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Build Testing With DX12 Reserved For Windows 10
#77
(08-03-2015, 04:01 PM)TyWillems19 Wrote:
(08-03-2015, 02:10 PM)ssshadow Wrote:
(08-03-2015, 12:39 AM)TyWillems19 Wrote: Its graphics card and processing power should be sufficient to handle RPCS3 when the time comes.

Probably not...

Eh, I don't see why the GTX 750/680m-type card wouldn't hold up. I understand emulation takes a little extra power versus running off of hardware, such as with a console, but I'm confident that when RPCS3 begins booting 3D environments, the graphics combined with the processor will hold up well enough. If the development team can incorporate the use of extra threads from the processor, especially, the i7 will really multiply the performance.

I don't see why it wouldn't. I don't think RPCS3 will require (when stable builds are playing native games) a top end $1,000+ machine.

Maybe I am slightly naive about it, but I feel decently versed in the technology required to run something of this caliber.

Graphics card will easily hold up with the new DirectX 12 renderer soon.

I'm pretty sure depending on the game we already create new threads? I know in SysCalls you could get about 2-3 threads out of a single game (video decoding, audio decoding, in future cellSail and cellRudp also). Plus there's a seperate thread for RSX. But hey, what do I know about how threads are handled in RPCS3, haven't really investigated that. Someone else more experienced in those areas might be able to tell you more.

I don't think perfomance will change much if someone doesn't write a custom PPU recompiler (Xenia has one) - but it's kinda doubtful anyone will anytime soon.
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RE: Build Testing With DX12 Reserved For Windows 10 - by tambre - 08-03-2015, 04:29 PM

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