PS2 -> 360: XConverter360
Re: PS2 -> 360: XConverter360
Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PS2 -> 360: XConverter360
My arcade sticks use pcbs from cheap third party PSX pads. Since they are not PS2 pads but PS1 pads, will I find any problem with these adapters? Here (http://sdtekken.com/tech-area/converter ... erter-360/) they say they are compatible with official PSX pads. And btw, what's the best site to buy them from Europe?
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Re: PS2 -> 360: XConverter360
I know a lot of people in this thread claim this thing's lagless and no doubt they're right, but I just thought I'd share some of my own data with you folks so that you all can have a definitive answer.
First off, here's a link to my original post on the lag testing on SRK Forums.
http://forums.shoryuken.com/showpost.ph ... tcount=821
And here's a supplementary link (also from SRK) which is basically a mini-FAQ written by me as to how to use these converters that require a wire Xbox 360 controller to serve as a bypass for Microsoft's annoying (but seriously good) security scheme.
http://forums.shoryuken.com/showpost.ph ... tcount=553
Okay, now without further ado...
Okay folks, I now have my hands on an Xconverter 360 courtesy of Truckasaurus who traded it to me for my Innovation Dream Connection 2. I sure hope he's as happy as I am when his Innovation converter arrives at his doorstep, because I'm incredibly pleased with the Xconverter 360!
I couldn't wait a minute longer for MarkMan to give us his review of the Xconverter 360. I knew for fact that it was at the very least compatible with everything any fighting game player would ever want to play on, be it pad or stick, but I wanted to know about the lag. Well, I can now officially confirm that the Xconverter 360 doesn't lag a wink! How did I confirm this you may ask? I became MarkMan Jr. for a day and performed a test using the Dojo training mode in Virtua Fighter 5 ONLINE for the Xbox 360. The Dojo has a neat input display feature where it can count two very important things that would really matter for a fighting game player.
- Once you press a button, it measures how many frames you hold it down until you release the button.
- When you release the button, it measures how many frames pass between the time you released the button to the next button press.
Using the built in turbo function on my Hori Real Arcade Pro 2 SA, I set the Punch, Kick, and Guard buttons to full turbo, let it sit there for a while, then turned the turbo function off to check the numbers. In MarkMan's reviews of the inPin Play Converter and the Pelican PlayStation 2 to PlayStation 3 converters, you may have noticed that he had a small chart near the tail end of his review which had numbers taken directly from VF5's Dojo mode. You'll also notice that the Pelican and inPin converters both have a bunch of 1s and 2s in those charts, typically more 1s than 2s.
That's absolutely great! Having a 1 or 2 frame difference between the button presses and releases means that your converter is perfectly lagless. "Why don't we see any 0s?" you may ask? It's because for any game, any button press or release takes up their queue in 1 frame. If say you pressed the Guard button on frame 1, and tried to release the button on frame 1, the effects of releasing the button don't actually show up until frame 2. It's the same for basically every game.
So, here were my numbers, taken from 2 sets of 3 separate trials of 8 rapid fire inputs. Basically, the same number of trials that MarkMan did when he was testing the inPin against the Pelican.
Experiment Set 1
Trail 1: [ 1, 1, 2, 1, 1, 2, 1, 2 ]
Average: 1.375 Frames
Trail 2: [ 2, 1, 2, 1, 1, 1, 1, 1 ]
Average: 1.25 Frames
Trail 3: [ 1, 1, 2, 1, 1, 1, 1, 1 ]
Average: 1.125 Frames
Test Average: 1.25 Frames
Experiment Set 2
Trial 1: [ 1, 1, 1, 1, 1, 2, 1, 1 ]
Average: 1.125 Frames
Trial 2: [ 1, 3, 1, 2, 1, 1, 2, 1 ]
Average: 1.5 Frames
Trial 3: [ 1, 1, 1, 1, 1, 1, 1, 1 ]
Average: 1.0 Frames
Test Average: 1.20833333... Frames
I was INCREDIBLY surprised to see the results from Experiment 2, Trial 3. I tried this test at my friend's house using his PlayStation 3 copy of Virtua Fighter 5 and my inPin and I only saw a continuous stream of 1s only once in about 20 trials. I was REALLY lucky to see that rare of a data set in the first 6 experiments I did with this Xconverter 360.
So there you have it folks! Korean technology pulls clutch for us again! Buy the Xconverter 360 with absolute confidence and don't forget to thank laugh while you're at it!
