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Thread: Article: SPU Emulation BETA 2 (Let your x86 emulate the SPU) - Now with Dumping Features
  

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  1. #11  
    damanptyltd's Avatar
    damanptyltd is online now Respectfully Retired :)
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    Quote Originally Posted by KDSBest View Post
    this is not for emulating games
    But maybe in like 2 years when its been properly developed and computers are powerful enough
    Cheers,
    Damanptyltd
    (Retired Moderator)
    Don't Feed the Trolls.

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  2. #12  
    fivee is offline Member
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    Quote Originally Posted by damanptyltd View Post
    But maybe in like 2 years when its been properly developed and computers are powerful enough
    the computer power is not really a problem here, most modern graphics cards have much more processing power than a cell cpu, even when combined with th RSX

    yes i said a graphic card, not a cpu, since AFAIK cell processor has more in common with a GPU than a x86 cpu.

    the numbers vary, and somehow they seem to focus on "perfect" CELL's (8 SPU's and 4GHz) when on a ps3 you actually only have 7 working at 3.2GHz

    so doing the math you get 3.2GHz x 4 x 2 x 7 = 179.2 GFLOP's

    then you add the 400 GFLOP's of the RSX and you get....well less than a half of and averadge computer nowdays



    my gpu, a gtx560 ti is capable of 1311 GFLOP's
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  3. #13  
    Lorck is offline Member
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    Quote Originally Posted by fivee View Post
    the computer power is not really a problem here, most modern graphics cards have much more processing power than a cell cpu, even when combined with th RSX

    yes i said a graphic card, not a cpu, since AFAIK cell processor has more in common with a GPU than a x86 cpu.
    It has more in common with digital signal processors than both.

    GPUs suffer horribly performance wise if your code branches a lot, the CELL cpu shouldn't. Also, you can't just do math with the CPU's clock if you don't know how many instructions said processor do per clock.

    Also, for good emulation, you need a machine much much more powerful than the one you are going to emulate. One exemple: for perfect SNES (16 bit CPU at 22MHz) emulation you need a ~2.4GHz 32bit machine and bsnes emulator. Another one: the Wii's hardware is much worse than the ps3's, and if you use Dolphin emulator you can see it suffers even with fast machines today.

    PC hardware nowadays isn't capable of emulating PS3's at full speed, and of course, there is lots of details about the system we don't know yet.
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  4. #14  
    ahou's Avatar
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    Quote Originally Posted by fivee View Post
    the computer power is not really a problem here, most modern graphics cards have much more processing power than a cell cpu, even when combined with th RSX

    yes i said a graphic card, not a cpu, since AFAIK cell processor has more in common with a GPU than a x86 cpu.

    the numbers vary, and somehow they seem to focus on "perfect" CELL's (8 SPU's and 4GHz) when on a ps3 you actually only have 7 working at 3.2GHz

    so doing the math you get 3.2GHz x 4 x 2 x 7 = 179.2 GFLOP's

    then you add the 400 GFLOP's of the RSX and you get....well less than a half of and averadge computer nowdays



    my gpu, a gtx560 ti is capable of 1311 GFLOP's
    Uh, the ps3's cell can do a max of about 230 gflops. Though that is an absurdly silly way to measure performance of a cpu that is built almost purely for FP operations.

    But yes, the power of the ps3 is in fact a huge problem for emulating it. Accurate emulation typically requires a bare minimum of 10x more power than the original system. And realistically for something as complex as the ps3, you'd need a lot more than that.

    and if you use Dolphin emulator you can see it suffers even with fast machines today.
    Dolphin can actually run all games at full speed or faster with a high end cpu. And bsnes isn't exactly a fair comparison, since the accuracy there is far, far beyond what is needed to play pretty much every game without issue. If you really wanted to, you could emulate a snes at the transistor level, and get a highly optimized emulator running at probably less than a frame per day. There's little reason to actually take it that far though.
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  5. #15  
    KNBT is offline Registered User
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    for second I thought this was for emulating games lol. anycase this is a good tool to understand the inter workings of the ps3.
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  6. #16  
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    Fantastic work KDSBest, a lot less cumbersome than going through IDA, any updates on DMA support and the all important Mailbox? also a great addition would be to include the full pack of known functions. I am sure that this will lead to more shared knowledge. Many thanks
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  7. #17  
    KDSBest's Avatar
    KDSBest is offline PS3 Payload Engineer
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    Quote Originally Posted by JoeJoe View Post
    Fantastic work KDSBest, a lot less cumbersome than going through IDA, any updates on DMA support and the all important Mailbox? also a great addition would be to include the full pack of known functions. I am sure that this will lead to more shared knowledge. Many thanks
    The knownFunctions are sony code, so i won't share mine ofc.
    Maybe on thursday I got some time and will finish mailbox and DMA then.
    Think inside the box, everyone else is too busy trying to think outside the box.

    Follow me on Twitter: http://twitter.com/KDSBest
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  8. #18  
    JoeJoe is offline Member
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    Thanks KDSBest, keep up the good work, highly anticipate the Mailbox addressing for obvious reasons, and yeah forgot about KnownFunctions, silly me. Its just sometimes I wonder if I have a complete list in order to systematically go through the code, any ideas?? I would greatly appreciate some guidance on a few technical issues, would you mind if I PM you? thanks.
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  9. #19  
    KDSBest's Avatar
    KDSBest is offline PS3 Payload Engineer
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    Quote Originally Posted by JoeJoe View Post
    Thanks KDSBest, keep up the good work, highly anticipate the Mailbox addressing for obvious reasons, and yeah forgot about KnownFunctions, silly me. Its just sometimes I wonder if I have a complete list in order to systematically go through the code, any ideas?? I would greatly appreciate some guidance on a few technical issues, would you mind if I PM you? thanks.
    url: irc.hellcat.net
    port: 6667
    channel: #TEAM_AC1D

    you can nearly every night find me there. If i am not there leave a message to MK or cfwprophet.

    PM in this forum is not the first choice to get back to me.

    BTW. What i will finish for sure on thursday are breakpoints and more instructions.
    Think inside the box, everyone else is too busy trying to think outside the box.

    Follow me on Twitter: http://twitter.com/KDSBest
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  10. #20  
    KDSBest's Avatar
    KDSBest is offline PS3 Payload Engineer
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    Quote Originally Posted by JoeJoe View Post
    Thanks KDSBest, keep up the good work, highly anticipate the Mailbox addressing for obvious reasons, and yeah forgot about KnownFunctions, silly me. Its just sometimes I wonder if I have a complete list in order to systematically go through the code, any ideas?? I would greatly appreciate some guidance on a few technical issues, would you mind if I PM you? thanks.
    I released alpha2 via twitter, there you got the mBox and all metldr instructions.

    Quote Originally Posted by damanptyltd View Post
    But maybe in like 2 years when its been properly developed and computers are powerful enough
    Even in 1000 years this won't emulate games, it is just for the SPU and not the PPU!
    Think inside the box, everyone else is too busy trying to think outside the box.

    Follow me on Twitter: http://twitter.com/KDSBest
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