Editing PS2 Emulation

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| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
| --gs-adaptive-frameskip || 0, 1 || Speedhack. Skips frames when the gs demands more resources than there are available. doesn't work on all emulators.  It does however, work on jak emulators || --gs-adaptive-frameskip=1
|-
|-
| --gs-h2l-list-opt || 0, 1 ||  Setting it to 1 improves GS performance||--gs-h2l-list-opt=1
|-style="background-color:#D7EF54"
|-
|  || Gs settings / Behaviour || ||
|-style="background-color:#cbddfb"
|  || GS features || ||
|-
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1
|-
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
| --gs-use-deferred-l2h || 0, 1 || Delay option for L2H (local to host, GS to EE). || --gs-use-deferred-l2h=1  
|-
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-style="background-color:#D7EF54"
|  || Gs settings / Behaviour || ||
|-
|-
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
| --gs-uprender || none,2x2 || Internal resolution upscaler. || --gs-uprender=2x2
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| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
| --gs-upscale || none, gpu, edgesmooth, smooth, motion, motionvec, motionvector, point || Upscaling type Selector || --gs-upscale=EdgeSmooth
|-  
|-  
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l need to be enabled before their options become usable|| --gs-kernel-cl-up="clutmerge2x2"
| --gs-kernel-cl-up || "DarkCloud2" "fantavision" "h2lpool2x2", "OptRightTri", "clutmerge2x2", "mipmap2x2", "up2x2simple", "up2x2skipinterp", "up2x2tc", "up2x2", default || Kernel Variant Color lookup Upscaler (?), mipmap and clutmerge and h2l will have to be enabled first before using their options|| --gs-kernel-cl-up="clutmerge2x2"
|-  
|-  
| --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1
| --gs-override-small-tri-area || 0, 1 || Small triangle rejection. Could potentially restore missing text in some games. || --gs-override-small-tri-area=1
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| --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1
| --gs-ignore-dirty-page-border || 0, 1 || ? ||--gs-ignore-dirty-page-border=1
|-  
|-  
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix graphical glitches occurring in far distances || --gs-ignore-rect-correction=1
| --gs-ignore-rect-correction || 0, 1 || Setting it to 1 is known to fix graphical glitches in distant locations. || --gs-ignore-rect-correction=1
|-
|-
| --gs-opt-frbuff-switch || 0, 1 ||  || --gs-opt-frbuff-switch=0
| --gs-opt-frbuff-switch || 0, 1 ||  || --gs-opt-frbuff-switch=0
|-
|-
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l need to be enabled before their options become usable ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
| --gs-kernel-cl || h2lpool, clutmerge, mipmap, DarkCloud2, fantavision, Mipmap and clutmerge and h2l will have to be enabled first before using their options ||Kernel Variant Color lookup(?). Options included here can be upscaling if --gs-kernel-cl-up were to be used along with it || --gs-kernel-cl="clutmerge"
|-  
|-  
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
| --force-frame-blend || 0, 1 || Enables blend (Deinterlacing?). Should be used to fix games with shaking screens. || --force-frame-blend=1
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| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
| --force-pal-60hz || 0, 1 || Enables 60hz PAL mode. || --force-pal-60hz=1
|-
|-
| --gs-use-clut-merge || 0, 1 ||Color lookup table(?). It could possibly solve graphical issues or improve the quality of the colors. || --gs-use-clut-merge=1
|-
| --gs-use-mipmap || 0, 1 || Enables mipmapping support. Can be used to fix graphics. || --gs-use-mipmap=1
|-
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix graphical glitches/double screen issues.  ||
| --gs-progressive || 0, 1 || Enables progressive scan. It's used to fix graphical glitches/double screen issues.  ||
|-  
|-  
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|-
|-
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
| --gs-scanout-delay || 0, 200 ||  || --gs-scanout-delay=200
|-
| --gs-flush-ad-xyz || always, safe, safeZwrite, off, 0 || Force a primitive flush when a framebuffer is also an input texture. This fixes some processing effects, but it can sometimes be heavy on the GS in terms of performance. GTA: SA, and Jak 3 use this command. || --gs-flush-ad-xyz=safe
|-
|-
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
| --gs-check-trans-rejection || 0, 1  || Check transfer rejection ? || --gs-check-trans-rejection=1
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|-
|-
| --gs-h2l-accurate-hash || 0, 1 ||  ||--gs-h2l-accurate-hash=1
| --gs-h2l-accurate-hash || 0, 1 ||  ||--gs-h2l-accurate-hash=1
|-
| --gs-h2l-list-opt || 0, 1 ||  ||--gs-h2l-list-opt=1
|-
|-
|-style="background-color:#9042f5"
|-style="background-color:#9042f5"
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| Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
| Wrong disc read speed for some games || Shadowman(Textures), God of war (Music), Ratchet and clank size matters (Music), every game that's listed to require CDVD_READ_DELAY. [https://github.com/PCSX2/pcsx2/pull/3877 and many other affected games] || Try your luck with IOP and CDVD CLI commands. || Also known in sony's bios as CDVD_READ_DELAY
|-
|-
| Inaccurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Klonoa 2, others.  || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing.
| In-accurate VU0/VU1/COP2 emulation || Sly cooper games, Crash twinsanity, Crazy frog racer, Rayman 3, Klonoa 2, others.  || Choosing a VU accurate emulator such as Roguev1 or Kof2000 with the right clamping commands || The issue leads to SPS and graphical issues and sometimes freezing.
|-
|-
| Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
| Multitap doesn't support all games || Urban reign, others || Lua patches || Emulator expect PS4 to be able to use 8 controllers (well, who doesn't? Even PS1 can do it...). That cause all kind of mess with controller detection when game expect multitap in second port.
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|-
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.  
| Lack of CDVD error handling || Demon Chaos, Spyro A new Beginning, Silent Hill 2 Black Ribbon, games from pcsx2 #5174 PR. || Patches in lua if needed. || One correctly supported error is SCECdErABRT, rest is just not handled or what's worst trigger emu panic on purpose like SCECdErILI (but not for 0 sector request - Spyro). Some affected games can still work if error is just accidental and not checked by game code.  
|-
| Corrupted SIF0 transfer when not full QW is send by IOP || True Crime: LA, PDC DC 2008, Street Racing Syndicate(1.03) || Patches in lua. || IOP is able to send words by SIF0, EE DMAC can only transfer Quadwords. When IOP send not full QW real hardware use whatever was in buffer from previous transfer for missing words (only words that are requested by iop are overwritten in transfer buffer). Emu probably memset 0 that part.
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