First off, here's a link to my original post on the lag testing on SRK Forums.
http://forums.shoryuken.com/showpost.ph ... tcount=821
And here's a supplementary link (also from SRK) which is basically a mini-FAQ written by me as to how to use these converters that require a wire Xbox 360 controller to serve as a bypass for Microsoft's annoying (but seriously good) security scheme.
http://forums.shoryuken.com/showpost.ph ... tcount=553
Okay, now without further ado...
Okay folks, I now have my hands on an Xconverter 360 courtesy of Truckasaurus who traded it to me for my Innovation Dream Connection 2. I sure hope he's as happy as I am when his Innovation converter arrives at his doorstep, because I'm incredibly pleased with the Xconverter 360!
I couldn't wait a minute longer for MarkMan to give us his review of the Xconverter 360. I knew for fact that it was at the very least compatible with everything any fighting game player would ever want to play on, be it pad or stick, but I wanted to know about the lag. Well, I can now officially confirm that the Xconverter 360 doesn't lag a wink! How did I confirm this you may ask? I became MarkMan Jr. for a day and performed a test using the Dojo training mode in Virtua Fighter 5 ONLINE for the Xbox 360. The Dojo has a neat input display feature where it can count two very important things that would really matter for a fighting game player.
- Once you press a button, it measures how many frames you hold it down until you release the button.
- When you release the button, it measures how many frames pass between the time you released the button to the next button press.
Using the built in turbo function on my Hori Real Arcade Pro 2 SA, I set the Punch, Kick, and Guard buttons to full turbo, let it sit there for a while, then turned the turbo function off to check the numbers. In MarkMan's reviews of the inPin Play Converter and the Pelican PlayStation 2 to PlayStation 3 converters, you may have noticed that he had a small chart near the tail end of his review which had numbers taken directly from VF5's Dojo mode. You'll also notice that the Pelican and inPin converters both have a bunch of 1s and 2s in those charts, typically more 1s than 2s.
That's absolutely great! Having a 1 or 2 frame difference between the button presses and releases means that your converter is perfectly lagless. "Why don't we see any 0s?" you may ask? It's because for any game, any button press or release takes up their queue in 1 frame. If say you pressed the Guard button on frame 1, and tried to release the button on frame 1, the effects of releasing the button don't actually show up until frame 2. It's the same for basically every game.
So, here were my numbers, taken from 2 sets of 3 separate trials of 8 rapid fire inputs. Basically, the same number of trials that MarkMan did when he was testing the inPin against the Pelican.
Experiment Set 1
Trail 1: [ 1, 1, 2, 1, 1, 2, 1, 2 ]
Average: 1.375 Frames
Trail 2: [ 2, 1, 2, 1, 1, 1, 1, 1 ]
Average: 1.25 Frames
Trail 3: [ 1, 1, 2, 1, 1, 1, 1, 1 ]
Average: 1.125 Frames
Test Average: 1.25 Frames
Experiment Set 2
Trial 1: [ 1, 1, 1, 1, 1, 2, 1, 1 ]
Average: 1.125 Frames
Trial 2: [ 1, 3, 1, 2, 1, 1, 2, 1 ]
Average: 1.5 Frames
Trial 3: [ 1, 1, 1, 1, 1, 1, 1, 1 ]
Average: 1.0 Frames
Test Average: 1.20833333... Frames
I was INCREDIBLY surprised to see the results from Experiment 2, Trial 3. I tried this test at my friend's house using his PlayStation 3 copy of Virtua Fighter 5 and my inPin and I only saw a continuous stream of 1s only once in about 20 trials. I was REALLY lucky to see that rare of a data set in the first 6 experiments I did with this Xconverter 360.
So there you have it folks! Korean technology pulls clutch for us again! Buy the Xconverter 360 with absolute confidence and don't forget to thank laugh while you're at it!
Re: PS2 -> 360: XConverter360
Thanx a lot for the tests. Now I know it's time to buy this adapter, and also an Xbox360
Re: PS2 -> 360: XConverter360
I think a converter could have really bad lag and still pass that test, but would be unlikely. It shouldn't delay the signal when it had the ability to process a fast steam.
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Thunder Force
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Re: PS2 -> 360: XConverter360
Google also turned up that this online store currently has a supply of these (just fyi, as I have no experience with their service either, but I've just ordered one). Thanks to OP for making us aware of this adapter.stuntman wrote:Looks like the same converter available here:
http://www.goldenshop.com.hk/AI-trad/xb ... verter.htm
I've no experience with their service, but thought I'd mention it as an alternative supplier.
