02-10-2016, 01:03 AM
Ps3 doesn't have a limit on mipmap count other than base level texture size (4096x4096) so this makes 12 levels.
The more core (real or logical) the better. For instance on Disgaea 3 (without lle module) fps are more than doubling with a core i7 with hyperthreading and an i5 despite having same core number.
Cell is composed of a ppu core with 7 spu. The ppu has a smt architecture (generic name of hyper threading like tech) which means ps3 game are likely to run at least 2 threads on it, and every spu can run a single thread. There's also the gsbackend thread which often consumes a whole core and optionally one for the ppu llvm recompiler. This means that something like 10 or 12 core should be "optimal" to run rpcs3 : on a real ps3 a game has to divide all the threads on the 8 cell cores and it's logical ppu one.
Additionally Intel core IPCs is higher than ppc's one from 2005 (which focused more on frequency than on ipc). I don't know for spu but it's likely the case too.
The more core (real or logical) the better. For instance on Disgaea 3 (without lle module) fps are more than doubling with a core i7 with hyperthreading and an i5 despite having same core number.
Cell is composed of a ppu core with 7 spu. The ppu has a smt architecture (generic name of hyper threading like tech) which means ps3 game are likely to run at least 2 threads on it, and every spu can run a single thread. There's also the gsbackend thread which often consumes a whole core and optionally one for the ppu llvm recompiler. This means that something like 10 or 12 core should be "optimal" to run rpcs3 : on a real ps3 a game has to divide all the threads on the 8 cell cores and it's logical ppu one.
Additionally Intel core IPCs is higher than ppc's one from 2005 (which focused more on frequency than on ipc). I don't know for spu but it's likely the case too.