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Full Version: PCSX2 1.00 Tales of Destiny: Director's Cut
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it's not all a matter of gfx complexity. It's more a matter of the way the game was originally coded.
People became too used to gauge games requirements by the graphics. That's true in a way on PC. But even then not totally true. A simulator like Civilization for example can be very hard on the CPU if it extends too long with tons of cities across a huge map... Or Skyrim which serves to show how consoles push on the CPU part the work that should be on the GPU (it's almost a verbatim port from console to PC).

So, to make it shorter... a lot of graphics processing in PS2 is done on the VUs and so on the CPU by the emulator.

On the other hand, think all those recompilations, some games are well behaving and make the emulator's life a lot easier even when looking gorgeous. Some other game is a model of visual simplicity but coded in a way that seems to be done just to mock all attempts on optimization by the emulator.
I learned a lot from you guys. Thanks.
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