"Thunder Force VI does not suck, shut your fucking mouth." ~ Shane Bettenhausen
Re: PS2 -> 360: XConverter360
Mind explaining how exactly?antron wrote:I think a converter could have really bad lag and still pass that test, but would be unlikely.
I haven't actively browsed/used this forum in many years and it's no longer an accurate representation of me.
I have retired from genre-specific content creation after 13 years, but I'll always love this little genre in my own personal way.
I have retired from genre-specific content creation after 13 years, but I'll always love this little genre in my own personal way.
Re: PS2 -> 360: XConverter360
the game has no idea when you actually pressed the buttons.
let's say your rapid fire controller sends 5 presses 2ms apart. the converter could delay them all by the same amount, say two weeks. so weeks later the game receives 5 presses 2ms apart.
but why would a converter delay everything, when it has the ability to process seperate pulses that are just 2ms apart? pressure from a project manager to complete development even when the engineer isn't finished, is one scenario.
let's say your rapid fire controller sends 5 presses 2ms apart. the converter could delay them all by the same amount, say two weeks. so weeks later the game receives 5 presses 2ms apart.
but why would a converter delay everything, when it has the ability to process seperate pulses that are just 2ms apart? pressure from a project manager to complete development even when the engineer isn't finished, is one scenario.
Re: PS2 -> 360: XConverter360
These can also be bought on eBay from Asian sellers.
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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KidQuaalude
- Posts: 140
- Joined: Tue Aug 25, 2009 9:59 am
- Location: UK
Re: PS2 -> 360: XConverter360
My XConvertor360 arrived yesterday from Renchi. Works great with my 3rd party PS1 stick. Excellent value for money.
Re: PS2 -> 360: XConverter360
wonder if these converters will work after the system update?
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drunkninja24
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- Joined: Thu Oct 01, 2009 3:27 am
- Location: MO
Re: PS2 -> 360: XConverter360
Don't see why they wouldn't.Shelcoof wrote:wonder if these converters will work after the system update?
Re: PS2 -> 360: XConverter360
I don't think this is exactly accurate in this case - aside from lag that maybe picked up from encoding/combining/synching signals [which would sequentially lag each input - and could factor into this] I believe these tests are also conducted to test a lag via scan frequency by which the converter looks to pick up new inputs - this was a problem with the xfps - presumably timing problems may reveal themselves - particular problems with rapid fires/vf style combos.antron wrote:the game has no idea when you actually pressed the buttons.
let's say your rapid fire controller sends 5 presses 2ms apart. the converter could delay them all by the same amount, say two weeks. so weeks later the game receives 5 presses 2ms apart.
but why would a converter delay everything, when it has the ability to process separate pulses that are just 2ms apart? pressure from a project manager to complete development even when the engineer isn't finished, is one scenario.
Re: PS2 -> 360: XConverter360
X-Gaming (X-Arcade) has announced that "they" have an adapter for 360 now. It does however require a PS2 adapter and a wired 360 pad. I wonder...
http://www.xgaming.com/htm/x-arcade-pla ... ailxbox360
http://www.xgaming.com/htm/x-arcade-pla ... ailxbox360
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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drunkninja24
- Posts: 1802
- Joined: Thu Oct 01, 2009 3:27 am
- Location: MO
Re: PS2 -> 360: XConverter360
They're pretty much just reselling these cheap converters:emphatic wrote:X-Gaming (X-Arcade) has announced that "they" have an adapter for 360 now. It does however require a PS2 adapter and a wired 360 pad. I wonder...
http://www.xgaming.com/htm/x-arcade-pla ... ailxbox360
http://forums.shoryuken.com/showthread.php?t=202601
I have one, and it works great, though X-Gaming, as usual, is ripping people off with "their" deal.
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Re: PS2 -> 360: XConverter360
Did somebody finally tried this converter with a JPAC, I would be very interestedantron wrote:I have one pad hack like that, and an official MS one. I don't foresee many problems with the madcatz one. I heard about the DOJBLEX menu issue, but I don't expect many games to be that poorly written.Dave_K. wrote:So is the consensus to not hack a 360 madcatz contoller anymore? I know so many people that have done this and don't remember hearing of these problems. Checking shoryuken.com I see people mentioning "late version madcatz" pad hacks...would this be ones that don't have the problem? Antron didn't you do this on your xb360 cab I played on?
