth (this actually made a huge difference; FPS on Gemini Dam during a race went from a consistent unplayable 70% to 100% nearly all the time)
Texture filtering = disabled
This is not the driver that came with the latest beta of PCSX2, but that version (r1873) complained about being unable to find some DX11 file (thrice) and then nothing showed up in the configuration dropdown menu.
Sound: P.E.Op.S. 1.9.0
Disabling the sound in SPU2-X made a big speed difference, but it's hard to play like that. I think this is the fastest sound plugin.
Reverb = 0
Interpolation = 0
CPU:
EERec, VU0Rec, VU1Rec = checked
Both MicroVU options = disabled
MTGS checked
Framerate = limited
In the last release version, it still has frame skip and VU skip. In beta, it only has frame skip. All of them cause the same issue though: instead of skipping frames, the game displays a peculiar rollback effect, like it goes 2 frames forwards and instead of repeating the last frame, it goes one frame backwards again. This is unplayable.
Speed hacks:
EE cycle rate = default
I tried higher cycle rates and did not get decent results. It really did seem to work, especially x3 in the release version, but all it did was speed up the game itself while the FPS remained low. This is even worse to play because now you have to deal with low FPS at full speed.
INTC sync hack = checked
IOP x2 = checked
Idle loop fast-forward = checked
Status flag hack = checked but shouldn't matter
Min/max hack = disabled (even the title screen is scrambled)
VU cycle stealing = maximum (no issues btw)
So far the game runs fine with no visible flaws, except for the speed issue and despite all the hacks.
Is there anything else I can do? Any idea why interlacing makes a difference when internal res doesn't and the system is CPU limited?