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File: Ggjzo9YWQAAlrq7[1].jpg (508 KB, 3840x2160)
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Thoughts on the new Retroarch PS2 core? Hopefully it can take care of the some of the blind spots that PCSX2 still has.

https://www.youtube.com/watch?v=7JflGdjfIS8
>>
>>11493873
More incomplete cores?
>>
>>11493873
>Hopefully it can take care of the some of the blind spots that PCSX2 still has.
Given it's literally a libretro port of PCSX2, how do you figure?
>>
>>11493873
As far as accuracy/compatibility goes? It doesn't. In practice, it's basically the Software renderer but running on the GPU, which allows it to render at much higher resolutions, which is nice, but at the moment it doesn't play games any better than the old Software renderer does, and in fact some games do worse on it right now. That said, maybe later on it will improve and become more accurate than even the Software renderer, given literally no one is working on the latter and hasn't for a very long time.
>>
Am I missing something here? The only options I see for video in the core options are for super-sampling, yet the footage in the video is clearly that of a straight up higher resolution.
>>
>>11493895
>literally a libretro port of PCSX2
It's not though
They're working on the equivalent of paraLLEl-RDP but for the PS2
>>
>>11493917
It's both. It's a libretro port of PCSX2, plus the new ParaLLEl-GS renderer (which you can also use with standalone PCSX2, but you need to compile it yourself).
>>
>>11493925
>which you can also use with standalone PCSX2, but you need to compile it yourself
Why haven't they added it to the nightly builds? Is it just too shit at the moment?
>>
>>11493932
Well, for one, it was made by Themaister, who's RetroArch's original creator and who has nothing to do with the PCSX2 team. Themaister normally doesn't make direct pull requests to other emulation projects outside libretro, but he at least makes his work portable enough to work outside a libretro context, so when he made ParaLLEl-RDP for N64, it fell onto others to adapt it to standalone emulators, which they did. However, unlike the various N64 projects that did adapt his work, there actually is some animosity toward libretro within the PCSX2 ranks, so perhaps that's got something to do with it.
>>
>>11493914
According to the blog there should be an option for High-res scanout with supersampling is set to 4x or higher.

https://www.libretro.com/index.php/lrps2-the-new-playstation2-core-with-a-brand-new-lle-renderer/
>>
>>11493932
There's someone in the emu thread on /vg/ that does builds for it
>>
>>11493972
I had read that earlier and had the high-res option on but it didn't really make a difference in the handful of games I tried out. Still always ended up with a supersampled image at native res. Maybe I'm just unlucky with the games I tried; it does say on the option that its not supported in every game.
>>
>>11493873
redpill me on bare metal over emulation
>>
>launch PS2 game
>close it
>have to restart RetroArch to launch any other PS2 game or it will crash
Is this a known issue?
>>
>>11494146
You're "handicapping yourself" by playing anything past 5th gen on retroarch unless you are into debugging. I'm being honest here, use standalone.
>>
>>11493873
Features are too limited for my usage.
>no save states
>no per-game memcards
>no cheevos
I applaud the project’s progress, but I’ll be sticking with PCSX2 for now.
>>
>>11494182

savestates and cheevos support is literally supported in this new core.
>>
>>11493996

turn on user interface -> notifications -> statistics.

go to core options -> video. make sure high-res scanout is enabled, and set SSAA to a mode that allows for high-res (it says this per mode). higher is better in most cases, 16x SSAA will look better than 8x SSAA and 8x will look better than 4x.

Anyway, go back to the game, and if you see the Base resolution go to 1280x448, or 1280x896, that means the high-res scanout worked.

It goes up to 2x native resolution and from there SSAA does all the magic to make it look much better than 2x upres ever could. And from there you can apply shaders on top too.

It looks way better than GSdx IMHO because SSAA is actually applied for everything, and there is no mismatch between UI elements and 3D geometry.
>>
>>11494373

for those that don't understand what the big deal about SSAA is, DLSS is basically a poor man's version of SSAA that goes the opposite route for performance, goes from lower downsampled resolution and then through machine learning tries to 'guess' how the higher resolution should look like. SSAA is the brute force approach, renders at a way higher resolution than native and then downsamples it to the input resolution.
>>
>>11493962
the thighmaster? Bwahaha

