Well, yes, that's what I mean. At the end of the day, netemu is actually not bad at all, and it keeps getting better. And the thing is, that for the games that are problematic, normally gxemu has the same problems too! Gxemu is a bit faster, but not enough difference in my opinion. The games that have issues, still have issues. Personally for the games I am aware of, none really are better enough in gxemu over netemu. (Sly Raccoon for example comes to mind; quite slow on netemu, but fine in gxemu. But then again, it has a Remaster version, so for me these cases aren't really counting)
And there is lot of room for improvement in the netemu configs, just because the fact most of the commands availables are unknown
Right now is a bit pointless to argue if that unnkowns are going to be something pointless that is not going to help ...or... we are going to be like "dude thats gold"
Is like a cave in darkness, we lighted some parts of the cave and we found some nice treasures in them, so most probably there is going to be something useful in the other parts of the cave
Are commands waiting for someone to explore them... is just some of them requires reverse engineering because the command needs to use very specific values (trying to enter a random number have 99.9% chances of failure)... but there are others that are just a "switch" (with 2 positions ON or OFF)
Just to show you an example, zar made a PC app to create custom PS2 configs just by clicking in some checkboxes with the mouse... it allows to use the "switch" commands (but not the others that requires specific values, offsets, memory ranges, etc...)
Later that same config editor was integrated in managunz (it have a screen dedicated to manage and modify PS2 configs for netemu)
This was an attempt to make the process of creating PS2 configs a bit more "noob friendly", because it allows to create configs to everyone, there is no need to know anything (not even what each "switch" command does, because nobody knows it yet, lol)... is like playing lottery
Eventually... if someone find what the unknown commands does... this kind of config editors could be imrpoved... there will be more people playing around with configs, etc...
Is just is a long road... the PS2 emulator has been a long "unknown" for many years in the PS3 scene, we never had full control of it until late in the PS3 scene history when cobra source code was released
As for my particular hardware issue, I am fairly certain it is the RSX, because it has come to a point where the artifacts show also outside of ps2 games. In fact, sometimes I am lucky and I can boot into a Ps2 game fine, and be hours playing without issue. Then Reboot the console and get the artifacts again. The temperatures were OK. But the console now it's just borderline GLOD.
The real deal for me kinda was the Network and peripheral support. And maybe the ability to use physical discs and swap the Virtual Memory cards on the fly.
But these are just too unreliable. So this Is why I want to debate wether it's really worth fighting so much over them. (I know they are, but if you hadn't figured by now I'm kinda crazy and some normal people may get suckered into chasing these models, for ultimately no much reason at all.
Cheers, and thanks for the conversation. I really think it is worth having.
Ok, then it seems to be the RSX
It makes sense that eventually you are able to play normally under PS2 mode because the RSX should be almost idle when playing a PS2 game in your CECHC
Not completly idle, but you know... is relaying most of his graphics functions to the GS chip
As far i remember this PS3 models with total or partial backwards compatibility have some weird circuit design for the graphics where the data buses does some kind of "triangle" to the video controller chip/s
Btw, in my oppinion that kind of details counts too when deciding if is worthy to have one of the bc PS3 models, because s not just the software features what needs to be considered
I mean... using cars as example... if you tell me you designed a car that reachs 250km/h then im going to say "ok, good feature", but the next thing you need to show me is the design on it, because is not the same a ferrari than a volkswagen with a rocket attached at the back
The ferrari is a good design because is realliable, and if at some point you have a mechanical failure is going to be relativelly easy to find and fix because is a "conventional" engine... but the volkswagen with the rocket... you know
In the PS3 motherboard there are many subcircuits that was redesigned for good reasons, just to mention a few
SB ---> to starship ---> to 2*NAND (SB ---> to NOR in new PS3 models)
SB ---> to USB HUB/s ---> to USB ports/MC reader/Wifibt board (SB ---> to USB in new PS3 models)
SB ---> to SCSI/PATA ---> to BD (SB ---> to SATA in new PS3 models)
CELL ---> to 8 RAM chips (later changed to 4 chips... and later to only 2)
Etc...
With this i mean... the most parts involved... the easyest to have a failure (and harder to find the cause and to fix it). Also, the most parts involved, the smaller efficiency
If you achieve to do the same in a more simple way then we could say is a more "smarter" design
In general most of the changes in the PS3 motherboard was for good, i know them a bit and right now i cant even mention anything bad... other than the removal of the PS2 components, but i agree completly with the decission of removing them, it was excesive