07-23-2010, 03:11 AM
Also true, but crashes are rare as it is with all the speedhacks enabled.
I hear Ace Combat 4 doesn't run very well so far, I'd probably get like 40 FPS at best if I don't at least get inaccurate textures.
The 'main' games of Project 64 were Goldeneye 007, Perfect Dark, Zeldacarina of Time, Super Mario 64, Mario Kart and Banjo Kazooie, the development was basically centered around these games to optimize all others that use similar rendering techniques and execution code. The work was especially well done but N64 emulation has been going on since the late 1990s, while PCSX2 has only been around since maybe late 2001, definitely 2002.
Goldeneye 007 is a "hard to emulate" game for the N64, it's literally quarter up to a third at best as hardware intensive as FFX running on PCSX2, and the N64 only had a 93 mhz processor and by-modern-standards pretty weak graphic capabilities (ever heard of the 'Reality Drawing Processor'? Well everything drawn is almost anything but, but at least it beats PlayStation, you just don't see too many video cutscenes on those old N64 cartridges)
The game was particularly pretty 'raw' code, with the programming being complex that is why the execution is difficult, especially if you use the interpreter then the framerate is only 12 FPS, whereas FFX gets 3-4 FPS with all interpreters.
The graphics weren't anything special, just 30 FPS usually, it was the CPU aspect that made the N64 lag quite a bit on Goldeneye 007, especially in wide spaces like in the Dam or if you were in plumes of smoke, but if you overclock the N64 you can overcome that, whereas on PC if your getting 60 FPS you still feel like your only getting 24 in some areas, that N64 had an unfair advantage unless you've got a Core 2 Duo and you remove the framerate limiter.
It was a great game, addicting multiplayer, it just sucks that Final Fantasy X doesn't have a PC port, or you could play the game with a Pentium III, a 16-32 MB video card and like 128-256 MB of RAM. If Goldeneye 007 had a PC port you could get by with a Pentium II, 2-4 MB graphics card and 4-8 MB of RAM (separate from whatever is needed for the operating system)
I assure you those estimations are fairly accurate from everything I've seen, only the slim PS2 models like the one I have include a full 512 MB of RAM instead of only 256. I don't know how that might have helped performance in games like MGS2 and 3 or Gran Turismo 4, but maybe it did something if the games 'cached' all their textures and what-not.
It's not like you could just interpret or recompile the game code (from or to Binary or Assembly, from even it's native PS2 coding) and 'optimize' it for x86 (This makes me wonder how they port games from different systems... perhaps they save themselves all the coding by just recompiling into different code).
The problem is you need all of the games resources, and that's really only something Square could have dealt with at time of development, unless someone has time enough on their hands to go for some sort of extreme overhaul.
Note: in terms of code, there are few limits... besides the CPU cycles required to execute the instructions, but less instructions and more concrete instructions (more efficient sets via optimization) could defeat the limitations of the CPU-intensive portions.
2.6 ghz Athlon dual cores (4 ghz P4 w/ HT) or 1.2 Ghz Core 2 Duo is all that's really required to run FFX real-time consistently, and with the slowest Core 2 Duo you could buy, you have 50% more clockspeed on each core than you need. With any Core 2 Duo MGS3 should be playable. I have no idea about Tekken 5 and I can't really make guarantees for any games other than those I've tested, so I'll have to spend more time trying these out. The first thing I will buy for sure is a better CPU, just for all of this really.
By the way I had to fiddle with my clamp, suspend and resume to get past the black screen after you go to Kilika Island and Yuna does her sending or whatever.
I've been up since last night so pic related (he fell asleep... not really but I missed a dialog and he blinked lol)
I hear Ace Combat 4 doesn't run very well so far, I'd probably get like 40 FPS at best if I don't at least get inaccurate textures.
The 'main' games of Project 64 were Goldeneye 007, Perfect Dark, Zeldacarina of Time, Super Mario 64, Mario Kart and Banjo Kazooie, the development was basically centered around these games to optimize all others that use similar rendering techniques and execution code. The work was especially well done but N64 emulation has been going on since the late 1990s, while PCSX2 has only been around since maybe late 2001, definitely 2002.
Goldeneye 007 is a "hard to emulate" game for the N64, it's literally quarter up to a third at best as hardware intensive as FFX running on PCSX2, and the N64 only had a 93 mhz processor and by-modern-standards pretty weak graphic capabilities (ever heard of the 'Reality Drawing Processor'? Well everything drawn is almost anything but, but at least it beats PlayStation, you just don't see too many video cutscenes on those old N64 cartridges)
The game was particularly pretty 'raw' code, with the programming being complex that is why the execution is difficult, especially if you use the interpreter then the framerate is only 12 FPS, whereas FFX gets 3-4 FPS with all interpreters.
The graphics weren't anything special, just 30 FPS usually, it was the CPU aspect that made the N64 lag quite a bit on Goldeneye 007, especially in wide spaces like in the Dam or if you were in plumes of smoke, but if you overclock the N64 you can overcome that, whereas on PC if your getting 60 FPS you still feel like your only getting 24 in some areas, that N64 had an unfair advantage unless you've got a Core 2 Duo and you remove the framerate limiter.
It was a great game, addicting multiplayer, it just sucks that Final Fantasy X doesn't have a PC port, or you could play the game with a Pentium III, a 16-32 MB video card and like 128-256 MB of RAM. If Goldeneye 007 had a PC port you could get by with a Pentium II, 2-4 MB graphics card and 4-8 MB of RAM (separate from whatever is needed for the operating system)
I assure you those estimations are fairly accurate from everything I've seen, only the slim PS2 models like the one I have include a full 512 MB of RAM instead of only 256. I don't know how that might have helped performance in games like MGS2 and 3 or Gran Turismo 4, but maybe it did something if the games 'cached' all their textures and what-not.
It's not like you could just interpret or recompile the game code (from or to Binary or Assembly, from even it's native PS2 coding) and 'optimize' it for x86 (This makes me wonder how they port games from different systems... perhaps they save themselves all the coding by just recompiling into different code).
The problem is you need all of the games resources, and that's really only something Square could have dealt with at time of development, unless someone has time enough on their hands to go for some sort of extreme overhaul.
Note: in terms of code, there are few limits... besides the CPU cycles required to execute the instructions, but less instructions and more concrete instructions (more efficient sets via optimization) could defeat the limitations of the CPU-intensive portions.
2.6 ghz Athlon dual cores (4 ghz P4 w/ HT) or 1.2 Ghz Core 2 Duo is all that's really required to run FFX real-time consistently, and with the slowest Core 2 Duo you could buy, you have 50% more clockspeed on each core than you need. With any Core 2 Duo MGS3 should be playable. I have no idea about Tekken 5 and I can't really make guarantees for any games other than those I've tested, so I'll have to spend more time trying these out. The first thing I will buy for sure is a better CPU, just for all of this really.
By the way I had to fiddle with my clamp, suspend and resume to get past the black screen after you go to Kilika Island and Yuna does her sending or whatever.
I've been up since last night so pic related (he fell asleep... not really but I missed a dialog and he blinked lol)