Joking aside pcsx2 works well so not complaining
>>
>>11493873
retroarch is the antichrist of emulation.
>>
>>11493873
standalone > multisystem emulators
every time
>>
>>11494502
dilate faggot
>>
Try ratchet, game is broken mess regardless of renderer.
Yup, it is a retroarch core.
>>
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>>11494373
I have it set to 16x SSAA here with the high-res scanout and it seems to be working given the base resolution, but even with highest option... it still looks way too blurry to me. I even tried ridge racer v but it didn't look nearly as clean as the op video, though I havent messed around yet with any of the shaders mentioned in the video description or the comments. Maybe im still missing something, but 2x native res looks a good amount cleaner to me.
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>>11494728
2x res from PCSX2 for comparison
>>
>>11494658

ratchet & clank works fine. turn off 'force LOD0 texture' for that game.
>>
>>11494728
a lot of the postprocessing effects are stubbed out for that game with gsdx. like if you go to the forest (beginning of the game), it stubs out some postprocessing overlay because it's too demanding for hardware renderers. parallel-gs meanwhile just renders it fine and completely just like software rendering.
>>
>>11494736
Oh yeah, no arguments here. Parallel-gs is definitely more accurate from what I've tried. I'm just talking about the resolution stuff specifically. Higher resolutions might come in time. If I recall, n64 parallel didn't have upres support at the start but it was added later.
>>
>>11494749
Are you starting it with any of the progressive scan modes and does that make any difference? Press and hold Triangle and Cross at startup. Game offers choice between 480i, 480p and 1080i.
>>
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>>11494758
Tried it out (hit square for 16:9 then circle for yes though my japanese is too shit to fully understand the prompts) but I hardly notice a difference. Still with 16x SSAA and retroarch shows the base resolution jump to 1280x896, though I should add my posts were talking more in a general sense; I just picked VP2 at random for a screenshot.
>>
>>11494797
PS2 outputs at 514x448
Highres scanout outputs at double the resolution
what's hard to grasp
>>
>>11494805
What are you babbling about? Maybe try following the conversation.
>>
>>11494732
It is off.
>>
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>>11494823
Renders fine here in retroarch w/ parallel-gs.
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>>11494797

Try any of the shader presets in slang_shaders/presets.

Look for ones in slang_shaders/presets/interpolation, slang_shaders/presets/blurs, or slang_shaders/presets/fsr.

Combining this with the 16x SSAA in PGS can lead to very good results. pic is an example

frontend shaders and the ability to endlessly stack them is the huge RA selling point.
>>
>>11494840
you're rendering a 4:3 image onto 16:9
>>
>>11494175
nta but i need RA shaders my nigga
>>
Here's a question
completely vanilla output, native resolution, do the prompts in God of War cut off pixels compared to native hardware like PCSX2's renderers and resolution do
>>
>>11493873
I'm messing around with this on Steam Deck, how do I use memory cards?
>>
>>11493904
>it's basically the Software renderer but running on the GPU, which allows it to render at much higher resolutions
That's already good though. Ridge Racer 5 has issues with the hardware renderers and being an early game using field rendering it's a shimmering mess visually in software mode and on real hardware too
>>
>>11493904
>Software renderer but running on the GPU
So it's not a software render you retard it's normal HLE emulation.
>>
>>11495202
Anon, why do you think it's called paraLLEl-GS with LLE in caps?
>>
>>11495202
It's not HLE. For one, hardware rendering does not necessarily mean HLE. There are emulators that combine low-level emulation with hardware rendering. Secondly, this plugin doesn't do conventional hardware rendering as traditionally understood. It uses Vulkan compute shaders to massively parallelize calculations, so doing what CPUs traditionally do through so-called software rendering, but way better, and which allows it to actually be able to render at higher resolutions, something the CPU cannot do without a massive performance drop.
>>
Does it still have the GL/Vulkan renderer? Don't care about this new (slow) gimmick.
>>
>>11495296
Yes.
>>
I tried it out for a bit, looks kinda shitty. Also all my memory cards are on PCSX2 and I don't want to bother porting or moving them.
>>
>>11494797
Can you go to the forest and see how it looks? That's where PCSX2 fell apart with graphical glitches all over the place in hardware mode.
>>
>>11495376
PCSX2 looks mostly fine to me there, but I play at native res, I wouldn't be surprised if upressing is breaking effects.
>>
parallel-gs 2x ssaa + crt shader + lossless scaling lsfg 2x in Gran Turismo 4 makes my gtx 1080 rev up to 90%. Time to buy 5070 I suppose. Looks dope though
>>
>>11493873
So is it out of beta now? standalone PCSX2 is fucking garbage but the retroarch beta core for is it even worse
>>
>>11493904
>the Software renderer but running on the GPU, which allows it to render at much higher resolutions
holy shit
>>
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>>11493873
Does it have async audio mix?
just found out that it's gone from pcsx2 and very likely that i may have to live with it
>>
>>11495640
*without it
i mean
>>
>>11493873
SSAA sucks for most games I tried. The blur is ridiculous but there are games where it works well.
Anon on /vg/ built it for PCSX2.
>>>/vg/507949630
https://files.catbox.moe/ntt9vt.zip if you don't care for retroshart
>>
>>11495683
anything that has filtering/color grading/bloom seems to barely scale & looks blurry.
>>
>>11493873
>playing anything on retroarch past gen 5

