Falcon4ever
Plugin coder / Betatester
I never insulted the authors and i never called them lazy, those are your words.
pff that's no insult, most emu authors are lazy
I never insulted the authors and i never called them lazy, those are your words.
Then don't be a retard and insult the authors
Nope, no such emulator. Emulation is hard and the GC architecture just eats away at resources. We'll be needing more cores to get faster emulation!
not really Doom. the 64 bits version of dolphin (unreleased) is already running quite fast in most games even on my system. A system like his should prolly run even faster.
Gekko's int right now is really promising in term of speed comparing with other emus. I won't say much about this right now....
I take it back. You are a retard. You don't listen to what others say.First you make up things and put them in others peoples mouthes, then you try to use it against them as if they said it. You obviously do not know what you're talking about if you cannot remember what you said from one post to he next, After all that the rest of what you have to say is worthless.
I say it can be done with a good AMD64 processor and a 64bit OS, we will just have to wait till someone gets it right.
But it still contradicts what you say. 64-bit dolphin runs on two cores AFAIK. Having written a interpreter myself, I know a little about emulation. Though I haven't written a dynamic recompiler, I would still say that you can't get it working on a single core. We're talking about FULL speed here!Taken from another thread. I would think a beta tester knows how the thing plays right in front of him.
Aw, shucks. Add on another flower and we'll talk.I love you toasty, be mine forever :flowers:
A 3 GHz AMD64 processor? Hardly. A new architecture long in the future? Perhaps.I don't know why you guys are so hung up on two processors... you're forgetting about a 64bit OS's that can take up the slack. A 3.0GHZ AMD 64 processor should be able to run a GC emu when the emu is optimized in the future.
On another note, i don't think the devs will try to make it run full speed on one processor because that will take alot more optimizing and work than dual core, but it can be done.
Well as a Game developer...
...and I personally think it would be easier to reverse engineer (or get a sourcecode) of a certain game and since they're all developed on PC's anyway, re-compile it for PC, after a lot of scripting that is.
Certainly, but there is to be expected overhead as well. One PP instruction can't just be executed with one x86 instruction. Further, there's no saying that even if that were true, the instructions would take an equal amount of cpu cycles. Remember that the gamecube's processor were created for games in mind. The x86 architecture isn't--it's created with general purpose in mind.I believe that these are very early days in powerpc emulation. The developers are treading new ground in it's development. Correct me if I'm wrong (because I may well be), but isn't it to be expected that the gamecube's cpu emulation alone is going to be far from optimized. And certainly emulated at a high level.
Being able to run on a specifically powered (3ghz or whatever) cpu might technically be possible. And I presume that, running on a single core ppc processor is more easily possible. But I agree that the question is irrelevant.
I am certainly not convinced that any GC emulator will run full speed on a 3GHz Athlon64 with at least half of the games. PCSX2 doesn't even run full speed with that CPU, or even an Athlon64 X2 with the majority of games with full dual-core, SSE2 optimisations and a dynarec - and a GC has more powerful hardware than a PS2. To me, that seems like an arbitrary guess with no evidence, or simply wishful thinking.
The Gamecube may be more powerful in some respects
I would say most respects.
The PS2 hardware has numerous limitations, especially in the graphics department (no hardware texture compression or anti-aliasing). Part of the reason why the GC version of Resident Evil 4 looked a lot better than the PS2 version.
The PS2 may have a complex architecture, the GC is still a more powerful system overall, so will probably have higher requirements as a result. The fact that the Gekko is a PowerPC chip and not MIPS-based (like a number of other consoles that have already been well emulated such as Playstation and N64) makes it very difficult too. No notable console before the GC has such a chip. The PSCX2 team have a lot of experience with MIPS already (PCSX).
Anti-Aliasing however is not, because it is used in virtually no game of the last console generation.
You've got a point there, but still it's harder to emulate a multiprocessor system than a singleprocessor system (for the coders as well as for the hardware that has to run the emulator). Maybe the more powerful Gekko makes up for the difference, but I think we both are not deep enough into the topic to be judging that (at least I am not).
The Flipper has hardware support for FSAA, the PS2's GS does not (so will do it in software if at all). I am not aware of the number of games for GC that used it, but it is an example of a hardware advantage of the Flipper chip over the GS nonetheless.
Technically, the GC is a 'multi-processor' system as well, in that it has a general purpose CPU (Gekko), dedicated GPU (Flipper) and also a DSP for sound. The PS2 may have more processors overall, but some additional functionality doesn't need to be emulated to play most games (such as Dev9, USB, Firewire, Hard drive and so on).