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PPSSPP new PSP emulator - Printable Version +- EmuNewz Network (https://www.emunewz.net/forum) +-- Forum: General Emulation Scene (https://www.emunewz.net/forum/forumdisplay.php?fid=94) +--- Forum: General Emulation Discussion (https://www.emunewz.net/forum/forumdisplay.php?fid=95) +--- Thread: PPSSPP new PSP emulator (/showthread.php?tid=92655) Pages:
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RE: PPSSPP new PSP emulator - Zekro - 11-05-2012 I am astonished by the ....ehm green thing over there RE: PPSSPP new PSP emulator - hlide - 11-05-2012 shadow was so overwhelmed by the fact that pspe4all starts showing some GE stuff that he cannot resist from posting a screenshot of lines.pbp. well, pspe4all is using a different approach to emulate GE (Graphics Engine) using some OpenGL 4.x extensions to get a better accuracy but at the price of a lot of hard jobs to have those new extensions working for pspe4all. So he was a little depressed until he can see some lines moving on pspe4all screen. RE: PPSSPP new PSP emulator - gid15 - 11-05-2012 (11-05-2012, 04:29 PM)hlide Wrote: shadow was so overwhelmed by the fact that pspe4all starts showing some GE stuff that he cannot resist from posting a screenshot of lines.pbp.I can understand how hard it can be to use new OpenGL features... to find its way between understanding the documentation and avoiding driver bugs ;-). I'm curious to see your new approach when it is released RE: PPSSPP new PSP emulator - Zekro - 11-05-2012 So shadow was like a little kid Anyway I assume it's harder than pcsp.Well good luck with that project,wait...that means older video card won't work good,sigh that means I'll have to upgrade my pc.What will shadow do if this emu shows more good results? RE: PPSSPP new PSP emulator - hlide - 11-05-2012 (11-05-2012, 04:52 PM)gid15 Wrote: I can understand how hard it can be to use new OpenGL features... to find its way between understanding the documentation and avoiding driver bugs ;-). I'm curious to see your new approach when it is releasedhere is the image about performance events for lines.pbp using Nvidia Performance Analyser : - each color represents a thread for windows : cyan is gpu_Thread, green is cpu_Thread (Allegrex interpreter using fibers), blue is lcd_Vsync (a 60 Hz vsync thread) - vertical white/grey bars represents 1 ms - vsync is 60 Hz so 16.666 ms * pspe4all_GE_Load is a glTexImage2D (from vram memory) * pspe4all_GE_Store is a glGetTexImage2D (to vram memory) * pspe4all_Display is when lcd_Vsync asks for a display rendering from memory EDIT: now I also use a transform feedback for converting a RECTANGLE primitive into 2 TRIANGLE_STRIP primitives by passing the feedback buffer of the vertex decoder to it directly. The primitive drawing is also now using the final feedback buffer to draw the primitives. Beforehand, the feedback buffer was retrieved into a decoded vertex array in pc memory then uploaded into a vertex buffer object when drawing primitives. See the new timings here : RE: PPSSPP new PSP emulator - shadow - 11-06-2012 (11-05-2012, 05:04 PM)virgil94 Wrote: So shadow was like a little kid well you will be here to figure out , won't you ? RE: PPSSPP new PSP emulator - Zekro - 11-06-2012 Of course I will be here,don't want to loose track of cool things RE: PPSSPP new PSP emulator - digiadventures - 01-25-2013 To be honest, I am kinda dissapointed nobody helps gid15 with jpcsp, because that one is the best and most advanced psp emulator. How much time and effort will it require to get either ppsspp or pspe4all to atleast level of jpcsp ??? Wouldn't it be best to just work on jpcsp ? Do you people really hate java that much ? Is is atleast posible to use jpcsp code to speed up development of other emulators ? I know gid15 had in last year figured out a lot of things about psp emulation and its all there in jpcsp code... |