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43Likes
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05-16-2011,02:41 AM
'boom - instant port - 60 VI/s on everything'
We are getting faster performance on the PS3 using the pure interpreter vs the Wii using the same, but not much, which I must admit came as quite a shock to us. Initially we figured, pure interpreter + ps3 = 'boom instant port'. How wrong we were indeed.
You may be right about the PPC in the PS3 being useless/underpowered, but we haven't given up yet - we'll see once we get the recompiler written. We're confident it will run games at full FPS if the one on the Wii almost did in most cases - and that was before the rewrite.
As for not using the SDK and instead using the open sourced PSL1GHT, I wouldn't see any point of using the SDK over PSL1GHT - I mean, we're not going to take the time to thread stuff off onto the SPUs - this would take more effort than just optimizing our recompiler.
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05-16-2011,02:51 AM
You may be right about the PPC in the PS3 being useless/underpowered, but we haven't given up yet - we'll see once we get the recompiler written. We're confident it will run games at full FPS if the one on the Wii almost did in most cases - and that was before the rewrite.
As for not using the SDK and instead using the open sourced PSL1GHT, I wouldn't see any point of using the SDK over PSL1GHT - I mean, we're not going to take the time to thread stuff off onto the SPUs - this would take more effort than just optimizing our recompiler.
Sounds promising that you guys are persevering on with the dynarec. Doing that all over again for PPC64 must seriously not be a fun job.
However, if things don't pan out as they intend to be - will there be a source available so other people could perhaps take the attempt to target the SPUs? It would be good to see this not die on the first few releases and instead have all focus shifted over to Wii instead.
I admit that none of my emu ports use the SPEs yet (well, PSGL by default uses one SPE - but you get the idea - not the core emulator itself) - still, this is the crux behind getting decent performance out of the PS3 in the first place - they say emus like SNES9x, FCEU and VBA are inherently scalar and branchy and do not make for good parallellizable code, but somehow there must be a way - I've done some extensive reading - pulled up a lot of PPU/SPU optimization documents from seasoned developers, and they all say that the SPUs should be targeted as first-class processors - and that the notion that your code is not paralellizable is a myth and that it can be done. So I guess it's just about changing your outlook on how to approach it.
OtherOS++ is now available, so there is finally a stable dev environment out to do some experimenting with the SPUs without running the risk of having your system segfault every time or having to do archaic printf-style debugging.
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05-16-2011,04:40 AM
**** yeah!!!! emu_kidid here 
N64 to full speed on PS3, you going to upload a video running the emulator emu_kidid ???
Very thanks for you work.
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05-16-2011,01:48 PM
Would love to see this discussion kept updated by you's two, maybe you guys can bump heads and collaborate... maybe...
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05-17-2011,12:00 AM
Cool, thanks for posting about this. I hate it when things go silent - usually a bad sign. Not so, in this case!
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05-25-2011,01:21 PM

Originally Posted by
Snaydher
They're talking about porting Wii64 (the n64 emulator for Wii) over to ps3. Check the beginning of their thread.
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05-25-2011,02:26 PM
Does anyone else get a hard-on when square and the other devs start talking shop to each other? No? Just me then

Originally Posted by
squarepusher2
People like you HATE people who voice their disapproval - because it reminds you of something you would be doing yourself if you weren't such a spineless coward in the first place.
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05-25-2011,02:34 PM

Originally Posted by
sabin1981
Does anyone else get a hard-on when square and the other devs start talking shop to each other? No? Just me then

Dirty boy! As long as it is just not me.
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05-25-2011,02:35 PM
Last edited by Krabbenklaue; 05-25-2011 at 03:17 PM.
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