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Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

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Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#31
post #26

Earlier quoted context omitted.

How about the "Sony GPU" (1994) used in the PlayStation? Edit: source https://www.computer.org/publications/tech-news/chasing-pixe...

I think I remember seeing the term GPU used in a Byte article from the 80s? It was a while ago when I saw it (~15 years), so I can't really remember any details.

Here's GPU (Graphics Processing Unit) in Byte Magazine from February 1985.

https://archive.org/details/byte-magazine-1985-02/1985_02_BY...

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#32

> Pray you have programmable blending I prayed for programmable blending via "blending shaders" (and FWIW programmable texture decoding via "texture shaders" - useful for custom texture format/compression, texture synthesis, etc) since i first learned about pixel shaders waay back in early 2000s. Somehow GPUs got raytracing before programmable blending when the former felt like some summer night dream and the latter…

The mobile PowerVR GPUs had programmable blending last time I've touched those, in fact, it's the only kind of blending they had. Changing blend states on PS Vita was ~1ms, not pretty.

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#33

[dead]

For anyone wondering:

> A dynamic recompiler is a type of software that translates code from one instruction set architecture (ISA) to another at runtime, rather than ahead of time. This process allows programs written for one platform to be executed on another platform without needing to modify the original code. Dynamic recompilation is often used in emulators, virtual machines, and just-in-time (JIT) compilation systems.

Is this what Dolphin does most of the time, or is all handcrafted at the assembly level?

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#34

> Pray you have programmable blending I prayed for programmable blending via "blending shaders" (and FWIW programmable texture decoding via "texture shaders" - useful for custom texture format/compression, texture synthesis, etc) since i first learned about pixel shaders waay back in early 2000s. Somehow GPUs got raytracing before programmable blending when the former felt like some summer night dream and the latter…

Well, there is mesh shaders, work graphs, CUDA, plain C++ shaders.

OTOY does all their rendering with compute nowadays.

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#35
post #19

Earlier quoted context omitted.

How about the "Sony GPU" (1994) used in the PlayStation? Edit: source https://www.computer.org/publications/tech-news/chasing-pixe...

I believe the distinction from NVIDIA was that they considered their product as the first all in one graphics unit > a single-chip processor with integrated transform, lighting, triangle setup/clipping, and rendering engines that is capable of processing a minimum of 10 million polygons per second It’s kind of arbitrary, even when you take out the processing rate. But prior to that there was still a significant amoun…

TI chips for arcades are considered one of the first.

"The TMS34010, developed by Texas Instruments and released in 1986, was the first programmable graphics processor integrated circuit. While specialized graphics hardware existed earlier, such as blitters, the TMS34010 chip is a microprocessor which includes graphics-oriented instructions, making it a combination of a CPU and what would later be called a GPU."

https://en.m.wikipedia.org/wiki/TMS34010

And they weren't alone in the history of graphics hardware.

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#36
post #8
post #7

Earlier quoted context omitted.

Thanks for sharing! Back then the appeal of console games to me were that beyond a convenient factor, they were also very specialised hardware for one task - running games. I remember playing FF12 (IZJS) on a laptop in 2012 and it ran very stable granted that was 6 years post release but by then had the emulator issues been fully solved? Re. Wild time for low level programming I remember hearing that Crash Bandicoot…

Pretty sure all 3D PS1 games tapped into assembly for performance. The most “famous” thing about Crash programming is probably that it’s all in lisp, with inline assembly.

PS1 is famous among game developers for being the first games console for the home market with a C SDK, instead of only Assembly as programming option.

All games tap into Assembly, in some form or the other, even nowadays.

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#37
post #31
post #26

Earlier quoted context omitted.

I think I remember seeing the term GPU used in a Byte article from the 80s? It was a while ago when I saw it (~15 years), so I can't really remember any details.

Here's GPU (Graphics Processing Unit) in Byte Magazine from February 1985. https://archive.org/details/byte-magazine-1985-02/1985_02_BY...

That seems to be what I remembered. I did try a few searches; But I didn't find it in the first few results of "byte magazine gpu" on Google, and my search on IA wasn't completing. I didn't feel like spending more time than that...

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#38
post #5

Earlier quoted context omitted.

Among the intended audience, it likely is. I think this article is here to equally amuse and traumatize folks familiar with the system. The Emotion Engine (CPU) to GS (GPU) link was what made the PS2 so impressive for the time, but it also made it somewhat hard to code for and immensely hard to emulate. If I recall correctly, the N64 has something like 4x the memory bandwidth (shared) of the PS1, and the PS2 had roug…

PS2 compatibility on PS3 went through 3 phases. Launch models had EE+GS+RDRAM (full PS2 hardware), just after had only GS, and finally emulation was done entirely in software. Using a CFW can utilize the latest method to play most (ISO backed-up) PS2 games.

Unfortunately the PS2 emulation on PS3 left a lot to be desired

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#39
post #37
post #31

Earlier quoted context omitted.

Here's GPU (Graphics Processing Unit) in Byte Magazine from February 1985. https://archive.org/details/byte-magazine-1985-02/1985_02_BY...

That seems to be what I remembered. I did try a few searches; But I didn't find it in the first few results of "byte magazine gpu" on Google, and my search on IA wasn't completing. I didn't feel like spending more time than that...

[deleted]

Re: Playstation 2 GS emulation – the final frontier of Vulkan compute emulation

#40
post #37
post #31

Earlier quoted context omitted.

Here's GPU (Graphics Processing Unit) in Byte Magazine from February 1985. https://archive.org/details/byte-magazine-1985-02/1985_02_BY...

That seems to be what I remembered. I did try a few searches; But I didn't find it in the first few results of "byte magazine gpu" on Google, and my search on IA wasn't completing. I didn't feel like spending more time than that...

It’s always BYTE magazine. I think “backslash” is also on them.
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