Few questions about PS2/PS3 backward compability.

*Forcing* things with PS2 software is going to be rather troublesome in PS3 emulation, so i'm not raising my hopes too high.

Nah it won't.

Just have PS3 automatically force PS2 games to run at 480P or so. PS3 will have such a fillrate advantage over PS2 it won't really be an issue technically.
 
Paul said:
*Forcing* things with PS2 software is going to be rather troublesome in PS3 emulation, so i'm not raising my hopes too high.

Nah it won't.

Just have PS3 automatically force PS2 games to run at 480P or so. PS3 will have such a fillrate advantage over PS2 it won't really be an issue technically.

I think he means the emulation will be troublesome. For instance on PS2 turning on the texture filtering and fast loading speed for PS1 games often causes bugs. Drawing the graphics is the easy part, it's the emulation that's difficult.
 
Panajev2001a said:
Hey, you wish me ill ? If you want me to play that game you are wishing me to suffer :p

That is not lady-like ;)

I enjoyed Xenogears :? Even if it was pretty boring in some parts...

Anyway, the character and enemy sprites while on foot break up quite a bit with 'smooth' texture filtering set.
 
Xenogears was a great game until the end of the first disc/all of the 2nd...

Anyhow, in PC emulation, the sprites broke up too, but it was worth it for the much better graphics.(but with the small improvement the ps2 filtering offers, I probably would leave it off)
 
right, sorry for responding this late, but anyway:

ZoE2 and SH3 use pre-rendered cutscenes? That's news


yes, what i meant is that there are 3 instances in SH3 where a "video" is played. namely at the beginning (skippable), and also during the game. these videos make the game crash when used with the Blaze VGA adapter in 480p.
not talking about the in-game cutscenes (which by the way look amazing in 480p), i'm talking about the "weird" videos (like the one triggered when looking at the TV in the Shopping Centre.
ZOE2 has "videos" in the form of the anime-looking scenes. those create no problem when viewed with the Blaze VGA Adaptor, they actually look quite fantasting in pro-scan.
thats what i meant... ;)

Just have PS3 automatically force PS2 games to run at 480P or so. PS3 will have such a fillrate advantage over PS2 it won't really be an issue technically.


right, maybe i wasnt clear enough in my previous post. OF COURSE it won't be a "power" issue. it will be a software issue. certain games (especially the PAL versions) will NOT take the 480p forcing very well, not for the 480p itself, but for the simple fact that they are forced to run at 60HZ which F**cks things up in certain games.
Also, as i said, they will have to sort out the video decoding (i think it has to do with the MPEG2 decoding) in certain games (like the above mentioned SH3) which crash when viewed in 480p on PS2 when 480p is not natively supported.
 
right, maybe i wasnt clear enough in my previous post. OF COURSE it won't be a "power" issue. it will be a software issue. certain games (especially the PAL versions) will NOT take the 480p forcing very well, not for the 480p itself, but for the simple fact that they are forced to run at 60HZ which F**cks things up in certain games.
The games you are talking about run half height 'front' (and sometimes also 'back') buffers.
For emulation enhancement purposes you have two ways of solving this - the "trivial" way where you simply stay in interlaced mode but go a lot higher resolution (say 1080I) - the improvements should be quite nice IMO.
This also doesn't require any special hacking outside the usual abstraction of rasterization - which is the same thing you need for "any" kind of resolution enhancement anyway.
The more complicated way is to force P-scan by ignoring certain GS rendering flag - this would also work but it is subject to different behaviour with different games, something that therefore can't be enabled by default.
Given the compatibility requirements the former is clearly the better choice.

Also, as i said, they will have to sort out the video decoding (i think it has to do with the MPEG2 decoding) in certain games (like the above mentioned SH3) which crash when viewed in 480p on PS2 when 480p is not natively supported.
This isn't an issue at all - the problems you experience are direct consequence of the way Blaze adapter works - 'hacking' the display modes of game executable while running, something emulation doesn't need to (and shouldn't) do.
 
The games you are talking about run half height 'front' (and sometimes also 'back') buffers.


