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[DS] RPCS3 Is A New PS3 Emulator (VIDEO) - Page 9

post #81 of 117
Quote:
Originally Posted by Carniflex View Post

Impressive progress nevertheless. Was looking around today in the net to see if there is any other PS3 emulator projects that would be close to working and while there seems to be some that claim they do the chatter related to these seems to be somewhat chaotic in this regard. So - is there any other PS3 emulator projects that are as far as the video posted in OP actually? Or is this (pretty decent already) project my only hope of getting to play DUST 514 at last on my mighty PC?

RPCS3 is the ONLY legitimate PS3 emulator out there. You will see claims of commercial emulators and closed-source beta only emulators people are "developing" on YouTube. These are false claims meant only to stir the crowds, instigate, and farm views/clicks. More or less they are scams. And yes, the progress is outstanding, especially given the complexity of the hardware in question. The PPC emulation work was more or less done for them - but the rest of the architecture was completely unknown unless some dutifully generous soul was willing to donate a Devkit with the full manual (which usually sets a company a couple of grand, especially if it includes the ASM manual, which most consoles won't provide)
    
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post #82 of 117
It would be wonderful if the HD 7000 series can run that emulator. Would faster ram help?
post #83 of 117
Good now i can get the ffx/x-2 remasters lol
Play these through the emulator when it is released and finalized (bugs will be there but its worth a shot ya biggrin.gif)

I know i can play these two games on pcsx2 but i would really like to see whats different.. haha i even got the guide (so glad its slimmed down lol two guides in one) not that you need a guide for these games..
Edited by odin2free - 3/20/14 at 9:53pm
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post #84 of 117
Quote:
Originally Posted by Indiegreg View Post

It would be wonderful if the HD 7000 series can run that emulator. Would faster ram help?

In emulation; the most important things are these (in roughly this order, though it varies from game to game and system to system):

CPU Clockspeed and FLOPS or MIPS (depending on system, one or the other will be heavily favored, clockspeed just increases the latter two, so its usually a direct influence on emulation performance). This comes down to simple math, really. Say you have a "128-bit" 3.2ghz tri-core processor. Basic math says, you'd need to be able to do at least 6.4 billion 128-bit operations per second (6.4ghz) to emulate that at 100% speed. Obviously a Hexa-Core processor clocked at 4.8ghz or a hyperthreaded quad core clocked at 4.5ghz is going to be able to crunch that many numbers. Also, these numbers are just math - the real values are going to vary due to architecture differences and new instruction sets making shortcuts possible. At the base, this is true. Also keep in mind that for every 1 processing thread on the console, a maximum of 2 cores can be utilized.

Memory clockspeed, bandwidth and latency (in that order) The number of IOPS your memory can handle is critical to the types of operations emulators are performing, latency helps avoid race conditions or thread locking, but is only important when the emulation is running at or past 100% speed, prior to that latency will likely have zero impact. The reason bandwidth comes second is because most emulators are using a DynaRec and all of that dynamic recompilation happens in mapped memory, not on the hard disk, because its faster. They also have more recently moved to "JIT" DynaRecs which are even more memory intensive (Just in Time Dynamic Recompilation)

Overall GPU performance. This comes last. Nothing about anything that has ever been or ever will be emulated will be taxing on graphics hardware of a system capable of pushing 100% of the CPU/Memory emulation speed. The graphics arbitration is general as close to a 1:1 performance model as there can be. Calls are translated directly to their equivalents, no guesswork is done in an optimal situation, and this is usually pretty much the case. If a call doesn't exist, it can likely be created using multiple calls or a subroutine. In the end, the graphics console games produce have never been that impressive to a PC gamer. Every once in a while we have an oddity that occurs, but almost all the time, the graphics just aren't that great. That stands true even through emulation.
    
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post #85 of 117
They got in-game with another commercial title: https://www.youtube.com/watch?v=IQEv6B6fIgA&feature=player_embedded
post #86 of 117
Quote:
Originally Posted by NaroonGTX View Post

They got in-game with another commercial title: https://www.youtube.com/watch?v=IQEv6B6fIgA&feature=player_embedded

4 cores at 100%, that's good to see it can use all of the available processing power (at least a quad-core anyways).

0.2 FPS with a Core i5 760 at 3.5 ghz isn't encouraging. However, if it can use AVX, more modern processors should be a lot faster, and I'm sure it'll get more optimized. Maybe I'll have a legitimate reason to get myself a 4930k biggrin.gif
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post #87 of 117
That quad core is totally tapped out. They need a hyperthreaded i7 quad or better, the upcoming Haswell-e to really emulate all the SPUs in the ps3.
     
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post #88 of 117
It'll be quite some time before the framerates are playable. Right now they're most likely focusing on emulation accuracy rather than speed. As for AVX, I don't know if that would really speed things up or not. In PCSX2, AVX is only beneficial when using Software Rendering. Depends on how they code this emu, I suppose.
post #89 of 117
Quote:
Originally Posted by NaroonGTX View Post

It'll be quite some time before the framerates are playable. Right now they're most likely focusing on emulation accuracy rather than speed. As for AVX, I don't know if that would really speed things up or not. In PCSX2, AVX is only beneficial when using Software Rendering. Depends on how they code this emu, I suppose.

I would speculate that they are atm using software rendering as frame rate is in the ballpark I drop into if I'm out of vRAM. With dual channel RAM I tend to drop into ~3 fps and with quad channel into ~7 fps (regardless of where I were before hitting the vRAM wall).
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post #90 of 117
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Originally Posted by Carniflex View Post

I would speculate that they are atm using software rendering as frame rate is in the ballpark I drop into if I'm out of vRAM. With dual channel RAM I tend to drop into ~3 fps and with quad channel into ~7 fps (regardless of where I were before hitting the vRAM wall).

I don't think that is the case here. It's purely just because it runs like poop at the moment.
    
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