Editing PlayStation 2 emulators

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Despite a large interest in PlayStation 2 emulation due to its sizable collection of games, it is still one of the harder consoles to emulate for several reasons.
 
Despite a large interest in PlayStation 2 emulation due to its sizable collection of games, it is still one of the harder consoles to emulate for several reasons.
  
First of all, many people believe that since the main CPU (Emotion Engine) runs at a clock speed of 294 Mhz (299 Mhz on later revisions), it would make emulation easy on recent hardware. But this isn't the case because the clock speed of the emulated CPU is not necessarily indicative of the ease of emulation (e.g. [[Sega_Saturn_emulators#Emulator_development|Sega Saturn emulation]]). Specifically, the PlayStation 2's CPU contains a multitude of custom sub-components and chips such as the FPU co-processor, 2 Vector Units, IOP, SPU2, Graphics Synthesizer, and SIF which together work asynchronously to comprise the 128-bit Emotion Engine. Emulating them perfectly with correct timing requires an enormous amount of power. Moreover, the PlayStation 2, just like PlayStation 1, uses the MIPS architecture instead of standard x86 code, thus making emulation slower.<ref>https://forums.pcsx2.net/Thread-Why-is-PCSX2-slow</ref>
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First of all, many people believe that since the main CPU (Emotion Engine) runs at a clock speed of 294 Mhz (299 Mhz on later revisions), it would make emulation easy on recent hardware. But this isn't the case because the clock speed of the emulated CPU is not necessarily indicative of the ease of emulation (e.g. [[PlayStation_3_emulators#Emulation_issues|PlayStation 3 emulation]]). Specifically, the PlayStation 2's CPU contains a multitude of custom sub-components and chips such as the FPU co-processor, 2 Vector Units, IOP, SPU2, Graphics Synthesizer, and SIF which together work asynchronously to comprise the 128-bit Emotion Engine. Emulating them perfectly with correct timing requires an enormous amount of power. Moreover, the PlayStation 2, just like PlayStation 1, uses the MIPS architecture instead of standard x86 code, thus making emulation slower.<ref>https://forums.pcsx2.net/Thread-Why-is-PCSX2-slow</ref>
  
 
Another big problem is the emulation of PlayStation 2’s floating-point unit (FPU) because it doesn’t follow the IEEE standard. To keep it simple, just changing a couple of numbers will cause glitches to occur to the game’s graphic (VU) and logic (EE), resulting in things like broken AI, odd behaviors, and/or graphical bugs. While PCSX2 allows for either clamping/rounding on both VU and EE as a solution to fix these glitches, it remains by far not the most accurate way to emulate the PlayStation 2's FPU.<ref>https://wiki.pcsx2.net/PCSX2_Documentation/Nightmare_on_Floating-Point_Street</ref><ref>https://github.com/PSI-Rockin/DobieStation/issues/51</ref>
 
Another big problem is the emulation of PlayStation 2’s floating-point unit (FPU) because it doesn’t follow the IEEE standard. To keep it simple, just changing a couple of numbers will cause glitches to occur to the game’s graphic (VU) and logic (EE), resulting in things like broken AI, odd behaviors, and/or graphical bugs. While PCSX2 allows for either clamping/rounding on both VU and EE as a solution to fix these glitches, it remains by far not the most accurate way to emulate the PlayStation 2's FPU.<ref>https://wiki.pcsx2.net/PCSX2_Documentation/Nightmare_on_Floating-Point_Street</ref><ref>https://github.com/PSI-Rockin/DobieStation/issues/51</ref>

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