Changes

Jump to navigation Jump to search

PlayStation 2 emulators

50 bytes added, 12:51, 13 August 2023
m
Emulation issues
==Emulation issues==
Despite a large interest in PS2 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. [[POS_(Pong_Consoles)_CPUs_and_Other_Chips#x86_CPUs|x86 CPU emulation)]]. Specifically, the PS2PlayStation 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 PS2PlayStation 2, just like PS1PlayStation 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 PS2’s 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 PS2PlayStation 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>
To conclude the problems with PS2 PlayStation 2 emulation, we come to hardware rendering. The PS2’s PlayStation 2’s graphics pipeline acts very differently from modern GPU cards, and emulating it in HW mode with any degree of accuracy is difficult. This is due in part to the versatility of the PS2PlayStation 2, the fact that it doesn’t use fixed shaders, or that even the games themselves do not use a consistent formula to achieve different graphical effects. Various emulation enhancements like display resolution scaling lead to the typical “black lines glitch” because of the use of a non-integer resolution. While the Vulkan/OpenGL backend and other hardware renderer backends on PCSX2 greatly improved on many of these issues, most [https://wiki.pcsx2.net/Category:Software_rendering_only_games lots of games still require “software rendering” ] to fix many common glitches, which in turn slows down the emulation. Although Games using mipmapping ([https://en.wikipedia.org/wiki/Ratchet_%26_Clank_(2002_video_game) ''Ratchet & Clank''], [https://en.wikipedia.org/wiki/Ace_Combat#Games ''Ace Combat''], etc...) and games running on the Snowblind Engine are playable in OGL HW mode with minimal problems on high-end PCseliminating visual enhancement options.
In summary, it The PlayStation 2 is a very complex machine that even game developers struggled to work with. It is impossible difficult to achieve close-to-perfection PS2 PlayStation 2 emulation with actual PC hardware, and even if but thanks to [https://github.com/PCSX2/pcsx2/graphs/contributors PCSX2 team] it were 's now possible, the results would most likely be unplayable. The PS2 is a very complex machine that even game developers struggled to work with.
==External links==
11,183
edits

Navigation menu