ick, please tell me people dont actually do this?
>>
I could see myself using this for sprite-based games or stuff with pre-rendered backgrounds, but PCSX2 still looks better for a clean high-res 3D look.
>>
>>11493873
>new
It's just fucking PCSX2 ported to libretro, nothing new about it.
>>
>>11495716
it has paraLLEl-GS which is software rendring but on GPU you can build it for PCSX2 easy but yeah no point in using some shitty retroarch fork
>>
>>11493873
Oh hey, looks like it renders the effects way better
>>
how have they still not implemented core settings without having to load content? i don't mind that lrps2 is a work in progress but i do mind that i have to edit cfg files to get it out of an auto crashing loop.
>>
>>11495735
it's impossible with the way the cores work. cores are dynamic libraries, you can't 'grab' settings contained in a dynamic library before you load them obviously. the 'settings' are dynamic and runtime, they are not some stuff in a settings file.
>>
for some reason now none of the other LRPS2 renderers work for me now except parallel. All the other ones, the video gets stuck on the starting screen while the audio continues to play, and I can only see brief glimpses of the game if I use fast forward. I tried fiddling with a bunch of settings and no change.

It's not that big of a deal since I was only really planning on using parallel anyways, but more annoying is that even on parallel, the screen goes black every time you pause, which means I can't enter the RetroArch menu and adjust settings while having the game paused in the background since it just becomes a black screen. It also makes screenshot previews a black screen as well.

I just wish I knew the root cause because I'm almost certain the two issues are related.
>>
>>11495921
all the gsdx renderers work here. not sure what is going on on your setup, is this linux or windows?
>>
>>11495921

taking screenshots ingame turning black is a known issue with the core however. just use alt - printscreen or smth else for now.
>>
>>11495735
just set your global LRPS2 options / cfg settings as read only for your most common/compatible settings, and then whenever you need to adjust something, just use a game override for that game. If a game has an issue, just delete its respective override.

Usually the only setting adjustment that causes crashing is messing with the driver.
>>
>>11495925
It's not so much regular screenshots, but rather the screenshot previews with save states since RetroArch uses its own internal screenshots for those.
>>
>>11495921

maybe its that you need to set 'renderer' to 'auto' to use any renderer other than parallel-gs. if you leave renderer on 'parallel-gs' then it will always try to use that.

to use vulkan, make sure video driver in retroarch is set to vulkan, and ps2 core renderer core option is set to 'auto'

to use d3d12/d3d11, make sure video driver in ra is set to d3d12/d3d11, and ps2 core render core option is set to 'auto'

etc. for opengl.
>>
It's making a lot of progress with that ParaLLEl-GS video plugin but it'll take a while until it's as performant and mature as current PCSX2 is.
I'm looking forward to see its continued progress if anything, but I'll stick with PCSX2 Nightly for now.
>>
>>11495719
I think I'll just wait until PCSX2 gets ParaLLEl-GS added to its video renderer list.
>>
>>11495945
Will that even happen?
>>
>>11495970
Doubtful, at least for the foreseeable future. The PCSX2 devs are not currently in good terms with the libretro devs.
>>
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>>11495921
I had the same problem. You need to manually download "GameIndex.yaml," which is included with standalone PCSX2. Then, move or copy it to "[...]your BIOS path\pcsx2\resources." This will allow you to use any other renderer and fix a lot of bugs on paraLLEl-GS, such as those textures on Gran Turismo 4 (e.g., "NORMAL" appears as "RMAL" if you don't have "GameIndex.yaml"). Somehow, it is not included in "Online Updater > Core System Files Downloader > LRPS2.zip." I know this because back in November, some Anon did several troubleshooting about it. "Current" LRPS2 has been available for everyone since November (I think). One Anon discovered that the analog sensitivity was messed up (back then it didn't include "Core Options > Input > Port 1/2: Analog Sensitivity = 133%"; it was hardcoded at a 100% value). I think most of the issues that have been fixed by LibRetro/LRPS2 are ones that /vg/emugen/ has spotted, which is nice. I mean, devs read us and acknowledge our issues to fix their issues.

I bet those folks: >>11495924 >>11495925 >>11495931 Have been testing LRPS2 since November and have forgotten about the "GameIndex.yaml" thing. If you ask about it on /vg/emugen/, some people will say it's a "YOU" problem or the most common "works on my machine" response.

I don't like Danny, but once LARPS2 gets into puberty, it could be the best way to emulate PS2. Forget Danny; themaister is the man here. He is paying Runar Heyer to have him contributing full-time, and he, themaister, wrote paraLLEl-RDP; both are the real MVPs. Danny is just a parasite (hence why most of the emudevs don't like him). With or without Danny, we would have paraLLEl-GS. /rant
>>
>>11495979
>The PCSX2 devs are not currently in good terms with the libretro devs.
"[...]in good terms with Danny." Fixed. There are more than valid reasons for it. Dude is a parasite. Guess why LibRetro/RetroArch/Danny had to rename DuckStation and PCSX2... or why there's "Melon DS" and "Melon DS DS"... why Dolphin core is forgotten. LibRetro/RetroArch is a parasite project.
>>
>>11495994
>Make sandbox that improves and consolidates emulators with features not in standalone emulators
Why can't these people admit that they make shitty programs but can code the emulators well
>>
>>11496002
https://github.com/ekeeke/Genesis-Plus-GX/issues/111
>>
>>11494848
There are widescreen hacks for a lot of games that don't stretch the image to fit.
>>
>>11496007
Seems you need to rip-off devs if you want to improve and consolidate emulators with features that are not present in standalone.
>>
>>11495994
You have it backwards, emulator devs are up their own ass about how super special their little pet projects are
Probably because they're the parasites that want to start patreons and shit to make money off of emulators in a legal gray area which is why the Yuzu got shut down

