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August 6, 2012 // 12:53 am - Over the weekend the PCSX2 Team have finally released public version 1.0 of their PCSX2 Sony PlayStation 2 (PS2) emulator for various platforms including the PC.

Download: PCSX2 - PlayStation 2 (PS2) Emulator Public Version 1.0

Below are all the details for those interested, to quote: PCSX2 1.0 released!

After many long years of development, debugging and testing effort, we have reached a point where PCSX2 runs a great majority of the games, and there are no important issues that could possibly be fixed without requiring major modifications to the emulator.

Because of that (and because we already felt it was overdue), we decided to stop thinking of new things to do for a bit, polish the stability, compatibility and existing features and release the result as the first major version of PCSX2!

There have been tons of changes since the last release, including improvements to Jake Stine's wxWidgets GUI overhaul, cottonvibe's new multithreaded VU core and improvements on the primary plugins.

This release is a big milestone that marks the way to new features and improvements!

Here is an excerpt of the latest changes:



  • Video timing adjustments
  • microVU fixes for Metal Gear Solid 2 and others
  • General speedups
  • microVU speedup
  • New GIF unit that mimics the real one better
  • microVU elementary function bug fixed (affecting Valkyrie Profile 2, Radiata Stories and Star Ocean 3)
  • Implemented Multi-Threaded VU! A new speed hack with almost 100% compatibility with games, using a third core to run the VU1 unit separately
  • CDVD fixes (Time Crisis boots now)
  • Added support for progressive scan timings
  • Path 3 arbitration and timing refinements
  • Added Finnish, Malaysian, Korean, French, Indonesian, Italian, Japanese and Polish translations


  • Configurable output volume
  • Fixes to reverb
  • Various sound looping fixes
  • Improved time stretcher
  • Reverse phase audio quality improved


  • Fixed RGB mode movie recording
  • Texture cache change that fixes some black screening games
  • Implemented NVidia FXAA 3.10, page up key activates it
  • Better multithreading
  • Arc the Lad bad fog fix
  • Fixed shadows in software renderer
  • Implementation of GSdx "Shadeboost" project (saturation, brightness, contrast settings)
  • User configurable hacks in the GUI
  • Fixed flickering in many FMVs
  • Implementation of GSdx "Cutie" project (various extra CRC hacks)


  • Pad state getting stuck with savestates bug fixed


  • Revamped it a bit


OnePad changes:

  • New dialog configuration panel
  • Improved support of various pad (sixaxis)/mouse/wiimote
  • Added support for more controllers
  • Added support for pressure-sensitive buttons


  • GSdx ported for Linux! Based on OpenGL 3.3 with some 4.x hardware independent extensions. Requires OpenGL 4.2 drivers and is still in experimental stages. Don't expect the hardware renderer to run properly, but the Software renderer should be fine.
  • Added support for configuration and keyboard shortcuts from PCSX2


  • Added support for configuration and keyboard shortcuts from PCSX2
  • Added a GLSL backend to replace CG. Like GSdx, it requires OpenGL 4.2 drivers. Only available with PCSX2 self-compilation.


  • Added thread timing information to see the CPU usage in the status bar
  • Fix multiple frame/box letters sizing.

In addition to these changes we found a fixed several bugs that could lead to crashes in various situations.
The PCSX2 executable has been built and tested with PGO optimizations enabled so it will be an extra 10% faster over regular SVN builds.

We hope you enjoy this first major version release and have fun playing your games on it!

Finally, below are some of the videos of the PCSX2 emulator in action:

PCSX2 - PlayStation 2 (PS2) Emulator Public Version 1.0 is Released

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#14 - NvD - February 4, 2014 // 5:43 pm
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#13 - windrider42 - February 4, 2014 // 5:21 am
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It should work .. Did you try it?

#12 - Maghfoor - January 17, 2014 // 6:01 pm
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I wonder if it will work on mine,

Advent Roma 2001
Intel Celeron 1.9Ghz
3GB Ram

#11 - ragadol - September 6, 2012 // 10:08 am
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It is a pity that I'm trying to replay MGS3 on PC with better graphics on PCSX2 for over 2 years. I remember that I have finally managed to get pressure sensitive buttons work in MGS3 but I had to reinstall OS and since then I'm doomed. I forgot how to do it again. Any ideas how to make it possible on win7x64 or winXP32?

#10 - Neo Cyrus - August 7, 2012 // 11:16 pm
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Well that means they've refined it quite a bit, that's good to hear. Though are you sure you've increased the internal resolution and you're not just stretching it? My GPU is a 6970 at 1GHz, it does just fine.

It's an emulator and it doesn't work like a native program. The AA in those emulators, especially Dolphin, is kick to the CPU's balls rather than the GPU. The load from the AA to the GPU is negligible so long as the GPU is a powerful one.

It's strangely done, the AA is so heavy on the CPU that I'm better off just rendering it at a much higher resolution (4 times native) and letting it downscale for an AA effect rather than use its MSAA. My CPU is close to maxed, while the GPU doesn't even reach 40% usage.

#9 - elcido - August 7, 2012 // 5:28 pm
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I can tell you from experience that a non-overclocked i5 2500k will run any game on PCSX2 at the highest resolution possible without a single issue or drop in frame rate (constant 60fps, no speed hacks/game fixes/frame skipping etc). Just make sure you also have a decent enough GPU.

Well, at least all games that didn't already have inherent issues due to compatibility problems.

#8 - bositman - August 7, 2012 // 10:50 am
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Neo Cyrus PCSX2 v1 can utilize a third core via the MTVU speed hack, which is noted in the above changelog. The GUI is also ran on a separate thread.

You can also use up to 7 extra threads with the GSdx plugin in software rendering. Also AA would only increase GPU load, and not at all CPU load.

jarvis Pretty much said it all in your post, very accurate

#7 - Neo Cyrus - August 7, 2012 // 6:21 am
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The ones that require notable CPU power are PCSX2 and Dolphin, both of which appear to be dual threaded which is a pretty severe limitation considering that means things can only be run at high resolutions on an overclocked CPU. My Nehalem/Bloomfield needs to be at 4GHz in order to make sure there are no frame drops and that's without the emulators using anti aliasing, that's too much of a toll for it even clocked that high.

I have no idea if Byuu's work on BSNES is comparable to those two emulators, Byuu aims for accuracy above all else, that's how he gets the best compatibility. Other emulators tend to use hacks up the wazoo, anything to get things working so I don't know if it would be a deal breaker making them multithreaded.

#6 - jarvis - August 6, 2012 // 9:21 pm
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I don't think I understand. All emulators are multi-threaded. You can't just up processing threads and keep the timing close to the original hardware. This can break compatibility in lots of games. Look at byuu's post ( describing how important a cycle/timing accurate emulator is (author of bsnes, first SNES smulator to claim 100% compatibility).

#5 - Neo Cyrus - August 6, 2012 // 7:14 pm
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It would be so easy to run things if these emulators were fully multithreaded. It says in the notes that a part of it now can be run on a third core by using a hack that has almost 100% compatibility, it's a start.