- #PCSX2 RATCHET AND CLANK SLOW UPDATE#
- #PCSX2 RATCHET AND CLANK SLOW PC#
- #PCSX2 RATCHET AND CLANK SLOW SERIES#
- #PCSX2 RATCHET AND CLANK SLOW PS2#
Then the VMC would be deleted or formatted to prepare for the next game load. If the folder is newer by more than a small margin (to allow for the delay that a flush would have) then it should be ignored and otherwise probably overwritten. So I suggest adding a small check when OPL scans and mounts the file systems at startup to check the temporary VMC and the folder saves that would result to make sure they aren't in a partial flush or unflushed state. There would be a chance with this style of handling things for a user to turn off the console while the VMC is being flushed and leave their save in an undefined state.
#PCSX2 RATCHET AND CLANK SLOW UPDATE#
The VMC systems that run in-game would need a little modification so that whenever the VMC is saved to it could flush that data back to the folder to update the main saves. Instead of storing the temporary VMC within memory (which I understand can get pretty tight), a temporary VMC can be auto-generated before launching the game using the same methods PCSX2 does but saving the VMC within the folder and utilizing the current VMC systems in game. (Warning I haven't fully grasped the VMC system as it currently stands) I think OPL should be able to handle this method with some modifications. I believe there are some automatically generated sets out there that can be found but the ones I've seen had automatic names that didn't correlate to the games that used them, and I was unable to confirm if games that needed to share cards were properly set up to. A user could use PCSX2 to convert a standard VMC into a folder VMC for use with it (slow, usb drive or hdd method) or they could create a script that would detect updates to a standard VMC file and extract the save data.Įither way, these solutions are only half measures and the save data would need to be reconverted back to a standard VMC after using it in PCSX2 or any other editing the user would like to perform.Īlso neither method removes the problem of managing large numbers of VMCs (and could even add to it) since you would still need a VMC for each game and each set of games that need to share a card. The only alternative I've been able to think of would only work halfway. It also provides direct access to the save data for editing, modding or sharing.
![pcsx2 ratchet and clank slow pcsx2 ratchet and clank slow](https://i.ytimg.com/vi/Z9SlNm5F3o8/maxresdefault.jpg)
This effectively creates one memory card that is as large as the drive you are saving to without causing issues with memory card size. When loading a game it will dynamically recreate a VMC by loading in the relevant game folders (probably using a lookup table for games that need to share memory cards). If I understand correctly, it creates a VMC that, after being written to by a game, will take the save data out of the virtual FAT filesystem and put it in the save folder. I would like for a Folder Save format for VMC that is compatible with PCSX2. This adds another layer to the complexity of a large library and managing the large number of VMCs that could be created.
#PCSX2 RATCHET AND CLANK SLOW SERIES#
In the case of virtual memory cards, you could create individual cards for each game to prevent running out of space on one for saves but that breaks games that look for other games for content (such as Ratchet and Clank series games looking for saves from previous games in the series). Managing memory cards, virtual or otherwise, becomes tedious as a game library increases in size. Pcsx2 ratchet and clank texture fix > Emulation Settings.Is your feature request related to a problem? Please describe. After being redirected to Emulation settings, click on Speed-hacks configuration. STEP 2: Use these settings in the image below it’s the best setting for Speed-hacks Configuration.
#PCSX2 RATCHET AND CLANK SLOW PS2#
» PS2 emulator: PCSX2 (Windows) | PCSX2 (Mac) and download: PS2 BIOS. This PR add several vu clamping mode fixes to various Ratchet and Clank titles. Only problem is that in hardware mode the lights on some of the models in the map aren't aligned correctly. A slight overclock to 4.4GHz or so will help of course. ROMs » Sony Playstation 2 » R » Ratchet & Clank. In the latest nightlies however there is experimental support and it …. atomic83GitHub wants to merge 1 commit into PCSX2: master from atomic83GitHub.
![pcsx2 ratchet and clank slow pcsx2 ratchet and clank slow](https://guiasteam.com/wp-content/uploads/2020/11/como-ganar-dinero-rapidamente-en-watch-dogs-legion.jpg)
including overlapping transparent textures and geometry / water.
![pcsx2 ratchet and clank slow pcsx2 ratchet and clank slow](https://i.ytimg.com/vi/DWXS41eY7sw/maxresdefault.jpg)
#PCSX2 RATCHET AND CLANK SLOW PC#
NOTE: Play this ISO on your PC by using a compatible emulator. 1) Ratchet and Clank series running on PCSX2 1.7 dev builds 2) Dirge of Cerberus: Final Fantasy VII running on PCSX2 1.6.0 3) Shin Megami Tensei Lucifer's Call running on PCSX2 1.5.0 4) Ratchet & Clank 2 Locked & Loaded running on PCSX2 1.5.0 - PCSX2 0.9.9 R5016, 1920x1200 - Preset 3 Balanced as basis, unchecked preset and added MTVU - GSdx 5016 SSE41: D3D11, 4x, Texture filtering, Allow 8-bit textures, rest default - SPU2-X all default - FXAA enabled Runs flawless, awesome game. Once you're on a 1.5.0 Dev Build, simply go to Config>Video (GS)>Plugin Settings and turn on "Mipmapping" to Basic. Known Issues Invisible textures in Aquatos level.