If they'd just shut the fuck up and make a core instead of standalone, they probably wouldn't get shut down
>>
>>11495986
>GameIndex.yaml
I have tried Shadow of the Colossus on my old Alienware 17 R3 and the audio was a mess, this fixed it, now I can run it with paraLLEl-GS at native res on RetroArch. Thank you a lot, Anon.
>>
>>11496012
>If they'd just shut the fuck up and make a core instead of standalone, they probably wouldn't get shut down
Who are you to tell anybody how they should do their stuff?
>>
>>11496009
yes but that ratchet capture seems stretched out
>>
I tried it a little bit last night with the only games I care from the library: the Gran Turismos. Tons of circuits aren't rendered at all, you get instead some glitched garbled graphics no matter the renderer. Also the games look way too blurry at 1x resolution with CRT shaders and all the antiblur settings on, even compared to PCSX2 -- Even 2x looks super blurry . Also slower when pitted against the same rendered in PCSX2. The whole thing is still too green to make the switch over PCSX2.
>>
>>11496069
Also b4 anyone ask, the shaders are sharp, rgb-like ones so it should result in sharper image but it's like no matter what it's gonna look smeared as fuck. I know the PS2 didn't have the greatest image output of its gen but it's still a bit too much.
>>
>>11496070
>>11496069
what exactly is not rendered correctly in gran turismos?
>>
>>11496081
I'll upload a screenshot when I get home.
>>
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>>11496087
that's what it looks like on my end, it seems fine?
I see a dithered pattern in the rear window but that's accurate I suppose
>>
>>11496024
Because the alternative is to have your project shut down
>>
>>11496092
do you really emulate ps2 game like this?
why even emulate....
>>
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>>11496024
If you're a emulator dev I'd like to let you know you're a giant faggot and I pirate your patreon updates
>>
>>11496087
see >>11495986
>>
>>11496069
> way too blurry at 1x resolution with CRT shaders
Enabled blur filter, got blurry images. Are you even listening to yourself.
>>
>>11496150
That looks like Forza Motorsport 4, Anon. Yikes.
>>
>>11496150
bruh I do have PCSX2 standalone and know how it looks mind you
GSDx has its limitations
>>
https://themaister.net/blog/2024/07/03/playstation-2-gs-emulation-the-final-frontier-of-vulkan-compute-emulation/

holy mother of tldr
>>
>>11496153
Read the next post
>>
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Listen here GSdx fags
>>
GSdx sisters... our response?!
>>
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Norwegian Quality
>>
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>>11496081
Ok, the promised screenshot

It's track dependent. I've tried with paraLLEI and it gives better results but sometimes it displays the same visual glitch.

I'll try doing this later >>11496152 and see if it fixes it
>>
>>11496391
are you running an igpu or some shit
>>
>>11496401
>igpu
yea

b4 you > at me, I can play on PCSX2 at 3x resolution and blending quality set to medium with no drops. ParaLLEI as I said gives better results but at the cost of speed (at 1x it plays fine unless I slap a crt shader on it, then it starts to lag)
>>
>>11496413
parallel-gs is a very demanding renderer

I can't get a stable 60 in GT4 w/ GTX 1080 with 4x ssaa
forget using igpu for it
>>
>>11496391
see >>11495986
You need fucking gameindex.yaml you bitchass faggot.
>>
>>11496440
Ok, my PCSX2 install doesn't have a gameindex.yaml file. I'm on linoox btw.
>>
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>>11496462
you're on the fucking loonix and can't RTFM?
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>>11496462
>I'm on linoox btw
Why do you daily drive that shit if you can't troubleshoot shit, my brother in Christ? There you go.
https://github.com/PCSX2/pcsx2/blob/master/bin/resources/GameIndex.yaml
Post a new screenshot.
>>
>>11496468
lrps2.zip does not included, at least back in November.
>>
>>11496474
it does include it
this is the new LRPS2 core
>>
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>>11496468
>>11496471
I use loonix to avoid the botnet, not because I'm proficient with computers, and it's easy enough to use these days. Anyway, here's the screenshot, but I still get black screens when I open RA's menu or try capturing screenshots via RA
>>
>>11496476
I knew you were missing that file.
>Anyway, here's the screenshot, but I still get black screens when I open RA's menu or try capturing screenshots via RA
Install Windows 10 LTSC 21H2
>>
>>11496475
>this is the new LRPS2 core
No shit Sherlock. When they released it back in November it didn't include that file, I know because I was there.
>>
Since we're at it, where the fuck does LRPS2 stores its memory cards/saves? I can't find them for shit
>>
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>No shit Sherlock. When they released it back in November it didn't include that file, I know because I was there.
>>
>>11496494
How did you know how I look like?!
>>
>>11496493
ok found them, I was looking for the game's name thinking it worked like PS1 saves. Now I'm guessing .pnach cheat files don't work on LRPS2, right? would be nice to have the analog trigger sensitivity fix working off the bat
>>
Pack it up, the RA devs are here again.
>>
>>11496594
Retroarch saved retro gaming.
>>
>>11496537

