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In my opinion, about RAM memory, it may be possible, but not recommended, because with this, some processes will freeze occasionally because the speed limit of those ports used to connect those storage devices (with HDD is possible to "survive", but we have to think about those players with a slim console, like me). About the CPU, is better to respect that speed, and don't overclock it, because (as far as I know) that processor doesn't use an unlocked overclock multiplier (like the current PC processors), and any overheat will possibly destroy the only core and only thread it has in the future. And... What do you say? |
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Describe the FR
Hello Open PS2 Loader developers! As you may know the PS2 hardware is a very limited console in terms of processing power and RAM compared to the competition from that time. Here's the specifications:
CPU: Emotion Engine, a 128-bit RISC processor clocked at 294.912 MHz.
GPU: Graphics Synthesizer, capable of rendering 16.8 million colors and a resolution of up to 1920x1080 pixels.
RAM: 32MB of RDRAM (Rambus Dynamic Random-Access Memory).
VRAM: 4MB of embedded DRAM.
Describe the solution you'd like
My question is:
RAM/VRAM: is it possible to allocate some megabytes from the internal HDD/USB/FireWire to get more RAM although it's slower? Just like in Windows where it has a feature to use internal storage or a USB drive as RAM. I think it's called ReadyBoost.
CPU/GPU: I don't know if the PS2 has a failsafe mechanism to prevent overheating (would most likely happen on dusty consoles) but is it possible to somehow overclock the EE/GS like in PCSX2 for example? This could potentially solve some compatibility issues in games like Ratchet & Clank: UYA or massive FPS drops in some games.
Describe alternatives you've considered
Some people say that using stock settings assures maximum compatibility as it doesn't need to load extra features such as GSM, PADEMU, VMC, etc... avoiding extra RAM and processing power.
Additional context
Ratchet & Clank: UYA (SLUS_973_53) is a game known for its issues when running on OPL. When the game has too many elements at the same time on the screen the FPS drops in half and consequently the game runs at half speed until the elements are gone.
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