And would this Xconverter work with an ultimarc PS2 -> JPAC setup?
the JPAC can work as a PS2 controller emulator and could possibly work with this 360 adapter.
Re: PS2 -> 360: XConverter360
I got to try out that converter last weekend. It worked fine with a regular PS1 Hori stick, so you don't need an actual X-Arcade unit to use that converter despite how they label it on their website. I'm not a fan of X-Arcade buttons/sticks myself.emphatic wrote:X-Gaming (X-Arcade) has announced that "they" have an adapter for 360 now. It does however require a PS2 adapter and a wired 360 pad. I wonder...
http://www.xgaming.com/htm/x-arcade-pla ... ailxbox360
Typos caused by cat on keyboard.
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Thunder Force
- Posts: 1773
- Joined: Wed Jan 26, 2005 11:21 am
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Re: PS2 -> 360: XConverter360
They do.drunkninja24 wrote:Don't see why they wouldn't.Shelcoof wrote:wonder if these converters will work after the system update?
"Thunder Force VI does not suck, shut your fucking mouth." ~ Shane Bettenhausen
Re: PS2 -> 360: XConverter360
Cool topic - just ordered one of these.
System11's random blog, with things - and stuff!
http://blog.system11.org
http://blog.system11.org
Re: PS2 -> 360: XConverter360
I've got one on it's way as well. I'm gonna feel cool playing Super Street Fighter IV with my HRAP down the line... well, and the other shooters on the system.
STG Weekly!, 1cc's, twitch, XBL: DJ Aquazition
The in-game papers prove that being the paperboy is actually a position of the greatest importance,
ranking alongside top elected officials for notoriety. -Ed Oscuro
The in-game papers prove that being the paperboy is actually a position of the greatest importance,
ranking alongside top elected officials for notoriety. -Ed Oscuro
Re: PS2 -> 360: XConverter360
Seems to be available direct from Joytron for a few bucks less.Elixir wrote:No.Jockel wrote:Is this thing available somewhere else?
for a cheaper price?
Probably not worth it for folks in the US. But I'm paying international shipping either way.
Re: PS2 -> 360: XConverter360
Works.emphatic wrote:Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
Re: PS2 -> 360: XConverter360
until the ultimarc adapter flakes out?Jockel wrote:Works.emphatic wrote:Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
Re: PS2 -> 360: XConverter360
He he. Ultimarc "rule", don't they?antron wrote:until the ultimarc adapter flakes out?Jockel wrote:Works.emphatic wrote:Anyone have a J-Pac + Ultimarc PS2 adapter they can try with these?
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PS2 -> 360: XConverter360
I just found this on eBay: http://cgi.ebay.com/PS2-to-Xbox-360-Con ... 4a9d60cd8f
I wonder how good it is...
I wonder how good it is...
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
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drunkninja24
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- Location: MO
Re: PS2 -> 360: XConverter360
I have two of those connected to the 360 in my cab (via padhacked PS1 controllers). They work great with no lag (testing on SRK confirmed this).emphatic wrote:I just found this on eBay: http://cgi.ebay.com/PS2-to-Xbox-360-Con ... 4a9d60cd8f
I wonder how good it is...
Re: PS2 -> 360: XConverter360
That's awesome. Cheaper, and no need at all for wired 360 controllers, right?drunkninja24 wrote:I have two of those connected to the 360 in my cab (via padhacked PS1 controllers). They work great with no lag (testing on SRK confirmed this).emphatic wrote:I just found this on eBay: http://cgi.ebay.com/PS2-to-Xbox-360-Con ... 4a9d60cd8f
I wonder how good it is...
| My games - http://www.emphatic.se | (Click) I have YEN stickers for sale
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Re: PS2 -> 360: XConverter360
I think it was Nuki who did a bunch of tests using a 60FPS camera, a LED connected to a button, and a series of games (Capcom Classics Collection 2 compared to the Arcade and Dreamcast versions of SSF2:T).antron wrote:the game has no idea when you actually pressed the buttons.
They were damned good tests. He went frame by frame and literally counted the lag between diode lighting up and something happening on screen. I've been meaning to do the same tests myself to compare various MAME drivers and configurations (standard PC and LCD monitor versus 15KHz output on an arcade CRT using Windows and Linux) against actual arcade PCBs to answer a few long standing questions.
But anyways... that's all a little off topic...