No they work. Core Options -> System -> Enable Cheats needs to be enabled.

You dump your pnach files into <system dir>/pcsx2/cheats.
>>
>>11496468

Gameindex.yaml will eventually be baked into the core for convenience. For now you need to download it separately like this.
>>
>>11496069
I think only Trial Mountain is bugged in GT3 with parallel-gs in high-res scanout mode. If you set SSAA to native it will render properly.

Not yet known what causes this and unsure if maister cares enough about that game to fix it. For that track Trial Mountain the game apparently puts some kind of postprocessing color filter on top of the screen which parallel-gs right now can't really deal with.

You see a similar issue with the intro in Ridge Racer V, but then the intro is completely fucked up in gsdx anyway and needs to revert to software renderer. With parallel-gs it at least renders but bugged and you see some weird scanlines sticking out. For whatever reason the game decides to use some blue color filter that it blits on top of the screen but ONLY for the intro.

PS2 was weird and loved fucking with postprocessing effects stacking one effect on top of the other.
>>
Here's a list of current known bugs and compatibility issues with the core:
https://github.com/libretro/ps2/issues
Most are from Danny himself, tested on a very high end rig. Seems a select few games are unplayable even on the best of cases.
>>
The thing is, why tf would you want to use high res scanout? Parallel-gs does not support de-dithering. To blend that dithering you need a CRT shaders, and they look ass in high res. As far as I'm concerned high res scanout is useless, use stronger SSAA instead
>>
>>11496613
Normalfags bitch about its 1000 menus so did it really?
>>
>>11496648
normalfaggies need not apply
it's for power users like me
>>
>>11493873
i cant get it to work, it is too much of the typicall retroarch mumbojumbolism as always
>update core
>set to vulcan
>set to glcore
>do not set it to dx on vulkan
>oh no you fucked
>what? you did not?
>but you still fucked?
>maybe try "auto" mode
>but remember to close retroarch everytime you make a change
>did you set it to GL again?
>try to reinstall EVERYTHING
>>
>>11496648
>>11496651
like clockwork
>>
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>>11496641

use preset shaders on top.

It looks way better at 16x SSAA and with some preset slang shaders than gsdx IMHO.
>>
>>11496657
If I'd want that kind of picture in SC2 then I'd just run it in D3D11 6x res with mipmapping disabled in PCSX2 standalone. Parallel-gs is about blending 2D and 3D elements nicely in an uniform way.
>>
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>>11496660
>Parallel-gs is about blending 2D and 3D elements nicely in an uniform way.

you can still get that though.

D3D11 does not even have 'basic' blending accuracy BTW, it will not compare to parallel gs no matter how high you crank up the resolution. all effects will be inferior and sub-PS2 quality
>>
>>11496663
DX11 supports blending accuracy adjustments, you're full of bull
>>
>>11496665

only up to basic and medium. if you set it to high or full it just reverts back to basic or medium. check the code. you cannot get full blending accuracy like you can on the GL/Vulkan renderers. thats why both D3D11/D3D12 renders are inferior in gsdx.

but gsdx is inferior to parallel-gs in all respects anyway when it comes to blending and postprocessing effects
>>
doesnt work
>>
>>11496670
> high or full it just reverts back to basic or medium. check the code
schizo alert
>>
>>11496637
based twinaphex working tirelessly
>>
unable to load core
>>
>>11496713
please inform yourself nexct time before you try to act like a smart ass. this is well known.

https://forums.pcsx2.net/Thread-MGS2-Blending-accuracy-does-not-work-on-dx11-and-dx12?pid=643977#pid643977

