No Interlacing Patch Pcsx2

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Shawana Kallhoff

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Aug 4, 2024, 1:19:10 PM8/4/24
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PCSX2CurrentVersion1.6.0StatusActiveOperating SystemWindows, Linux, macOSDevelopersPCSX2 TeamWebsite PCSX2 is an open-source, plugin-based PlayStation 2 emulator for Windows, Linux, and macOS. Its purpose is to mimic the PS2 hardware using a combination MIPS CPU interpreters, recompilers and a virtual machine which manages hardware states and PS2 system memory.

Either that, or you can use the Pokopom XInput Plugin. If you use a DualShock controller running under an XInput wrapper such as SCP Server, then this plugin is a no-brainer. It's very customizable, and you don't have to configure it beforehand. All of the buttons are bound at startup.


Now, most of the video options are very straight-forward. However, there is one that probably bears explaining: The interlacing modes. Now, many games can run fine without interlacing modes. You can just select "None" and everything will be fine. However, some games will have a "jitter" effect if you don't have interlacing modes enabled. The "Sawtooth" interlacing method is not recommended at all. Artifacting is far too heavy to be usable. The "Bob" interlacing method has the least artifacts out of all of them, but it can still let some jittering pass through. The "Blend" interlacing method has the least amount of jitter. However, that comes with a pretty hefty side-effect: blurriness. Yes, the Blend interlacer does frame-blending. This is also known, more colloquially, as motion blur. This means that if there is heavy jitter, the video output will be extremely blurry since the two jittering frames will blend together. Only use this interlacing method as a last resort.


It's either interlacing or a filter in the game itself. For the former, switching the de-interlacing mode with F5 may help, and may cause flicker or screen shaking. For the latter, hacks are required. Either Aggressive-CRC if the game is listed there, or skipdraw (toy with the number, 1-100) might work otherwise.


Those lines are caused by scaling to a non-integer internal resolution (anything other than XxNative), texture filtering (if it cause issues try to set it to half at most or check it off), improperly offset textures(TC offset hack, Wild Arms hack), or improperly handled texture edges(Sprite hack). Native resolution for the most part fixes those. But software rendering may be required for particularly buggy games.


For a deinterlace patch for a NTSC-U version, see No interlacing codes on PCSX2 forums.A modified version from me might come later, since the existing NTSC-U deinterlace patch makes menus render at 30 FPS.


With these codes, measurement units may be freely picked, just like in Gran Turismo 4. Whether it means using metric units in the NTSC-U versions, or imperial in PAL versions, the cheat code can be modified to force any selection of such.


I'm curious if you have tried some of the no interlacing cheat codes on the pcsx2 forums. I just tried a few such as Sly Cooper and Ace Combat and it seemed to make a big improvement to the visuals not being as blurry with the upscaled resolutions on lcd monitors.


Nope, didn't know that was a thing. There isn't exactly a huge difference between them and just using Bob deinterlacing (which is already set in the configs where appropriate), but it does look a little bit better in some brief testing. One added benefit though would be that UI elements wouldn't have any jitter (which doesn't always happen with Bob deinterlacing, but it does in some games, in some cases that can be problematic to the point that I don't use Bob deinterlacing, like with Dark Cloud and Onimusha, which it looks like there are patches for). I'll try out some more and as long as I don't see anything behaving weirdly I can add them in. I'll just have to adjust the configs to disable deinterlacing and add the pnaches to github.


So, most of the ones I've tried so far do seem like an improvement. Sly Cooper, Ace Combat 5, Ace Combat Zero, and Extermination all seem at least a bit better. Extermination especially because it was one where blurred depth of field elements sometimes had a bit of jitter from Bob deinterlacing.


The game is marginally less blurry with a tradeoff of having pretty awful text. I don't think I would be inclined to make the change in this scenario, considering how much text you're going to be seeing in this game.


I also noticed one more thing with the no interlace patches. It has to match the crc of the game. For instance Tekken Tag Tournament has 2 revisions of the game which is 1.00 and 2.00. The patch will not work with the 2.00 revision but will with the 1.00 revision of the game. I was noticing when I checked the Show console option under the misc tab in the pcsx2 menu while the game was running that no cheats were loaded while playing the 2.00 revision so I switched to the 1.00 version and the no interlace cheats loaded correctly.


Yes, all pnaches are matched/loaded based on CRC ID (that's true for all of them, not just these patches). My guess is you could probably just duplicate that one and rename the duplicate to the correct ID for the updated version, I would assume it would still work. It shows the ID for the current game in the console.


