Glib, X11 and Libpng have all been eliminated as are other things. We have since severely lessened our dependencies on external system libs. The core used to have many runtime library dependencies before and therefore be quite nonportable across Linux distributions. Instead, the core comes with nearly everything that the user would need to get started. This way, we once again do not require the user to have this game database file inside his/her system folder. This is converted at compilation time into a header file and baked into the core. The core now also uses an internal game database (see here). It used to be as big as 10MB but now clocks in as low as 7MB or less. The core should also be way smaller as a result. We have also spent a lot of time reducing WxWidgets UI dependencies, although we are not quite there yet all the way. Other under the hood changes: all the internal GS shaders are now embedded as strings into the GS renderer instead of being loaded in as resource files. Memory cards will continue getting written to /pcsx2/memcards if you used this folder in previous versions of the core, otherwise they will be written in /retroarch/saves/pcsx2. pnach files for games, but it’s optional and not necessary. You can still have a ‘cheats’ and _cheats_ws’ folder where you store custom. Now, the only configuration file that gets written to is the ever-trusty ‘core options config file’ from Libretro/RetroArch.įurthermore, the only files you need to have in your /pcsx2 folder are your BIOS files inside /pcsx2/bios. We have cut all this config file reading/writing. However, it also has many config files scattered about the place. The problem with the PCSX2 core up to this point was that it was too much of a straight port – PCSX2 by itself writes to dozens of files during startup and logging. We’d like not to have the user to require to install several data files inside the System folder in order for an emulator core to work. Reducing file requirementsĪs a general baseline, Libretro strives to make sure that the cores we self-maintain are fairly portable. I have played with both graphic plug-ins I mentioned above and the only thing that has done anything to these lines is setting internal native mode.We’re very excited to share with you all the work we’ve been putting into the PCSX2 core as of late. I don't see a point in downgrading graphics to solve a graphical artifact as an amicable solution. I am looking to verify if this is indeed the problem I am dealing with and if there are any fixes out there that 'make sense'. If you want to play at your desktop resolution, put 1270x1270 in internal res, and start Tekken 4 in progressive mode, it will fit your desktop resolution without having to increase to emulator internal res (if your rig permit to run it in progressive mode, else just use normal mode). Quote:The maximum reliable internal resolution for Tekken 4 & 5 is 1270x1270, above that you will have vertical stripes. I haven't found much out about these lines through my google-age. No matter what I do I can't get rid of these puppies except in internal native res. Here's a pic (I didn't know how to take a proper screen cap, so you get a half screen, everything is good though, other then the lines)ĩ ~ 1px black vertical lines appear evenly distributed across the screen. It's all running on an i7 920 (2655 Mhz) with two 9800 GTX+ cards in SLI. Pcsx2 v.96 build? (dunno, I couldn't find the build, newish?) I just decided to upgrade the snes emulator to something a little more modern.
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