

- #Ffx ps2 game saves port convert to ps4 android#
- #Ffx ps2 game saves port convert to ps4 software#
- #Ffx ps2 game saves port convert to ps4 code#
- #Ffx ps2 game saves port convert to ps4 Pc#
- #Ffx ps2 game saves port convert to ps4 professional#
So long as it's well-written in the first place, you can pretty quickly familiarize yourself with it and create a plan to rebuild it faithfully. There will always be some quirks to overcome, but for the most part it's like translating a novel from one language to another.
#Ffx ps2 game saves port convert to ps4 professional#
Click "export" and wait for the game to compile.įor a professional porting team, the whole process is more time consuming than it is difficult.
#Ffx ps2 game saves port convert to ps4 Pc#
Keep Vita graphics settings relatively low, and crank PC settings to the max. By rebuilding PS2 games as PhyreEngine projects, they inherited the benefits of a general purpose engine to make everyone's life easier.įrom there, it's really just a matter of optimizing for the target platform. Sony used their own PhyreEngine in a similar way.

For example, many games these days are made using Unreal or Unity, which can export a single project to PC, smartphones, consoles, etc., in a few clicks. Though not strictly required, these types of ports often use an existing engine to further simplify the porting process. Models no longer swap LODs between gameplay and cutscenes, and lights cast dynamic shadows. For example, see how Final Fantasy X HD exists on Vita, PS3, PS4, and PC, and how old effects like faux depth of field were replaced with newer alternatives. Most likely, some combination of both approaches was used, but assume mostly the second.
#Ffx ps2 game saves port convert to ps4 code#
Notice I didn't say "rewrite it for Vita"-the majority of the rewritten code will work on any programmable architecture, and only the application binary and graphics API will differ for each platform. The other approach is to go through the original code and simply rewrite it for general purpose hardware. You're not creating an entire hardware environment in software, just a "compatibility layer" for the old code. This is closely related to emulation, but is not actually emulation.

One approach is to keep as much original code as possible and just write functions to make the general purpose hardware perform the same tasks as the fixed function hardware. Now, you have two approaches you can take here: Vita is significantly more powerful than PS2. Comparing clock speeds of different architectures is meaningless. Clock speeds can only compare performance within the same architecture. This much was suggested by the post you linked, but it makes a big error in assuming PS2 and Vita operate at similar performance because of similar clock speeds. Because Sony made the PS2, they know better than anyone exactly what functions it performed and how it performed them. The difference is that PS2 had specific hardware for specific tasks, and it could only perform those tasks, whereas Vita has general purpose hardware which can run any sort of instructions you throw at it. PS2 was a fixed function console, Vita was a programmable shader console. It's not really a big mystery, and emulation was probably involved very little, so maybe the topic isn't really relevant to this sub.
#Ffx ps2 game saves port convert to ps4 android#
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#Ffx ps2 game saves port convert to ps4 software#
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