Okay, so I spent the day testing a bunch of these and went through and added in the patches for a bunch of stuff. Thanks for putting me on to these @kmoney I'll be going back to that well as I add more stuff in the future.


The improvement varies from minor (games where Bob tff was already working well and there was little to no jitter in the UI etc.) to major (games like Dark Cloud and Wipeout Fusion where using Bob tff caused enough jitter in various game elements that I didn't use Bob, and stuck with blurry ol' Auto/Blend).


Now, something to keep in mind here - if you already have patches for these in your cheats folder, if you try to download these LB is going to throw up an error because the file already exists, and we don't want that. So go into your PCSX2\cheats folder and see what, if anything, is in there. Here is a list of all the patches that are included in the downloaded configs from github:


If any of these are present, you'll want to delete them before you download the config through the plugin. Chances are you won't have anything other than maybe the one for Disgaea 2 or SMT: Digital Devil Saga. The rest of them are new. You can leave Disgaea 2 alone if you want, that one hasn't changed. The SMT: Digital Devil Saga one has been changed though, to add in progressive scan mode.


Baldur's Gate: Dark Alliance - has very little impact on the visuals other than making the text look terrible

Champions of Norrath - same engine as Baldur's Gate: Dark Alliance, same problem

Champions: Return to Arms - same engine as Baldur's Gate: Dark Alliance, same problem

Devil May Cry - the patch doesn't work consistently, sometimes it stops working correctly when picking up items and then you get a ton of screen jitter; Bob tff does a better/more consistent job


Enabled Round Sprite: Full in Onimusha 3 which fixes gaps between sprites in menus, but wasn't usable previously because it causes screen jitter when combined with Bob deinterlacing (this is a common issue when combining the two) - works perfectly when combined with the no interlacing patch instead


God Hand and Tales of Legendia are interesting because they don't actually jitter with no interlacing (I had them set to Auto, because it wasn't apparent that they needed to be changed, and Bob modes don't improve them) but the no interlacing patches clearly improve both of them. In the case of God Hand it cleans everything up and makes the game brighter (but not too bright, it actually looks too dark without it in hindsight). Tales of Legendia has a lot of artifacting that's cleaned up from the patch.


Shin Megami Tensei: Devil Summoner - the game is visibly skipping frames as result of the patch, it's very obvious when swapping between it and normal + Bob tff. Bob tff doesn't cause any jitter in the game anyway, much better off with it than the patch.


Devil Kings: Changed from 6x scaling to 5x scaling and added FXAA - looks a little bit better and provides better performance, but you don't want to use 5x scaling with Bob tff as that creates a small amount of screen jitter itself (not an issue with the no interlacing patch though)


Legaia 2: Replaced TC Offset with Round Sprite: Half - text is perfect now. Round Sprite wasn't usable before because it causes a lot of screen jitter when combined with Bob deinterlacing (works fine with the no interlacing patch). Enabled FXAA because it doesn't have nearly as big of an impact on performance when combined with the no interlacing patch as it does with Bob tff deinterlacing.


Tekken Tag Tournament: Removed skipdraw 1 5 that was in the config for reasons unknown - it wasn't listed on the sheet and it doesn't seem to do anything, so I don't think it was supposed to be there, so I removed it.


Way of the Samurai: Added Round Sprite: Full - fixes upscaling lines in text/UI; couldn't be used with Bob deinterlacing as it caused a lot of screen jitter (no issues with the no interlacing patch)




So I put an issue on Github a couple days ago for the game Nitrobike - it would consistently hang after a short amount of time - and it's now been fixed as of 1.7.0-dev-26 from a couple hours ago (hats off to refractionpcsx2 for fixing it so quickly!). So I was in the process of getting it setup and then did some testing and found that they've now changed from Xaudio 2.7 to Xaudio 2.8 in 1.7.0 dev builds which doesn't work in W7... though apparently 2.9 does. My only real option at the moment though would be to convert the SPU setting from Xaudio over to DirectSound for all the configs to maintain compatibility. I'm... not sure that I'm willing to do that just yet. I kinda feel like I'd rather stick with 1.6.0 for the moment as-is, and put Nitrobike on the backburner (and it is fixed now, I tested it) and see if they make any changes to the Xaudio implementation in future dev builds. I'm kindof surprised that their current default audio option breaks W7 compatibility. The option is there for those that want to play it now though, just be aware that if you're on W7 you're going to need to change your audio setting from Xaudio to DirectSound in the SPU plugin settings.

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