I doubt this will run well on anything but the latest high base clock PC's. I have a 2.2 Ghz Sandy Bridge laptop, with Turbo Boost up to 3.1 Ghz, but Turbo Boost is mainly marketing scam by Intel, so it will run as if it's 2.2 Ghz. Plus Haswell only has a ~15 percent IPC improvement over SNB. With the PS2 emulator I can't even get 60 fps for most games.
Does it matter though, this is an elegant hack in the true sense of the word. The cell processors architecture pretty much rules out high fidelity emulation directly on an x86 chip any time soon. Not all hacks have to be useful (even for a given value of useful).
RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
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Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#12Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#13Earlier quoted context omitted.
As it stands right now the chance of seeing a playable PS3 emulator is much less than the chance of seeing a playable PS4 emulator. This is of course due to the x86 processor on PS4 EDIT: DCKing corrected me on this I erroneously assumed that the CPU architecture was the main hurdle. Turns out the GPU is a much bigger problem. The more you know, thanks DCKing.
This is not true. The great complexity of modern GPUs is a much larger problem generally than emulating a CPU. Furthermore, the previous x86-equipped console, the original Xbox, never saw any decent progress in emulation whereas its far more exotic competitors have really good emulators. That's not to say the exotic Cell architecture is not a major problem for PS3 emulation. It is. But having an x86 CPU does not seem…
Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#14Earlier quoted context omitted.
Does it matter though, this is an elegant hack in the true sense of the word. The cell processors architecture pretty much rules out high fidelity emulation directly on an x86 chip any time soon. Not all hacks have to be useful (even for a given value of useful).
I disagree. High-speed emulation of the processor would be possible using dynamic recompilation, a la QEmu. Someone would just have to write the code to do it.
Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#15Earlier quoted context omitted.
This is not true. The great complexity of modern GPUs is a much larger problem generally than emulating a CPU. Furthermore, the previous x86-equipped console, the original Xbox, never saw any decent progress in emulation whereas its far more exotic competitors have really good emulators. That's not to say the exotic Cell architecture is not a major problem for PS3 emulation. It is. But having an x86 CPU does not seem…
Do you think this is because of difficulty in emulation or because the X-Box was so easy to hack? It was not super expensive to buy a used X-Box and mod it even back when new games were coming out for it, so maybe it just didn't seem like a worthwhile investment to spend time writing an emulator?
[1] http://www.neogaf.com/forum/showpost.php?p=48088464&postcoun...
Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#16Earlier quoted context omitted.
This is not true. The great complexity of modern GPUs is a much larger problem generally than emulating a CPU. Furthermore, the previous x86-equipped console, the original Xbox, never saw any decent progress in emulation whereas its far more exotic competitors have really good emulators. That's not to say the exotic Cell architecture is not a major problem for PS3 emulation. It is. But having an x86 CPU does not seem…
I did not know that the GPUs are that different from their desktop cousins. Do you know the reason for this?
Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#17Earlier quoted context omitted.
Does it matter though, this is an elegant hack in the true sense of the word. The cell processors architecture pretty much rules out high fidelity emulation directly on an x86 chip any time soon. Not all hacks have to be useful (even for a given value of useful).
I disagree. High-speed emulation of the processor would be possible using dynamic recompilation, a la QEmu. Someone would just have to write the code to do it.
The SPU's are a fundamentally different architecture to an x86 been something akin to a graphics card, heavily optimised for a very particular kind of floating point calculations (somewhat similar to SSE but much more task focused).
A more likely approach is to use something like CUDA/OpenCL but again while closer in architecture the SPU's are incredibly optimised for one thing.
Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#18Earlier quoted context omitted.
I did not know that the GPUs are that different from their desktop cousins. Do you know the reason for this?
They are not, the problem is how you use them. For example - fetching a texture data on PS3 takes about 50 clock cycles, while on a PC it takes 1000-2000 cycles, because the request has to go through all the driver layers first. PS3 uses its own version of OpenGL(PSGL) which has a much more low level access to hardware. That level of access is simply not provided by PC hardware, so it has to be somehow emulated - and…
Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#19Earlier quoted context omitted.
I did not know that the GPUs are that different from their desktop cousins. Do you know the reason for this?
They are not, the problem is how you use them. For example - fetching a texture data on PS3 takes about 50 clock cycles, while on a PC it takes 1000-2000 cycles, because the request has to go through all the driver layers first. PS3 uses its own version of OpenGL(PSGL) which has a much more low level access to hardware. That level of access is simply not provided by PC hardware, so it has to be somehow emulated - and…
Re: RPCS3: An open-source PlayStation 3 emulator for Windows written in C++
#20Earlier quoted context omitted.
I did not know that the GPUs are that different from their desktop cousins. Do you know the reason for this?
They are not, the problem is how you use them. For example - fetching a texture data on PS3 takes about 50 clock cycles, while on a PC it takes 1000-2000 cycles, because the request has to go through all the driver layers first. PS3 uses its own version of OpenGL(PSGL) which has a much more low level access to hardware. That level of access is simply not provided by PC hardware, so it has to be somehow emulated - and…