Page 3 of 3 FirstFirst 123
Results 21 to 22 of 22

Thread: Demul Android

  1. #21
    Demul developer
    Join Date
    Aug 2010
    1 Post(s)
    Quote Originally Posted by lacp View Post
    If is not GL ES is Vulkan, ok?
    not sure if Vulkan OK. months ago I've asked fellow mobile gamedevs and was told Android Vulkan drivers is buggy, so not really usable at practice. maybe things changed since then, I don't know.

    Quote Originally Posted by lacp View Post
    What is the Dreamcast and its arcade based machines have of so special for not be full emulated by the Adreno 630 gpu? The Adreno 630 has not ARB_shade_storage_buffer?
    special ? I think it was said 100x times already - PowerVR2's per-pixel translucency sorting, neither of modern GPUs have such feature.
    but it may be simulated, by rendering fragments to (huge) linked list buffer, OGL's ARB_shade_storage_buffer or D3D11's Unordered Access View, and then sorting these fragments in another shader. it require A LOT of GPU computing power, GPU memory amount, and fast enough access to it.

    I still have doubts if latest and coolest embedded GPUs capable if that (in term of speed).

  2. #22
    EmuTalk Member
    Join Date
    Jun 2004
    0 Post(s)
    Quote Originally Posted by iWind View Post
    Me have alpha build cave3rd for android. cave3rd have 166 mhz speed cpu without fpu block (Dc 200 mhz with fpu). Emulation slow ~ 45 fps with 1ghz arm cpu.
    We are thinking about trying to further development, but we will not make any promises.

    I wonder if the Cave3rd build would achieve full speed on the new hardware available in today's phones. It should, easily, achieve that. The new 855 Snapdragon runs the Cave cv1000 games full speed in Mame (via Retroarch).

Page 3 of 3 FirstFirst 123

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts