OPL (Open PS2 Loader)

PS2 Open PS2 Loader v1.1.0

Yes sure :) ...if only you had carefully read at least one of my posts... :tranquillity: :joyous:
Dude, you've been expressing yourself unclearly for a long time now, posting posts upon posts on the same matter without any coherency and clarity, at the same time refusing to analytical approach both suggestions and facts. Maybe you should take a step back and think a little more about what you did in this topic for the last few pages instead of posting more antagonizing remarks.
 
Dude, you've been expressing yourself unclearly for a long time now, posting posts upon posts on the same matter without any coherency and clarity, at the same time refusing to analytical approach both suggestions and facts. Maybe you should take a step back and think a little more about what you did in this topic for the last few pages instead of posting more antagonizing remarks.

I've only one question, you may just answer yes or no: It seems that you care about the progress of OPL and the solving of game's bugs, I'm right??
 
is it just me or after or after the SMB update frame-rate drops are now steeper (playing trough smb), for example street racing syndicate now at a particular race the game drops so hard that i basically miss the turn an go into the wall (apparently the game also has frame skipping on so that doesnt help to control the car), mode 1 doesnt help and mode 2 crashes the console, tested with a pre SMB update and the drop is still there but nowhere near as steep so its more playable that way
 
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is it just me or after or after the SMB update frame-rate drops are now steeper (playing trough smb), for example street racing syndicate now at a particular race the game drops so hard that i basically miss the turn an go into the wall (apparently the game also has frame skipping on so that doesnt help to control the car), mode 1 doesnt help and mode 2 crashes the console, tested with a pre SMB update and the drop is still there but nowhere near as steep so its more playable that way

Have you tried to replicate the issue a few times?? It could be just a game's related frame-drop (they're not Always the same you know, it depends on how much cars were framed and many other things).

It would be weird to have frame drops in game (it never happened to me even from USB).

If it's a SMB loading problem, then it could be a slowdown in loading data, but for cause frame drops the game should be loading in streaming (it does not receive the data on time), but even in that case I think there will be just missing textures or something like that (like with GTA games), not frame-drops.

Therefore it could be a issue directly caused by the patch made for this game??
Have you tried a build pre-smb with already the SRS patch (it was to not make the game to freeze when played after a IGR) or was it a older one without the SRS patch??

EDIT: Wait, now that I think about it, it can happen to have frame-drops (micro-freezes actually) in streaming games, it seems to happen with GTA SA from iHDD i.e.
 
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Have you tried to replicate the issue a few times?? It could be just a game's related frame-drop (they're not Always the same you know, it depends on how much cars were framed and many other things).

It would be weird to have frame drops in game (it never happened to me even from USB).

If it's a SMB loading problem, then it could be a slowdown in loading data, but for cause frame drops the game should be loading in streaming (it does not receive the data on time), but even in that case I think there will be just missing textures or something like that (like with GTA games), not frame-drops.

Therefore it could be a issue directly caused by the patch made for this game??
Have you tried a build pre-smb with already the SRS patch (it was to not make the game to freeze when played after a IGR) or was it a older one without the SRS patch??

EDIT: Wait, now that I think about it, it can happen to have frame-drops (micro-freezes actually) in streaming games, it seems to happen with GTA SA from iHDD i.e.
i did actuallty replicate it, the issue is SMB related other modes should not be affected i dont remember any of those being updated

1st time no modes slowdown-frame skip, car into wall
2nd time mode 2 crashes console
3rd time mode 1 exact same as no modes
4th time pre SMB update with srs specific patch slows down still but fps doesnt tank as much and is more playable.

i think the issue is that the SMB update is heavier on resources so i guess the IOP and or EE have less cycles available for the game?
so it seems that depending how games were coded some get benefits from the SMB update as full speed FMV playback but others get stutter and slowdowns.

also in GTA SA that stuttering is micro-stuttering and it has always been there as far as i can remember but it only affects moving in vehicles audio isnt affected at all by this

so i had an idea would it be somehow possible to keep the SMB update network throughput and improving stuttering by giving game data processing a prorirty (or will this get rid of the full speed FMV playback that the update provides?) or making a compatibility mode do this or make it use the old SMB Throughput capacity ?
 
i think the issue is that the SMB update is heavier on resources so i guess the IOP and or EE have less cycles available for the game?
This is why I keep saying PS2 was never designed for it and it's just a dirt hack to even have games played like that. On a console like PS2, you have ZERO free resources. The games for PS2 were optimized to the brim of possibilities. Every single processor cycle is priceless in such an environment. We should focus on trying to get the best performance from iHDD because that was at least planned as a game storage by Sony from the beginning. HDDs were just too expensive back then and there was virtually no way to sell digital games worldwide, so it ended up as unused except for a few titles. However, the options was always there, so PS2 FAT is inherently compatible with an internal HDD. SMB is trying to force something the system was never designed for.
 
We should focus on trying to get the best performance from iHDD because that was at least planned as a game storage by Sony from the beginning. HDDs were just too expensive back then and there was virtually no way to sell digital games worldwide, so it ended up as unused except for a few titles. However, the options was always there, so PS2 FAT is inherently compatible with an internal HDD. SMB is trying to force something the system was never designed for.
although you make a good point not everyone has access to a fat+na+hdd console combo and some people dont want fats because of the size, noise and other things, more than half of the production life of the ps2 was spent on slims so as you know that means no iHDD but integrated NA for that majority of console it leaves them with either USB that has to be fat32 along with split games due to file system (in my experience also less convenient and annoying to maintain the games) instead smb games are easier to maintain no restriction in file system either, just because something wasnt designed to be used that way doesnt mean it cant do it, if that was the case why do most games work just fine they might take a bit longer to load i dont think for most people thats an issue.
 
although you make a good point not everyone has access to a fat+na+hdd console combo and some people dont want fats because of the size, noise and other things, more than half of the production life of the ps2 was spent on slims so as you know [...]
I don't have access to most things I would like to have access to. That doesn't mean I wan to cut corners and force my way into having half-broken substitutes.
 
although you make a good point not everyone has access to a fat+na+hdd console combo and some people dont want fats because of the size, noise and other things, more than half of the production life of the ps2 was spent on slims so as you know that means no iHDD but integrated NA for that majority of console it leaves them with either USB that has to be fat32 along with split games due to file system (in my experience also less convenient and annoying to maintain the games) instead smb games are easier to maintain no restriction in file system either, just because something wasnt designed to be used that way doesnt mean it cant do it, if that was the case why do most games work just fine they might take a bit longer to load i dont think for most people thats an issue.
I agree. The whole purpose of OPL is to make the PS2 do something it was not designed specifically for. Allowing users to play games from SMB or USB opens up the PS2 to anyone with a fat or slim console, with or without a working DVD drive.
The devs do their best to implement OPL in the way that Sony might have (avoiding hacky code) and it is amazingly compatible on both SMB and USB modes (I have never found a game I wanted to play that was incompatible).
If you want to take the purist approach, then just play your games from DVD as that was what the PS2 was designed for.
 
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I agree. The whole purpose of OPL is to make the PS2 do something it was not designed specifically for.
Every homebrew, by definition, is doing that. That's a fallacy, not an argument, because it's so broad that pretty much everything fits.

PS2 wasn't designed to run commercial games from .iso files, but it was designed to play games from HDD. It was never designed to stream games from PCs via SMB. The difference is fundamental.

There's nothing stopping people from doing a fork of OPL with SMB, but focusing main resource to develop an impaired solution is a waste, IMO.
 
There's nothing stopping people from doing a fork of OPL with SMB, but focusing main resource to develop an impaired solution is a waste, IMO.
But as I understand it, the SMB and USB code isn't loaded when you launch a game in HDD mode, so functionality is completely unaffected.
Anyway, I am hugely grateful for the work the devs do and would ask you to consider how it may come across to them if you suggest that they are wasting effort by not working on a fork.
 
But as I understand it, the SMB and USB code isn't loaded when you launch a game in HDD mode, so functionality is completely unaffected.
I mean the work put into developing and testing these solutions.
Anyway, I am hugely grateful for the work the devs do and would ask you to consider how it may come across to them if you suggest that they are wasting effort by not working on a fork.
It's exactly because I value their works so highly that I consider this a waste.
 
Everything that is being done on the PS2 is not supposed to be there and SMB is an awesome addition. If we would just use it "as it is supposed to be used" then why even exploit it?
Adding extra functionality is kind of the meaning of homebrew... o_O
 
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Everything that is being done on the PS2 is not supposed to be there and SMB is an awesome addition.
The same fallacy as above.
Adding extra functionality is kind of the meaning of homebrew...
Then go ahead and add even more stuff. My point is that very talented people like sp193 waste their time and efforts on something which is fundamentally crippled because the PS2 hardware itself will never allow it to work the way these games were designed to function. Don't compare SMB to iHDD. It's apples and oranges.
 
They don't waste their time, they are using it to improve what we have, maybe decrease the amount of cycles that SMB takes from the CPU?
For those of us that does not have a FAT PS2, the SMB is the best way to play since FMVs are lagging like sh*t through USB. Loading times are faster aswell.
There is nothing negative with progress on all fronts.
 
All models of the PS2 can support network adapter, but not all support internal HDD.

It's nice to expand the audience to where backups can be loaded.
There should be disclaimer saying how much crippled games are through SMB. The FPS issues the guy above described are not an exception. SMB is littered with such issues. It's why I pulled out of it after a few tests. In my extensive gaming experience, only iHDD provides gameplay the way it was intended by developers.
 
There should be disclaimer saying how much crippled games are through SMB. The FPS issues the guy above described are not an exception. SMB is littered with such issues. It's why I pulled out of it after a few tests. In my extensive gaming experience, only iHDD provides gameplay the way it was intended by developers.
I have never experienced any FPS drops through SMB but it seems others have, maybe developers can fix these issues somehow. iHDD maybe provides the best experience for you but for me SMB does, personal preference :D
Stick with your iHDD, i am playing with SMB :D:D
 
also in GTA SA that stuttering is micro-stuttering and it has always been there as far as i can remember but it only affects moving in vehicles audio isnt affected at all by this

So even the audio stutters on Street racing syndicate??

so i had an idea would it be somehow possible to keep the SMB update network throughput and improving stuttering by giving game data processing a prorirty (or will this get rid of the full speed FMV playback that the update provides?) or making a compatibility mode do this or make it use the old SMB Throughput capacity ?

I agree. If a modification that improves many things breaks many others, there's the need to use a MODE...
 

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