Troubleshooting

Quick fixes

Start with the symptom that matches what you see. Change one setting at a time, note the build you’re on, and capture a log if you need to escalate — that detail turns “broken” into something actionable.

Black screen

Verify the game dump, try Vulkan / OpenGL / D3D, test another BIOS region.

  • Toggle software renderer briefly to see if the issue is GS-specific
  • Disable widescreen patches and heavy upscaling for a sanity check
  • Confirm the window isn’t zero-sized on multi-monitor setups

Low FPS

Lower internal resolution, reduce enhancements, close background apps.

  • Check CPU and GPU limits separately in the performance overlay
  • Plug in laptops; disable aggressive battery saver and frame caps
  • Some titles are EE-bound — no amount of GPU headroom fixes them

Controllers

Rebind inputs, remove duplicate devices, disable conflicting overlays.

  • Steam Input and other mappers can steal XInput slots — test with them off
  • Calibrate sticks and triggers; deadzones fix drift without losing precision
  • Per-game profiles help when one title needs inverted axes or macros

Crash on boot

Reset config, update to the latest build, test with defaults first.

  • Rename your settings folder once to rule out corrupted INI state
  • Update GPU drivers; old Vulkan layers crash before the UI appears
  • On Linux, verify distro libraries match what the package maintainer expects

Audio crackle or desync

Often tied to unstable emulation speed or aggressive sync options.

  • Disable speed hacks and retest FMVs and music loops
  • Match audio latency mode to your buffer size and output device
  • Bluetooth headphones add delay — use wired when testing sync

Stutter & hitching

Shader compilation and disk access show up as periodic spikes.

  • Let caches warm up; first runs are rarely representative
  • Move ISOs off slow USB or network shares when possible
  • Disable OS-level game DVR temporarily to isolate capture overhead

Broken textures or lighting

Renderer-specific; patches and hardware depth settings interact.

  • Compare Vulkan vs Direct3D 11 for the same internal resolution
  • Check the wiki for “half-pixel offset” or blending notes for that game
  • Texture preloading trades VRAM for fewer pop-in glitches

Save states fail

Some moments in games are not safe to snapshot.

  • Fall back to memory card saves before risky boss sequences
  • After major version jumps, old slots may not restore — plan ahead
  • Disk full or permission errors surface as generic load failures

More help

Community resources stay current faster than any single landing page. When you post, include OS, CPU, GPU, PCSX2 version, renderer, and the smallest steps to reproduce.

Download