RetroArch - How to Setup: PCSX2

RetroArch - How to Setup: PCSX2

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#PCSX2 Alpha core available for Windows now! Today we’re releasing an alpha version of the PCSX2 libretro core on the buildbot. It’s available for Windows only right now, but the same core has been tested to work on Xbox One/Series systems as well.

Important things to know
Create the following directory in your system directory – “pcsx2”. You can put all the asset files there from your regular PCSX2 install.

You need a working BIOS inside /pcsx2/bios. PCSX2, unlike Play!, will not work without a real BIOS.

It’s still an alpha version. Things are rough around the edges. Expect bugs and things to be incomplete.
There’s a working OpenGL renderer and a Direct3D11 renderer option. Direct3D 11 renderer can be faster than OpenGL but also has less features. Pick whichever works best for you. On Xbox you will only be able to use Direct3D11 anyways.
This core uses the x86_64 dynarec which was added to PCSX2 a year ago. It is still less compatible than the 32bit x86 dynarec in PCSX2, so keep that in mind. It’s for similar reasons that the software renderer right now won’t work (it’s not compatible yet with x86_64, not in upstream either).
There’s a bug that can happen right now upon closing content or exiting RetroArch with the PCSX2 core on Windows – the RetroArch process might not completely cleanly shut itself off and you might still be able to see a 0% CPU process remaining in the Task Manager. We have not been able to figure out how to fix that yet as the PCSX2 codebase is a definite case of ‘here be dragons’, but for now when this happens, you can just bring up the Task Manager and close it manually. It shouldn’t have a real detriment on performance but it is of course far from ideal and hopefully something we can fix soon with the help of some contributors. We have found this happens the most with the Direct3D 11 renderers.
Switching resolution at runtime right now can be a bit unstable, so does switching fullscreen resolution. We might just make resolution switching require a restart since this tends to be too unstable for now.

Update policy for this core

Hard-forked core for now. Govanify is going through many (necessary) refactors in PCSX2 upstream to make the code more portable, and he has also expressed his interest in an upstreamable libretro core somewhere down the line when the final refactoring of the GUI is complete. So either of two things can happen when that happens, if this is more closely aligned to upstream core is better in every way including performance, this will be replaced. If not, we will likely have two cores, one being the upstream-friendly core and this being the hard-forked one. As of this moment a lot of work remains to be done on PCSX2 to sort out all the internals that are chockful of nonportable code. Therefore, for now, the experimental PCSX2 core kinda is doing its own thing. PCSX2 still has a lot of inherently nonportable code in it, from QtWidgets to libglib. It’s for that reason that we don’t have a Linux core yet on our buildbot. We hope that we will be able to figure out a proper portable core for Linux users soon.

Expect a lot of Quality of Life enhancements to this core soon. We wanted to share this with you now rather than sit on it for even longer, now that it’s on the buildbot we can at least push regular updates to it, people can report issues and developers can contribute. Everyone wins.

https://pcsx2.net/
http://buildbot.libretro.com/nightly/windows/x86_64/latest/pcsx2_libretro.dll.zip
https://docs.libretro.com/library/pcsx2/

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