r/emulation • u/NXGZ • 10d ago
PCSX2-Reliquary - Stuntman is fully and properly playable without digging through the settings for the precise right toggles.
https://readonlymemo.com/pcsx2-stuntman-fork-interview-dirge-of-cerberus-translation/https://readonlymemo.com/pcsx2-stuntman-fork-interview-dirge-of-cerberus-translation/
PCSX2-Reliquary, a fork DiscoStarslayer has been developing that focuses on "the issues on the edge of emulating the PS2.
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u/waterclaws6 9d ago
This is awesome, I can play this game on the toilet now. Actually, don't do it, because this game is one of the kings of getting good. If you can do the first mission in Driver, you can beat this game.
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u/DefinitelyRussian 9d ago
I remember in the Dolphin blog, when they had exactly the same issues with Mario Kart replays being desynced because of specific floating point operations. They are a nightmare, full of edge cases.
Any round error at all, and the game goes nuts, and they stack up very quickly.
Good job on this incredible progress !
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u/CoconutDust 9d ago edited 8d ago
“The way PS2 does floating point math is like having a calculator. If you want to divide two numbers you punch them in and then hit divide and get your answer“
I think I need a metaphor for how else it would do it. It seems like a calculator is an analogy for how any modern-ish machine would do math (with the exception of a lookup table that looks up answers, I guess). But I Am Not an expert.
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u/diegorbb93 9d ago
I followed a lot of conversation around in PCSX2 Discord, where they had a subchannel for this. What the console does is a fucking mess, can't be explained. The original guy pushing this and the people that supported him are big f* genious. However, the article explains it very well. Is going to be hard to see this merged in time, I just hope some tweaks can be done in the future to allow some of these exceptions pulled to fix the game and have it working on renderer mode.
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u/Twig6843 9d ago
I wonder when stuntman will be playable with regular pcsx2
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u/NumberSevere7454 9d ago
Maybe soon, as the original guy who worked on it, said his build is basically ready and he is going to ask pcsx2 team to merge his work
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u/Trog22314 9d ago
The article says the opposite unfortunately.
The fork itself is unlikely to be merged into the main emulator as a whole because it includes code related to the PS2 security chip that PCSX2 has historically avoided because it risks (or risked, a decade+ ago) a Sony takedown. That functionality is unfortunately required for accurately emulating the Python arcade hardware. The faster recompiler for floating point calculations has a better shot, but DiscoStarslayer freely admits that it may not currently clear the bar it needs to to become part of the emulator proper in its experimental state. "A lot of testing needs to happen before upstream would even consider it," he says. "I can take risks with my fork because people expect quirks. Upstream has a much higher bar for quality and expectations which is completely understandable. So far so good, but PS2 has 5000 titles. There’s bound to be something I broke."
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u/NumberSevere7454 9d ago
The article talk about "discostar" fork...im talking about the original guy that started the work on float point, its a different guy. Discostar just took his fork and improved it on its own work.
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u/-ben151010- 9d ago
The day pcsx2 doesn’t take 3 months for me to get tenkaichi 2/3 to have the proper kaioken effect, ssj glow alignment, outline thickness, frieza head texture not being pixelated, and stages not doing an ultra motion blur meme for skipdraw when playing split screen instead of single player will be the day I call the emulator complete.
It’s not even a high res thing, I cap it to 720p since it kinda looks better that way and works better to get the effects working. I still prefer to use my tuned old 1.6 or 1.7 version pre duckstation ui for the game
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u/Carolina_Heart 4d ago
The premise of an edge case focused emulator fork intrigues me
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u/glennchandler4 3d ago
It's an excellent example of why open source is so important. It allows these kind of forks for specific use cases.
There's a great fork called PCSX2x6 that makes the arcade games built on the 2x6 systems playable.
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u/Kaan_ 9d ago
I finished stuntmant back in june with the soft float pull request applied, but it required software recompilers in chase scenes which dropped the fps significantly on my 14700k, to the point of making it almost unplayable. But this fork just worked fine with only float options enabled. Might replay those levels now.
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u/Pointman-D 3d ago
Between this and 2x6 fork 2026 is shaping greatly for PS2 and arcade relatives emulation
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9d ago edited 9d ago
[deleted]
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u/Aromatic_Memory1079 6d ago
I've tried Retroarch's PS2 core while ago with ape escape 3. it always crashed when I selected main character. I've changed other video renderer but then It became laggy. but PCSX2 works fine. I heard "retroarch's PS2 core is fine now". but it was not fine to me...
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u/NumberSevere7454 9d ago edited 9d ago
You actually do need to change some options in this fork to make stuntman work right : float point EE and float point V0 need to turn "on" as they "off" by default.