Editing PS2 Emulation

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|  || Speedhacks || ||
|  || Speedhacks || ||
|-
|-
| --vu1-mpg-cycles  || 0 - 400000 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for MTVU sensitive games.|| --vu1-mpg-cycles=1000
| --vu1-mpg-cycles  || 0 - 400000 || Set initial speed for VU1 Micro-programs. 100 is the default value. If VU1 requirements were a bottleneck, increasing it will result in better performance while decreasing it will result in the opposite. Increasing it can be beneficial for games that are MTVU sensitive.|| --vu1-mpg-cycles=1000
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| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
| --vu1-di-bits || 0, 1 || 0 Skips setting invalid, and Divides by zero flags in status register. Can be used as a speedhack as it can skip costly calculations. But at the same time, it can cause issues such as broken geometry. || --vu1-di-bits=0
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| --vif1-ignore-cmd-ints || 0, 1 ||  Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
| --vif1-ignore-cmd-ints || 0, 1 ||  Set to 1 to ignore command interrupt bit. ([https://psi-rockin.github.io/ps2tek/#vifcommands info] , explanation of int bit is right before command list). Can in some cases fix games that freeze while showing the same frame if set to 1. Games likes "Men in Black II - Alien Escape" and "Test Drive Unlimited" Will always need it. || --vif1-ignore-cmd-ints=1
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| --vif1-instant-xfer ||  1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 slows its timing and is the compatible option for most games, while 1 speeds up its timing, and being more compatible with a small fraction of games. It can be used to fix graphical glitches or potentially prevent games from freezing. || --vif1-instant-xfer=0
| --vif1-instant-xfer ||  1 = Instant VIF1<br>0 = Delayed VIF1 || Changes VIF1 timing. 0 is the accurate option. It can be used to fix graphical glitches or to potentially prevent games from freezing. || --vif1-instant-xfer=0
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| --gs-h2l-list-opt || 0, 1 ||  Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
| --gs-h2l-list-opt || 0, 1 ||  Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
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|-
|-style="background-color:#cbddfb"
|-style="background-color:#D7EF54"
|  || GS features || ||
|  || Gs settings / Behaviour || ||
|-
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1
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| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
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| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-style="background-color:#D7EF54"
|  || Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
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| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
|-
|-
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1
|-
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix graphical glitches/double screen issues.  ||
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix graphical glitches/double screen issues.  ||
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| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
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