Nope, it happens to some full-frame buffered games too... "something" gets stuck somewhere down the line and some games crash.... whether full or field rendered...
i'm only speaking on "experimental" grounds, that's how the Blaze adapter software works :D

For emulation enhancement purposes you have two ways of solving this - the "trivial" way where you simply stay in interlaced mode but go a lot higher resolution (say 1080I) - the improvements should be quite nice IMO.
This also doesn't require any special hacking outside the usual abstraction of rasterization - which is the same thing you need for "any" kind of resolution enhancement anyway.
The more complicated way is to force P-scan by ignoring certain GS rendering flag - this would also work but it is subject to different behaviour with different games, something that therefore can't be enabled by default.
Given the compatibility requirements the former is clearly the better choice.


r u sure? i mean, i find it hard to believe that a really low-res game like ICO can just be forced to run at 1080p... would be very nice, but i don't see how emulation can do that from original code specifically designed to run at 640x240... i mean, i trust u of course but it :oops: me


This isn't an issue at all - the problems you experience are direct consequence of the way Blaze adapter works - 'hacking' the display modes of game executable while running, something emulation doesn't need to (and shouldn't) do.


well, emulation would have to do something similar IF it wants to force the game to run at higher resolutions...

i mean, i'm sure the Blaze software can be updated and made to run "properly" with every game, but i'm not raising my hopes to high, of course i dream of playing FFX or SH3 in 720p with AA and AF on PS3 but i'm trying to avoid disappointment...
 
r u sure? i mean, i find it hard to believe that a really low-res game like ICO can just be forced to run at 1080p... would be very nice, but i don't see how emulation can do that from original code specifically designed to run at 640x240... i mean, i trust u of course but it me

yup it works (but cannot be done via upscaling as a post-processing technique). I believee you'd try and translate the viewport transforms into a larger framebuffer (something to that effect, it's been awhile).
rasterisation is key here methinks.

this wont of course work with 2D bitmaps as the ceiling limit is fixed (more upscaling and 2xSAL makes them look kinda ...od).
 
Sony is already working with emulators in development, would it be too far fetched to interpret this as an indicator? Way off?

All hardware is emulated before it's manufactured. WR:BS was almost completely developed on an emulator.

The real question is, can the PS3 run a PS2 emulator? It sounds to me like Sony got it working, cause I don't expect they will include every piece of hardware they want to run games from. Then again.. wtf do I know.
 
Nope, it happens to some full-frame buffered games too... "something" gets stuck somewhere down the line and some games crash.... whether full or field rendered...
Well I don't think that's too unexpected either - like noted Blaze messes with program code which is bound to have unpredictable results. :)

well, emulation would have to do something similar IF it wants to force the game to run at higher resolutions...
Actually no - when emulating you are in complete control of the "hardware", Blaze has no such access.
A 'virtual GS' in this case would render higher resolution internally (along the lines of what notAFanB said) while still acting like normal GS as far as the emulated program is concerned.
Emus have been doing this for years actually.

i mean, i'm sure the Blaze software can be updated and made to run "properly" with every game. but i'm not raising my hopes to high, of course i dream of playing FFX or SH3 in 720p with AA and AF on PS3 but i'm trying to avoid disappointment...
Problem with Blaze is that it's gamecode dependant to certain extent and for it to be 100% compatible you'd need to work out specific solutions for each PS2 game.
Anyway, what you hope for is technically feasible - whether we will see it or not will remain up to Sony though.
 
Fafalada said:
Nope, it happens to some full-frame buffered games too... "something" gets stuck somewhere down the line and some games crash.... whether full or field rendered...
Well I don't think that's too unexpected either - like noted Blaze messes with program code which is bound to have unpredictable results. :)

well, emulation would have to do something similar IF it wants to force the game to run at higher resolutions...
Actually no - when emulating you are in complete control of the "hardware", Blaze has no such access.
A 'virtual GS' in this case would render higher resolution internally (along the lines of what notAFanB said) while still acting like normal GS as far as the emulated program is concerned.
Emus have been doing this for years actually.

i mean, i'm sure the Blaze software can be updated and made to run "properly" with every game. but i'm not raising my hopes to high, of course i dream of playing FFX or SH3 in 720p with AA and AF on PS3 but i'm trying to avoid disappointment...
Problem with Blaze is that it's gamecode dependant to certain extent and for it to be 100% compatible you'd need to work out specific solutions for each PS2 game.
Anyway, what you hope for is technically feasible - whether we will see it or not will remain up to Sony though.



thanks FAF!! cleared many doubts up...
so it IS feasible.... mmmmm
 
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