>Internal resolution: up to 4K
>PGXP perspective correction: on
>Widescreen hack: on
>60FPS code: on
>Texture Filtering: xBR
>Texture replacement: all of them
>Post processing: on
Yup, it's Playstation time.
>Internal resolution: up to 4K
>PGXP perspective correction: on
>Widescreen hack: on
>60FPS code: on
>Texture Filtering: xBR
>Texture replacement: all of them
>Post processing: on
Yup, it's Playstation time.
>Vimms Lair
>Playstation 2
>Top 10 Graphics
>Haunting Ground
>Download to Desktop
>Unzip PCSX2 to Downloads
Yup, Gaming time
>Haunting Ground
>a shitty ass hiding simulator with breasts for incels
Yeah real chad moment
Literally me when I was 25 years old.
Then I got a job 🙁
Doesn't even have time to download games anymore, sad.
least manly duckstation enjoyer
all of this, but then downscale back to 240p. perfection
Downscaling is genuinely the best enhancement for 5th gen games. Even works perfectly with games using pre-rendered backgrounds like Resident Evil
I just like to remove the wobble/dithering and increase the color rendering. When I played Silent Hill I thought it looked worse with the internal resolution increased.
I used to enjoy playing games like this, always chasing the very top of the maxed graphics. But nowadays the more basic it looks the more I like it.
The one problem I noticed is that when I try to find footage on youtube of a game nearly every video now is ultra upscaled to the max which defeats the purpose of me trying to check out a game and how it looked back then.
Maybe you could start a channel that keeps games looking how they originally did.
literally me
upping resolution just doesn't look *good*. it looks higher resolution. these aren't the same thing.
It does look better for PS2. Because PS2 was too low-res for the geometry and textures it used
PS1 was perfect the way it was
I'm currently making a video on why I think most console games look their best at their intended resolution. I used to be an upscaling guy but I've really come around on original res looking the best. There are notable exceptions, like most cel shaded games with simple textures look great in HD. But other than that, I don't mind the jaggies one bit. Downsampling and scanline filters are fine ways to enjoy games at lower res too. Still, I don't see much reason to stick with dithering or texture warping beyond representing what the game historically looked like. Obviously you need 24bit color to stop the banding and not all games play with PGXP, but you get my point.
Sensible take. Many games look best at the OG 240p, others look good at 2x/480p but worse at super high res, a handful look great when running at high res (Gran Turismo 2 comes to mind).
It reminds me a bit of those high res texture packs you can get for old PC games which universally look fricking awful, though this isn't nearly as bad and obnoxious as that.
>a handful look great when running at high res (Gran Turismo 2 comes to mind)
The PS1 Gran Turismos look really crappy in original res, I don't know why, not even shaders can save them at all, weird stuff. A minimum of 2x internal resolution is needed for them to look alright.
at native resolution everything looks cohesive but when you up the resolution the you get a mix of low res and high res stuff that clashes, some art assets are also clearly designed knowing the game is rendering at 240p and look great like that but look "bad" when rendered at 2160p
I've found that no matter how primitive or advanced a game's graphics are, after a few hours it starts to feel "normal". My brain stops comparing it to other games I've played and just compares the current level to the previous.
The merit of advanced graphics is the opportunities they provide to visually display things that would be awkward or impossible with weaker graphics.
But old games are built around having weak graphics. Even if you backport strong graphics into them they can't take advantage of them. You're just damaging the games cohesion.
More than anything, it's Sisyphean. No matter how much you upgrade, you can always do better. You're never done. You spend too much time managing settings instead of playing the game.
Rather than changing the game, I think the future of emulating will be simulating other aspects of the experience. In ten years, we'll be simulating CRTs. In twenty, the whole room. Maybe by 2055 you'll be able to summon little AI characters into that room who will play your games with you.
That's much more exciting to me than playing Mario Kart 64 in 8K at 300 FPS.
>60FPS
enjoy your slideshow kek
>enjoy your slideshow kek
Did the PS1 output ANYTHING at a rate approaching 60, 120, or 240 hurtz?
PS1 games were typically programmed to render internally at 240hz, but you never noticed because the video signal generating hardware had to drop most of those frames to output standard 24hz video accepted by most consumer televisions.
seriously? so much for "m-muh crts" kek
I think that you meant to say "23.976hz" instead of "24hz," you American with your double digit IQ
who cares what the upper limit in the code was? what the hardware actually delivered is what matters, and that was 15 fps in chrono cross.
Except it's literally rendering 240 frames per second and dropping the ones that your television can't display.
so explain to me how so many games run at 15-20 fps. you can't because what you're saying is absolute bullshit. there's no possible way the hardware could do 640x480 240fps.
Get a better television.
>turn on CRT
>pop-in game
>press power button
Yup, it's Playstation time
I finally found a decent CRT filter and I stand corrected. You /CRT/ guys are right. Tomb Raider doesn't look like shit anymore
>play game for 5 minutes
>go back to tinkering with emu settings or geargayging with latest retro gizmos
yep, thats me
Does anyone know how I can get the iso of Devil May Cry 1 (Jap) to work on PCSX2? It responds to me pressing start, plays the Capcom logo and then just stops.
>change region to Jap
>replace NA BIOS with Jap
Doesn't get me any further.
>Why do you even want to do that instead of the PS2 USA or HD version?
Proper button mapping and damage scaling pretty much.