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FMV and loading over a network. How to improve or eliminate stutter problems?
FMV and loading over a network. How to improve or eliminate stutter problems? –
I have read that others have little to no stutter in their games when playing over a network so I thought this problem could hopefully be eliminated.
I have my game installed as a 00 file in my shared folder along with a cfg file.
Open PS2 Loader recognises the game over the network and will launch it.
The opening FMV scene stutters and I'm looking for ways of improving the performance.
I'm currently loading the Open PS2 Loader from a USB Flash Drive, should I install it to the Free MC Boot OS instead?
Will loading the game as an iso be faster than running the installed 00 file?
Do I need to defragment the files with specific software?
Any other suggestions?
I'm using the Open PS2 Loader version 0 8c (not sure where to find the 0 9 beta). The game is Gradius V.
Is your PS2 connected directly to your computer or is it connected to a router? Loading OPL from a flash drive or memory card doesn't make a difference, it's just more convenient to have it on your memory card, you don't always need the flash drive connected to load OPL.
The PS2 is connected directly to my computer via a crossover cable (Cat 5e)
Is your PS2 connected directly to your computer or is it connected to a router?
Kinda speaks volumes ...
Granted, he's most likely testing Gradius V in HDD mode, but the CDVDMAN issues with Gradius V could be worse via ETH mode.
Originally Posted by l_oliviera
At least you're using a crossover cable - that takes a router out of the equation.
TimeSplitters: Future Perfect suffers from the same problem.
Is it worth compiling the latest 0.9 beta, has this addressed some of the issues?
Yes, because many changes to CDVDMAN and OPL's compatibility modes have made progress in game compatibility -- especially the callback timer which fixes the random freezes with Shadow Hearts 2, audio drops/buzzes and beeps in Atelier Iris, and repeating audio loops in Beyond Good & Evil just to name a few. Also, Mode 7 has deprecated in recent months and thus was removed entirely. Despite issues with CDVDMAN, lag is to be expected over ETH with FMVs but it seems to depend on how "heavy" those FMVs are. For example, even in ETH mode, the FMVs in Shadow Hearts 2, Squaresoft RPGs, and KOEI's Dynasty/Samaurai series will probably produce 1-3 seconds of lag every 7 to 10 seconds. But other games with FMVs may not - especially when they use Bink encoding such as the Legacy Of Kain series and many Midway titles ...
Lastly, some people have discovered piss poor performance in ETH mode when the host machine is using Windows 7 -- either security fixes or something in that OS adversely effects streaming over SMB and many people tried like hell to solve it to no avail. They have reported in many cases that no such issues exist once they replaced Windows 7 with XP SP3 on the host machine, so if that's an option, it's certainly worth considering as XP SP3 is still supported until 2014 ...
I was messing around with the callback timer, trying to fix the audio loops in BGaE, but couldn't get any value to work with it.
Originally Posted by Bat Rastard
What value does it need to have to fix that? Im using the NTSC version.
I'm using a value of 50 w/ no other modes and VMC enabled. But the last time I played it, it was on an earlier beta with the UDMA bug (i.e. UDMA 4 would give UDMA 0 performance). So, it might need UDMA 0 along with 50 value on the callback. My current build is r640 with l_oliviera's CDVDMAN tweaks, so I'll have to give the game another whirl to see how it's been holding up.
To compile the latest OPL do I need the virtual machine? Does anyone have the latest compiled binaries or keep a repository of such files?
I'm also using the Rev640, but no luck with it.
Tried those settings but its still the same so might be the UDMA as you said.
Any clue what rev that was that had that bug?
Would be nice to have that game playable instead of having it like a paperweight.