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>own a 12 year old PSP-1000 >32mb RAM >max 333mhz MIPS

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Thread replies: 30
Thread images: 2

File: 1920px-Psp-1000.jpg (145KB, 1920x1090px) Image search: [Google]
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>own a 12 year old PSP-1000
>32mb RAM
>max 333mhz MIPS processor
>runs PSX games better than my modern rig

Can anyone explain why?
>>
>>58392884
Because PSP has an actual PSX inside.
>>
>NitePR
i miss
>>
do emulators keep reinterpreting or do they eventually recompile/jit?
>>
>>58392884
> >runs PSX games better than my modern rig
the PSX emulator on PSP/PSV/PS3 is programmed by Sony, while the inofficial emulators are done by "guessing" how the PSX works basically. Only Sony knows how it exactly works and due that only they can make an very accurate emulator at the moment.
>>
>>58392884
Why was psp so efficient but modern games only look slightly better while needing an i7 and gtx 1080 to run smoothly?
>>
>>58393125
this, and its running them at 480x272
>>
>>58392884
Emulating a different architecture and hardware you have no info about is hard.

Whoever wrote the emulator sucks at optimizations.
>>
For the same reason the Xbox One can emulate Xbox 360 games pretty much flawlessly and 360 emulation on PC is still in its very early stages
>>
>>58393148
The screen on the PSP is 480 x 272, nearly 16 times less pixels than a 1080p display, 64 times less than 4k. Also console games have always been much better 0ptimized than PC games
>>
>>58393234
>For the same reason the Xbox One can emulate Xbox 360 games pretty much flawlessly and 360 emulation on PC is still in its very early stages
The reason that works is they implement an entire Xbox 360 inside and because since Microsoft knows how it works, it will work awesomely
>>
>>58393259
It doesn't scale smoothly compared to modern 1080p though. Psp only had 2MB vram, didn't it?
>>
>>58393221
>Emulating a different architecture and hardware you have no info about is hard.
Also this is why the documentation of the console is really important, hacking scene must do a good job documentating how the console works in order to have good/great emulation.

See the Wii/Gamecube emulation for example, console wide hacked multiple times, everything documented in place because everyone shared about how the console works, literally everything.
Perfect emulation.

And PS2 on the other hand, Hacked multiple times but there was no documentation how it works because everyone worked for himself and never released anything.
Shitty as fuck emulation full of glitches.

N64 just had shady hardware in general.
>>
>>58392884
> emulator made by sony written for console made by sony
Here you go.
>>
>>58392884
>runs PSX games better than my modern rig

dafuq are you running? a P200MMX with an S3 Virge GX or something??? I ran PSEmu Pro with Pete's plugins on a K6-2 450MHz processor and an i740, Permedia 2, and S3 Savage 4 (bought in that order) and got full framerates out of every PSX game I threw at it except, for some weird reason, Jumping Flash.
>>
>>58393288
But when they tried original Xbox emulation on the 360 it had lots of problems. Go figure.
>>
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>>58392884
>2004 was 13 years ago
>>
>>58393348
It depends entirely on if it's a priority. If the company decides that they want to console to do good emulation of a prior one from the get-go they can engineer it so it's easy and almost without performance difference.
>>
>>58393310
The PS2 hardware was also pretty fucked up. Off the top of my head it has like 5 programmable processors doing different things; one of the mysterious DSP-ish things is sort of also the vertex processor, the other was probably for more general use.

I recall some console developer raging about everything except the main CPU being horribly documented. Making the clusterfuck draw a triangle is like getting into Vulkan with no docs, no debugger (probably impossible to plug one into all the chips) and no compiler errors telling you what's wrong. Can't be easy to emulate that shit when even commercial devs can barely figure the stuff out.

Some of the later games that actually got all the chips doing something efficiently are really hard to emulate because the emulator has to synchronize everything just right, making multithreading the emulator efficiently near-impossible.
>>
>>58393310

>be me
>1999 running aforementioned K6-2 450 >>58393333

>UltraHLE is released, relies on 3Dfx Glide API.
>I have i740 based Real3D Starfighter 8MB card and not Voodoo2, Banshee, or Voodoo3.
>no Glide for me, no UltraHLE either
>Soon, Glide wrappers emerge
>now playing Mario64 at close to full framerate
>Corn emulator is released, D3D for all!
>Playing Mario64, Starfox64, and Goldeneye at full framerate

damn, getting misty eyed just thinking about those days...
>>
>>58393845
>because the emulator has to synchronize everything just right, making multithreading the emulator efficiently near-impossible.

are you sure that is the case? if ´multithreading is done right the thread safety shouldn't be impacted by the emulation
>>
>>58393920
I'm sure it's easy enough to make the thing safe, but if you need reasonable cycle accuracy synchronizing the emulated chips (you sometimes do) any "multithreaded" emulator is going to spend 99.5% of its time fucking around with locks.
>>
>>58393125

sony should have just sold a 10 dollar psx emulator and a 20 dollar ps2 emulator on steam years ago.

instead they still 'sell' ps1/2 games that you can 'play' on your ps3 despite looking like absolute dog shit.
>>
>tfw some consoles we might not ever be able to emulate
>tfw even older pc games are still not be playable due compatibility and other things
>>
>>58393259
>gaming in 4k
Kek
>>
>>58394673
>tfw some consoles we might not ever be able to emulate
Such as?
>>
>>58392884
>the psp is 13 years old

damn
>>
>>58395217
Original xbox
>>
>>58393125
Actually the design specs and hardware info got leaked for the PSP, so PPSSPP is essentially perfect because they didn't have to RE anything.
>>
>>58392884
Bloated and Useless apps in todays """consoles"""
Thread posts: 30
Thread images: 2


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