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LRPS2 – the new PlayStation2 core with a brand new Vulkan LLE renderer

We have a brand new PlayStation2 core, LRPS2. It’s a heavily modified version of PCSX2 custom made for the Libretro API, and it currently runs on Windows, macOS and Linux.

The core code is modern and up-to-date unlike the old core and it no longer suffers from the serious drawbacks the older core had.

It supports nearly all the rendering backends for the GSdx renderer: Vulkan on Windows/macOS/Linux, Direct3D 11 and 12 on Windows, and OpenGL on Windows/Linux. 

For those interested, you can also read our compendium article here posted earlier today.

All the screenshots below were taken with the paraLLEl-GS renderer and the following settings: 16x SSAA, paraLLEl experimental high-res scanout turned on. Shader preset used is: presets/fsr/fsr-aa-lv2-bspline-4taps.slangp.

How to set it up/use it

On platforms where the core is available (that is, Windows, Linux, and MacOS; it is NOT available for Android or iOS), go to the online updater and scroll down to ‘Update Core Info Files.’ This will ensure that the core shows up properly under the correct name in the menu. Then, head over to the online updater’s ‘Core Downloader’ and scroll down to ‘Sony – Playstation 2 (LRPS)’ to download the actual core. Next, go to the online updater’s ‘Core System Files Downloader’ and get the LRPS2.zip bundle. This bundle will automatically create the ‘pcsx2’ directory in your ‘system’ directory and put the GameIndex.yaml–which includes the various per-game hacks/settings the core and gsDx renderer use for compatibility–inside. It will also create the ‘bios’ directory, inside which you will need to place your PS2 BIOS set. Once that’s done, you’re ready to scan and/or load your games, which can be in a variety of formats, including CHD, but make sure they are not in *.7z, *.rar, *.zip, etc. compressed archives.

How to use it on macOS (Apple Silicon)

On macOS running on Apple Silicon, you must use Rosetta. To run in Rosetta, exit RetroArch, and show it in Finder. Right-click on it and choose “Get Info” from the menu. In the Info screen is a checkbox to “Open using Rosetta”; make sure it is checked.

Once it’s running in Rosetta, you will see the LRPS2 core in the Core Downloader.

Explanation of core options:

System

Video

The following settings only apply to the gsDX renderer (so NOT paraLLEl-GS)

Video – GSdx

Manual Hardware Rendering Fixes – GSdx

Emulation

Input

ParaLLEl-GS – Reimplementing the Graphics Synthesizer in compute

By far the star of the show is paraLLEl-GS. Just like paraLLEl-RDP before it, this is a brand new renderer made by Themaister written entirely as a compute program. It’s written exclusively for the Vulkan graphics API.

For a detailed breakdown on this project, read Themaister’s blog article here (it’s several months old by now though).

The goal and aim of this renderer is to be as accurate as the software renderer, but with additional graphical enhancements. SSAA is by far the biggest standout feature of this renderer. When set to 16x SSAA and high-res scan out enabled, it can eliminate all the shimmering and jaggies on 3D geometry and textures.

With high-res scan out enabled, it is possible to double the resolution. Combine this with SSAA and the final output image quality can often exceed gsDX rendering at much higher internal resolutions. And unlike gsDX, almost no hacks have to be enabled/disabled on a game-specific basis for the game.

Explanation of ParaLLEl-GS core options:

Frequently Asked Questions (FAQ)

Q: I get a black screen but can hear audio.

A: If you’re using the D3D11 video driver (which is the default video driver on Windows), some users get a black screen instead of video. Switch your video driver to D3D12 (either globally or just for this core via core override) and then reopen the core and content.

Q: ParaLLEl-GS is very slow on my Intel integrated graphics.

A: Yes, unfortunately, Intel IGPs just aren’t very good at compute shaders. Even relatively recent models fail to run at full speed. The software renderer and gsDx renderer are still the best options in this case. For the record, Intel’s new discrete GPU models should handle it just fine.

Q: The software renderer crashes when I use the Vulkan video driver.

A: Yes, this is known but we don’t know why yet. Until we figure it out, you’ll need to swith to the “glcore” driver in Linux or one of the D3D drivers in Windows to use the software renderer reliably.

Q: What about analog face buttons??

A: We’re working on this, but thankfully it’s only usable in a few games and all games are still playable/complete-able without it.

Q: How can I tell what internal patches are being applied on a per-game basis?

A: Currently this is a bit inconvenient. You need to enable Logging in RetroArch and then look at the log output to see if any of the hints (Game Enhancements, Language Unlock, No interlacing, Widescreen) led to patches being applied by LRPS2. Far from all games have been implemented inside the internal database but we intend for this database to grow quite large.

Q: I’m not seeing LRPS2 in the core list.

A: The core is probably not available for your platform. It is available for Windows, Linux (x86_64), and MacOS. It is NOT available for Android or iOS, nor for ARM Linux. If you’re sure it should be there for your platform and you’re still not seeing it, try updating your core info files via the online updater.

Q: I went from fullscreen to windowed (or the other way around) and now some of my graphics are broken/missing!

A: Yes, this happens sometimes. To get it back, you’ll need to completely close down the core and reopen it (that is, via ‘close content’; the ‘restart’ option from the quick menu will not do it, as that is a “soft” reset). We recommend you start the game from either fullscreen or windowed mode for now and don’t try to toggle inbetween.

Q: How can I improve frame pacing in the core?

A: Try the option ‘Sync to Exact Content Framerate (Settings -> Video -> Synchronization). If you’re using a VRR display, turn VSync Off in RetroArch and make sure Vsync is enabled in the Nvidia driver control panel (if using an nVidia GPU). Some games like Fighting Vipers and Sega Rally 1995 will not behave well with ‘Sync to Exact Content Framerate’ enabled though, so your mileage may vary. Experiment and find out what works best for you.

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