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PS2 Emulator Configuration Settings

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0% found this document useful (0 votes)
20 views2 pages

PS2 Emulator Configuration Settings

Uploaded by

therevh30
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd

[EmuCore]

AffinityControlMode = 0
WarnAboutUnsafeSettings = false
EnableWideScreenPatches = true
EnableNoInterlacingPatches = false

[EmuCore/Speedhacks]
EECycleRate = -2
EECycleSkip = 1
vuThread = true
vu1Instant = true
fastCDVD = false
vuFlagHack = true
WaitLoop = true
IntcStat = true

[EmuCore/GS]
FrameLimitEnable = true
Renderer = 14
upscale_multiplier = 1.250000
filter = 2
mipmap_hw = 1
UserHacks_TriFilter = 0
MaxAnisotropy = 0
accurate_blending_unit = 1
texture_preloading = 2
HWDownloadMode = 2
AspectRatio = Stretch
FMVAspectRatioSwitch = Off
VsyncEnable = false
TVShader = 0
fxaa = true
ShadeBoost = true
LoadTextureReplacements = false
LoadTextureReplacementsAsync = false
paltex = false
autoflush_sw = false
dithering_ps2 = 2
interlace = 7
CRCHackLevel = 4
VsyncQueueSize = 2
extrathreads = 2
UserHacks = true
UserHacks_align_sprite_X = false
UserHacks_merge_pp_sprite = false
preload_frame_with_gs_data = false
wrap_gs_mem = false
UserHacks_CPU_FB_Conversion = false
UserHacks_DisablePartialInvalidation = false
UserHacks_DisableDepthSupport = false
UserHacks_Disable_Safe_Features = false
UserHacks_AutoFlush = true
UserHacks_WildHack = true
UserHacks_TextureInsideRt = false
UserHacks_CPUFBConversion = true
UserHacks_Half_Bottom_Override = -1
UserHacks_HalfPixelOffset = 0
UserHacks_round_sprite_offset = 0
UserHacks_CPUSpriteRenderBW = 0
IntegerScaling = false
linear_present = true
pcrtc_offsets = false
pcrtc_overscan = false
pcrtc_antiblur = true
disable_interlace_offset = false
SkipDuplicateFrames = true
SyncToHostRefreshRate = false
ShadeBoost_Brightness = 51
ShadeBoost_Contrast = 50
ShadeBoost_Saturation = 65
ThreadedPresentation = true

[Framerate]
NominalScalar = 1.05
TurboScalar = 2.0
SlomoScalar = 0.5

[SPU2/Mixing]
Interpolation = 5

[SPU2/Output]
SynchMode = 1

[EmuCore/CPU]
[Link] = 3
[Link] = 3

[EmuCore/CPU/Recompiler]
EnableEE = true
EnableVU0 = true
EnableVU1 = true
EnableIOP = true
fpuCorrectAddSub = true
EnableFastmem = true
FPUClampMode = 1
VUClampMode = 1

[EmuCore/Gamefixes]
BlitInternalFPSHack = true
VUKickstartHack = true

Common questions

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Enabling 'UserHacks' allows for various optimizations at the graphics emulation level, prioritizing speed over graphical accuracy. This can enhance performance by using less accurate but faster rendering methods, such as aligning sprites or disabling specific graphical features deemed non-essential for gameplay . However, this can lead to graphical glitches or inaccuracies, depending on the game emulated.

The 'ShadeBoost' setting adjusts the brightness, contrast, and saturation of the graphics, enabling the user to enhance visual quality to better suit modern displays or personal preference. The documented settings show a slight increase in saturation over contrast and brightness, which likely enhances color vibrancy . However, such adjustments can at times cause colors to appear unrealistic if overused.

Enabling 'EnableWideScreenPatches' allows games to be displayed in widescreen mode, providing a more modern aspect ratio compared to the original 4:3. This enhances visual immersion by utilizing full screen space on widescreen monitors. However, since original games weren't designed for widescreen, it can lead to visual stretching or cropping issues .

The 'EECycleRate' setting in the EmuCore configuration affects the CPU emulation speed by adjusting the number of cycles the emulated CPU attempts to perform per unit time. Setting it to -2, as in the configuration, typically reduces the cycle rate below the normal level, which can improve performance at the cost of potentially lowering compatibility or causing timing issues in some games .

Setting 'CRCHackLevel' to a high value like 4 applies aggressive patching to address compatibility issues with certain graphics rendering. While this can fix many issues that cause games to malfunction or render incorrectly, it can also result in oversights where necessary graphical elements are improperly rendered or missing entirely, leading to visual artifacts or other unintended side effects .

Setting 'WaitLoop = true' tries to optimize CPU usage by skipping unnecessary cycles when waiting loops are detected. This can expedite computations, offering improved emulation efficiency and smoother performance. However, incorrectly identifying loops may lead to skipping actual game operations, potentially causing functional issues like gameplay hitches or synchronization errors with in-game events .

'FPU.Roundmode' and 'VU.Roundmode' settings are critical in determining how floating-point operations are rounded during calculation processes. The round mode of '3' is typically used to offer a balance between speed and accuracy, ensuring computational operations are close to the PlayStation 2's behavior. This accuracy is vital for proper game logic and graphical output, as differing rounding behaviors can cause discrepancies in gameplay and rendering .

The '[SPU2/Mixing]' settings, such as 'Interpolation', significantly impact the quality of audio output in emulation. Setting interpolation to '5', for instance, determines the method for generating intermediate audio samples, potentially improving the smoothness and clarity of sound. This setting adjusts the precision of sound reproduction, with higher values generally leading to better audio quality, though possibly at the expense of processing power .

Enabling 'fastCDVD' reduces the emulation fidelity of CD/DVD reading mechanisms to improve speed by bypassing certain accuracy checks. This can significantly reduce loading times and improve overall game performance but risks missing sequences or accurate timing needed for specific game mechanics, potentially leading to crashes or other problems .

The 'vuThread' setting allows the emulator to utilize a separate hardware thread for processing vector units' calculations. This can enhance performance by distributing the computational load across multiple CPU cores, particularly benefiting systems with multiple cores. It helps balance the workload, potentially reducing frame drops and improving overall fluidity in emulation .

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