> 10-03-2024, 07:58 PM
dx11/12 can't render effects that require full barriers like on vulkan/opengl, maximum blending on dx is like 80% of basic blending vulkan/opengl.
You shouldn't even be using dx unless you're using a legacy gpu.
>>
>>11496735
that's a quote from a dev btw before you go 'hurr durr random person on forum says something'. in fact prob the only person still contributing to gsdx rn
>>
>>11496737
>in fact prob the only person still contributing to gsdx rn
then wtf is that tranny stenzek doing
>>
>>11496738
he had a falling out and quit, and then refraction left as well in the ensuing drama.
>>
>>11496740
fucking trannies man can't do anything right
>>
>>11496738
>then wtf is that tranny stenzek doing
Stenzek has been harassed nonstop so he forfeit
>>
>>11496742
>fucking trannies man can't do anything right
do it yourself, faggot, be the change you want to see
>>
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>>11496743
harassed with what, issues on github?
pcsx2 seems dead in the water
we must thank retroarch for salvaging it
>>
Here is it, thread's dead. It was good while it lasted.
>>
>>11496748
>harassed with what, issues on github?
harassed stenzek is an /emugen/'s meme, Anon.
>>
>>11496772
that's why I never use trannysoft
mesen-s instead of bsnes
desmume instead of melonds
vba-m instead of mgba
beetle psx instead of cuckstation
lrps2 instead of pcsx2

amen
>>
>>11496784
oh and the last but certainly not least is FBNeo instead of MAME
fuck everyone in mame dev team
>>
Hi Danny, how does it feel to shat on another thread?
>>
>>11496786
Danny was right in the end
>>
>>11496790
In being another idiot like Epic's Tim and instigating drama? That's funny RA cultist.
>>
>>11496793
By pushing ahead the whole emulation scene disregarding dramatic tranny faggots
>>
>>11496790
>Danny was right in the end
Rippin' off emudevs? >>11496007 Danny is just a faggot who parasites donations. PCSX2 fork w/paraLLEl-GS has better performance than LRPS2. Danny should be grateful that themaister is having his back.
>>
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>>11496797
More like closing alternatives by being a shady parasite fag. Your cultism is very blatant (and if you're the RA man *themself*, that's sad)
>>
>>11496804
yes he's ripping off poor emudevs for the benefit of the final user, me
>>
>>11496804
Themaister, being a straight white man himself, understands Danny's plight and chooses the right side.
>>
>>11496812
dog doesn't eat dog... I mean: parasite doesn't leech off parasite.
>>
>>11496825
emulator development is a non-profit enterprise
if you want to code emu's to make a living then you can fuck right off
>>
>>11496827
>if you want to code emu's to make a living then you can fuck right off
Tell that to Danny; he’s the one mooching off donations. https://www.libretro.com/index.php/contributions/
>>
>>11496837
That anon is Danny and is in denial
>>
>>11496837
You might be mentally ill.
Never once was I asked to contribute while using retroarch
If people want to throw their money at people who support the frontend then who am I or you to judge them
>>
>>11496815
Themaister is an apex gigachad, Danny should be really grateful that Themaister gaves 0 fuck about his (Danny's) parasite behavior. He, Themaister, does it because he can and that is it, simple as.
>>
>>11496846
>If people want to throw their money at people who support the frontend then who am I or you to judge them
The problem arises when well-meaning users donate to LibRetro, thinking or assuming that their contribution is going to the core/emulator developer, when in reality, that money goes to Danny. Plus, Danny doesn’t respect licenses. It’s no wonder that people behind projects like Genesis Plus GX, DuckStation, PCSX2, MAME, Dolphin, etc., want nothing to do with Danny and disdain LibRetro.

If you’re okay with Danny and LibRetro being parasites in the emulation scene, I get it: parasite doesn't leech off parasite.

I won’t stop saying it: Danny should be really grateful that Themaister is a professional, financially stable individual, and passionate about the topic. Without Themaister, LRPS2 would still be abandoned like it was for almost two years, just like the Dolphin core is now. Saying that "Danny is pushing ahead the whole emulation scene" is completely absurd.
>>
>>11496815
>Themaister, being a straight white man himself
Lets say that Danny's 10 years long crusade against trans and fag emu developers was comical if you can add 2+2.
I guess themaister is a very forgiving person. Or a cuck.
>>
>>11496882
>>11496880
>>11496853
Did Danny fuck your mum or something
Fuck licenses and fuck limpwristed emu devs who want to hoard donations with their shoddy front ends that's hostile to end user (xenia and memednafen are the worst offenders)
your emulators WILL be ported to libretro for everyone to enjoy whether you like it or not
>>
>>11496887
I meant for everyone to enjoy except this guy >>11496687>>11496734
>>
>>11496882
>I guess themaister is a very forgiving person

