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Next Gen Emulator speeds?

The Khan Artist

Warrior for God
Tagrineth said:
ector, what I mean is, it doesn't attempt to emulate the SNES's graphics engine as it should be run, it's instead done in a completely different way. Like 100% different.

Not HLE. HLR. High-level Rasterization. Like PSX emus do.

Right?
 

nephalim

Psychic Vampire
Tagrineth said:
ector, what I mean is, it doesn't attempt to emulate the SNES's graphics engine as it should be run, it's instead done in a completely different way. Like 100% different.
different != HLE, AFAIK.
 

Cyberman

Moderator
Moderator
GameCube:
The biggest challenge on this will be the same problem with the N64 system.
Nintendo used custom opcodes on the PPC core for graphics and sound aceleration.
Obviously you can't run the minidisk carts in ones PC such is life.

PS2:
Buy Linux for it and you will have all you need for the video end of things.
Anything else would require you to reverse engineer there wrapper modules to find out how the hardware is used, which violates the EULA. <dmca strikes again (sigh)>

XBOX:
A glorified PC with a custom GF3 GPU
Since MS was kind enough to use the embeded version of DirectX it's probably easier to translate the DirectX interface calls to ones OS. DX 8 9 or what have you. Might require some tweaking though. I need to look at the CXBOX site and see what they are doing in terms of the binary images though. It's not likely they are using windows compatible executables in it ;)

Cyb
 

Tagrineth

Dragony thingy
Cyberman said:
GameCube:
The biggest challenge on this will be the same problem with the N64 system.
Nintendo used custom opcodes on the PPC core for graphics and sound aceleration.
Obviously you can't run the minidisk carts in ones PC such is life.

Some aspects of Flipper are going to be evil though, for example the TEV.
 

ector

Emulator Developer
Yeah the TEV (gamecube's "pixel shaders", not as programmable but still incredibly flexible) are quite evil, but not nearly as evil as the completely undocumented DSP :) It should be possible to emulate the TEV 99% on a Pixel Shaders 2.0 capable graphics card by generating and caching pixel shaders. That won't be easy though, for whoever dares trying :)
There is useful information about the graphics commands in the patents, albeit scrambled into lawyerspeak :)

The extra PowerPC opcodes won't be much of a problem as they are documented.
 

nephalim

Psychic Vampire
Off-Topic, but what's the difference between pixel shaders 1.2 & 2.0? I think the vertex shaders version on my machine is higher than the pixel shaders (I have 1.2, Radeon 9000,) but i'm not sure of the number there.

Don't tell me I have pixel shader support but because it's not pixel shader 2.0 (said sarcastically,) it's useless? :doh:
 

Reznor007

New member
ector said:
I'm pretty sure your average ATI Radeon has a far more monstrous fillrate than even the PS2 :)

PS2 has a 2.4 gigapixel fillrate. However, any multitexturing requires multipass. Radeon 9800@400MHz is 3.2 gigapixel, so it's not a whole lot faster(though at multitexturing it would rape PS2).
 

Reznor007

New member
Tagrineth said:
Kinda. Except SNES is 2D. =)

What exactly is HLE'd on SNES? The hardware is all tilemaps and sprites, and is handled as such. ZSNES even works on a scanlines basis as the real SNES does, changing modes per scanline.
 

Tagrineth

Dragony thingy
Reznor: That's because it has to do scanlines, else some games which change parameters (say, for Mode 7) halfway down the screen can still work. I wouldn't argue with me on this, though. I've talked to PAGEFAULT about this.

And... another thing, PS2's GS is optimised for really small triangles. Radeons... aren't.

nephalim: Radeons (not the original, but 8500 and better) support pixel shaders 1.4 and vertex shaders 1.1. Radeons above 9500 support PS and VS 2.0. The difference with PS is the amount and types of instructions available... there's also a big precision difference (PS2.0 opens the doors to full floating-point precision). But realistically, games won't be using many 2.0 shaders for a little while, since most of the time you can still pull off equivalent effects with 1.2 (GeForce3, 4) and 1.4.
 

Reznor007

New member
ZSNES does work per scanline, that's why so many games work. In fact there was a discussion about this recently about using OpenGL/D3D for filtering and how it would have to draw one 2 polygons per line as SNES can change modes per scanline.

ZSNES is LLE, everything is done at an opcode level. N64 is HLE, as the RSP isn't fully emulated, some parts are just simulated.
 

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