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[Playable] Quake II
12-17-2013, 06:34 AM (This post was last modified: 12-17-2013 06:42 AM by TheDax.)
Post: #1
[Playable] Quake II
Author: Ported by Crow_bar, id Software (original game)
Status: Playable, with timing issues*
Revision used: 0.9.6-105-g431385d, Windows x64

Requires PSPModel = 1 to work (the readme demands a Slim anyway), otherwise the game won't have enough RAM to start, and will crash PPSSPP.

*With the GoW speed limit hack off, the game renders at 49/5 (994.5%), so it has some serious timing issues, causing the animations to be quite choppy. With it on, it's much smoother, running at 55-60 FPS (166%), still too fast (according to the FPS text, anyway), but much more playable. With the God of War hack on and CPU speeds above 333, it doesn't act as jerky. 1000mhz seems to give the best experience with no jerkiness, but keep in mind it's much more demanding than usual..

I tested with the shareware PAK file.


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3.8ghz i7 5930K, 16GB DDR4 RAM, 4GB Nvidia GTX 970, Asus X99 PRO, Windows 7 (SP1) x64
How to ask useful questions: http://support.microsoft.com/kb/555375
I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence.
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05-24-2017, 09:20 PM
Post: #2
RE: [Playable] Quake II
That's now just playable, no need for hacks nor high cpu clock, had also another problem from some time, but starting from v1.4.1-11-g5a7d245 should work fine with default settings.

Music(which is optional), is still broken, but the game "timing issues" were quite literally about "time" and are all now fixed. Browsing through badly working homebrew seems like a lot of them used same unoptimized time function that was triggering ppsspp bug and will now work fine:].

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http://forums.ppsspp.org/showthread.php?tid=6594 - Custom PPSSPP Shaders!
http://forums.ppsspp.org/showthread.php?tid=3590&pid=117172#pid117172 - simple CE scripts to help creating CWCheats,
https://github.com/LunaMoo/PPSSPP_workarounds - CWCheat workarounds.
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