"My main motivation here is basically “because I can”. I already had a project lying around that did “generic” compute shader rasterization. I figured that maybe we could retro-fit this to support PS2 rendering. I didn’t work on this project alone. My colleague, Runar Heyer, helped out a great deal in the beginning to get this started, doing all the leg-work to study the PS2 from various resources, doing the initial prototype implementation and fleshing out the Vulkan GLSL to emulate PS2 shading. In PlayStation 2 GS emulation – The final frontier of Vulkan compute emulation."
https://themaister.net/blog/2024/07/03/playstation-2-gs-emulation-the-final-frontier-of-vulkan-compute-emulation/
---
"Runar's contributions were done as paid work for my company Arntzen Software AS as an employee."
https://github.com/Arntzen-Software/parallel-gs
---
>Themaister wrote paraLLEl-RDP
>Themaister is a talented and passionate developer.
>He met another talented and passionate developer
>He decided to hire that developer, Runar Heyer, under his own company: Arntzen Software AS
>Themaister doesn’t care about drama or donations because he’s financially stable.
>He does it because he CAN.
>He doesn’t mind that LibRetro uses paraLLEl-GS and that Danny leeches off donations and "internet points" from the emulation community because Themaister only cares about DOING WHAT HE CAN.
>Themaister, being the ultimate Apex GigaChad, knows Danny's parasitic habits well and acknowledges that Danny and LibRetro are rightfully despised. So, he grants total freedom for anyone to compile paraLLEl-GS in PCSX2, giving people the freedom to choose.
see: >>509462927 >>509083515
>>
>>11496913
>>>/vg/509083515
>>
>>11496913
M E N T A L

I
L
L
N
E
S
S
>>
Does anybody else have the problem of analog triggers not being analog on RA? they act like normal shoulder buttons, on/off. Using an official DualSense.
>>
>>11496940
I have the same problem. Also vibration doesn't work
>>
>>11496913
Bruh you must be autistic or smth
>>
>>11496742
well yea thats why they left pcsx2. And now the emulator is 41% itself kek
>>
>>11496972
LRPS2 will carry the torch
>>
Does it fix Last Raven without having to do 10 game specific hacks
>>
ParaLLEl-gs is doa unless they bring no-interlacing patching on parity with pcsx2 mainline
just sayan
>>
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>>11497030
>>
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This looks...le good?
>>
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this looks....le bad
>>
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>>11497067
>>11497073
>>
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>>11497084
my video card cannot run ps2 gaems from 2000
>>
>>11497073
>GPU 93%
>PWR 109.2W
>FPS 48
>>
>>11497090
Pascals are notoriously shit at vulkan compute, what parallel-gs runs on
>>
>>11497092
So... RTX is required to resulate PS2, a 25yo console?
>>
>>11497095
ayymd would fare better, supposedly
themaister runs a rx 7600 or something
>>
Imagine the type of turbo-autism one must have to give even the slightest of shit about emudev drama. Just use whatever works best for playing videogames.
>>
>>11497210
>whaaa muh donations
t, danny boi
>>
>>11495986
I copied GameIndex.yaml from standalone PCSX2 and made a new folder called resources within the PCSX2 folder of system. Below is the file location

RetroArch\system\PCSX2\resources

and it doesn't work. Still get black screens.
>>
>>11497210
I care in the sense that I need these autistic faggots to not melt down for long enough to finish their work. PCSX2 had some real potential there for a while, but now it's not only fucking dead again, but even more dead than it was before Schizokek came around to begin with. At least there were no expectations then. Now it's just a half-finished pile of unfulfilled promises.
>>
>>11496651
the only way it works for me was to enable allow core to change driver, and then have the retroarch driver as dx11. It changes from dx11 to vulkan when you start the core, but for some reason if you have the core as vulkan before you start it, then it just won't boot. For the renderer in LRPS2, I use parallel, the other ones don't work properly for some reason. Even with parallel, pausing or screenshots show a black screen (the video comes back once you unpause)

I had to save allow core to change driver as a core override just for LRPS2, as I have that disabled for causing issues in the past. Took me a bit to figure out that was the issue.
>>
>>11497380
but also NORMAL appears as it should in Gran Turismo 4, assuming we're talking about the same thing (the menu option when you're selecting a race), but that was the case even before gameindex.yaml, which as far as I can tell, did nothing
>>
>>11497417
>>11497380
Oh nevermind, I just found the issue. Apparently DX11 doesn't work for the other renderers besides Parallel, you have to use DX12, per their patreon update.
>>
>>11495986
so why does the sensitivity need to be at 133%? Is 133% the most accurate to original hardware?
>>
>>11497449
>Is 133% the most accurate to original hardware?
No, and I don't know why the PS2 emus insist with this. Racing games are unplayable at 133%
>>
>>11496476
>I use loonix to avoid the botnet, not because I'm proficient with computers
If you're not proficient with computers, you have no idea how to avoid the botnet.
>>
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>>11493873
Friendly reminder that the PS2 emulation will NEVER be perfect because the real console used a 32-bit z-buffer with integer values, while modern GPU's use float values, so it's impossible to convert losslessly, hence all the random z-fighting (texture flickering) in numerous games when upscaled on the emulator.

>inb4 you can use the software renderer
Yeah, but it looks like ass.
>>
>>11497501
>Yeah, but it looks like ass
So does a real PS2.
>>
>>11497501
Read the thread, retard.
>>
>>11497501
>PS2 emulation will NEVER be perfect
Define perfect
For me is beyond perfect. I mean, it fully enhance the base material.
>>
>>11497545
This game glitches the hell out of it when I select certain missions, unless they fixed that recently.
>>
>>11497501
>real console used a 32-bit z-buffer with integer values, while modern GPU's use float values
Not a 3D expert, but what prevents you from setting up a pipeline to use a integer based depth buffer?
>>
It looks nice, but I'm getting awful framepacing. The amount of stutter makes it unplayable.
>>
>>11496069
Despite all the shilling for GT4 mods, PS2 emulation is generally ass with PD games. It's been a little while since I've tried it because I just use my goddamn PS2, but Tourist Trophy's license tests would never fucking work in PCSX2 without swapping hacks mid-game no matter how many times people would tell me how accurate Nightly is now.
>>
>>11497501
SW is good though. they just need shaders natively. yeah, i agree GS HW will never get there but it's better than nothing a lot of games barely have any issues.
>>
>>11497421

DX11 works but prob not right now on Intel iGPU. Works fine on nvidia.

Not sure why it doesn't on Intel but these are extremely bad GPUs anyway, prob bad driver support for some DX11 feature that GSdx now uses. It worked with the old core, so prob some newer DX11 feature used now that the iGPU throws its hands up at.
>>
>>11497501

> Friendly reminder that the PS2 emulation will NEVER be perfect because the real console used a 32-bit z-buffer with integer values, while modern GPU's use float values

parallel-gs implements a 32-bit integer framebuffer unlike gsdx.

> so it's impossible to convert losslessly, hence all the random z-fighting (texture flickering) in numerous games when upscaled on the emulator.

not an issue with parallel-gs, because it's a compute program.
>>
>>11497726

It's the inaccurate float emulation in PCSX2. That's why so many games still need EE/VU clamping hacks.

https://github.com/PCSX2/pcsx2/pull/12001

This might fix the license tests, however, this requires interpreter CPU so requires a NASA supercomputer before this ever runs at good speeds.
>>
>>11497906
*zbuffer, not framebuffer
>>
>>11497909
Super computers are just clusters which are useless for single thread performance. Single thread performance is stuck so if it does not run at full speed now, it may never.
>>
>>11497501
I mean if you really really look in-depth you can probably find non-perfect issues with every single emulator, including the ones considered most accurate to their real counterpart
>>
>>11497501
they're 20 year old games for children I don't care
>>
>>11498325

Nah gsdx still has tons and tons of issues in games. Just go through the pcsx2 issues list, most just play the same 5/6 popular games so they are none the wiser as to how bad the hw renderer compatibility actually is.
>>
Tried to play Ace Combat 0, it has the funny bug that removes collision and doesn't let you complete the first mission.
It's definitely an upgrade from the previous version but it still needs time
>>
>>11497415
this is really a strange isuee, how would even one figure this out?
>>
https://www.youtube.com/watch?v=YCJ1plCi2dw

You unironically need a 4090 to run this intro at 16x saaa
>>
>>11498854
yup. completely worthless.
>>
>>11498856
It's premium PS2 emulation experience for those who can.
>>
>>11498854
good, filters thirdies
>>
>>11497501
>hence all the random z-fighting (texture flickering) in numerous games when upscaled on the emulator
In your mind maybe
>>
>>11498903
there definitely is/ SH4 & fatal frame series are huge culprits. its not visible in mst though. GSDX is extremely flawed in a few games but most of them are fine.
>>
someone try yakuza 1 it breaks at high res iirc forbidden siren 2 as well
>>
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libretro sisters, our response?
>>
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How would you rather play? lo res Klonoa or buggy black lines Klonoa?
>>
>>11499260
is the same picture
>>
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>>11499283
nyo it's not

all in all current patch compatibility is very disappointing
PCSX2 has both de-interlacing and 16:9 patches for Klonoa 2
LRPS2 has neither

parallel-gs picture quality is quite nice but without those patches it's still a subpar experience
https://github.com/libretro/ps2/issues/34
>>
>>11499292
use a shader or compile parallelgs on pcsx2
>>
>>11499340
compile deez nuts
>>
>>11496002
lot of retroarch cores are butchered versions of standalone. Look at the mame core
>>
>>11496846
the same is true of standalones faggy mcfaggerson
>>
Fun fact: nothing triggers RetroArch's lead dev Danny more than uttering the word "standalone" in his presence. If you feel like having a quick giggle, go to their trannycord and ask for help with a core, make up some problem, then mention that the standalone emulator doesn't have this problem. You can be as nice or as respectful as possible, it won't matter. You're gonna get chewed out, either by Danny himself or one of his mods (the latter because they know that's a trigger word for Danny and they'd rather not deal with his outbursts either). Push back even a little after this, and you'll likely get kicked out.
>>
>>11496887
mednafen has original cores, some of em are the best emus for those systems
>>
>>11499292
>16:9 patches
holy zoomer
>>
>>11499776
>Hey Mr. Retro archer my standalone copy of zsnes runs all my old smw hacks can I use my save states on Metroidarc?
>>
>>11499292
>16:9 patches
Just buy a bigger tv



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