what wanna know is if 3do emulation is possible and solely for virtual fighter 32x.
lol its all good to be a Dreamcast fanI was not making fun at that fact, in fact, I think its funny that every time there is a "well the PSP is more powerful than the DC" youre there setting the record straight.
But you do have several good points about the Sega CD emulation on the DC and the PSP, I think that without sound, it is possible on the PSP, and in order to get sound the roms would have to undergo some conversion (much like the NeoGeo an the CPS emus) to dumb down the audio to make it usable.
I think sega should make the DCP. DreamCast Portable and then it wouldnt be Apples and Oranges. (btw, i firmly believe that Sega will be a pheonix and rise again!)
what wanna know is if 3do emulation is possible and solely for virtual fighter 32x.
actually it is. The psp has two 333 mgh chips in it while the dreamcast has like one 222 mgh one.Originally Posted by JKKDARK
http://psp.ign.com/articles/496/496983p1.html
PSP CPU CORE
MIPS R4000 32bit Core
128bit Bus
1 - 333MHz @ 1.2V
Main Memory :8MB(eDRAM)
Bus Bandwidth :2.6GB/sec
I-Cache, D-Cache
FPU, VFPU (Vector Unit) @ 2.6GFlops
3D-CG Extended Instructions
PSP Media Engine
MIPS R4000 32bit Core
128bit Bus
1 - 333MHz @ 1.2V
Sub Memory:2MB(eDRAM) @ 2.6GB/sec
I-Cache, D-Cache
90nm CMOS
PSP Graphics Core 1
3D Curved Surface + 3D Polygon
Compressed Texture
Hardware Clipping, Morphing, Bone(8)
Hardware Tessellator
Bezier, B-Spline(NURBS)
ex 4x4, 16x16, 64x64 sub-division
PSP Graphics Core 2
'Rendering Engine' + 'Surface Engine'
256bit Bus, 1-166 MHz @ 1.2V
VRAM :2MB(eDRAM)
Bus Bandwidth :5.3GB/sec
Pixel Fill Rate :664 M pixels/sec
max 33 M polygon /sec(T&L)
24bit Full Color:RGBA
PSP Sound Core: VME
Reconfigurable DSPs
128bit Bus
166MHz @1.2V
5 Giga Operations /sec
CODEC
3D Sound, Multi-Channel
Synthesizer, Effecter, etc
Yea, you're comparing apples and oranges if you wanna compare the two's processors. The only best reason why we've seen any kind of speed with playstation and N64 emulation is because the three use the same family of processors.Originally Posted by Strangler
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Originally Posted by quzar
VERY unlikely. Keep in mind that N64 emulation is far from perfect on PSP (and the serious advances in performance were made by StrmnNrmn, not PSMonkey).Originally Posted by quzar
Dreamcast has impressive FPU performance, but even that can't keep up with PSP's VFPU at all (unless you need double precision for some reason, then PSP is completely out of the game).
It's not very easy to compare PSP's main CPU to Dreamcast. I'll try taking a shot at it..
Win for PSP: The clock speed can get significantly higher, 333MHz vs. 200MHz. But..
Win for DC: DC can execute two instructions in parallel if they are of different classes. It's similar to UV pairing on Pentium 1. However..
Win for PSP: DC's 16bit length instruction set is super weak for integer performance (which is of utmost importance in emulation). Compare:
PSP has 31 general purpose 32bit registers, DC has 16.
PSP has 3 address arithmetic, DC has 2 address.
PSP has special instructions like ext/ins/min/max, DC's special instructions are for vector FPU operations, which, again, PSP's VFPU vastly supercedes it in.
PSP has no flags, DC has one flag (and instructions corresponding for it) - but PSP has a very useful set of compare + branch instructions that IMO works out as well or better than a full flags set, and definitely better than a one flag set.
Only thing I see SH4 having over Allegrex is much better memory addressing modes (pre-increment, post-increment, register + register, etc) although these are hindered by implicit register requirements which are rather out of place on a RISC platform, like some other SH4 aspects (binary logic on memory operands? O_o)
So I'd say PSP has the advantage here. This is only comparing one of the PSP's CPUs. Bring in the other one and the competition is long over. Sure, DC has a ~60MHz ARM9 for sound but do homebrew coders actually use it..? I don't think that brings all that much to the table, computationally speaking, anyway. I don't know what the communication bottlenecks are like there.
Now, other things:
PSP has more L1 instruction cache than Dreamcast, and the same amount of L2. DC has 8KB vs. 16KB on PSP, but this is somewhat balanced because DC's instructions are only 16bit (vs 32bit on PSP). However, because of the weakened nature of the instruction set you don't get a 1/2 memory usage.
PSP has a faster bus to main RAM and probably significantly lower latency RAM (DDR is pretty low latency), 166MHz vs. 100MHz. More importantly, PSP has very fast VRAM that it has direct access to, I hear that accessing the VRAM on DC is very slow. The VRAM on PSP can even be used for non-graphics very feasibly, and it has an additional 2MB of eDRAM on the ME that can be used for the same purposes. It also has a little bit of (relatively) fast scratchpad RAM but it isn't much different, timing-wise, when compared to the 4MB eDRAM.
PSP also just has more memory in general. DC has (much) more VRAM but for emulators this isn't that important (compared to games). And PSP has 4bpp textures which adds leverage in that department, I don't know about DC.
I agree that for CISC platforms like SegaCD (m68k) dynamic recompilation doesn't work out so well, especially when it's possible to write a fairly optimized interpreter because there isn't a lot of decoding overhead. However, I don't see why DC would have the advantage here. SH4 is, comparatively speaking, a crippled instruction set so you won't get as far writing an interpreter in it. PSP's ext instruction is particularly nice for just about any interpretive emulator.Originally Posted by quzar
I think PSP has enough raw CPU power to do SegaCD's CPUs. Even though they're nearly 20MHz in clock speed m68k has horrible cycles per instruction timings. That's why we saw fullspeed Genesis emulators on low end Pentiums when SNES emulators were floundering, even though Genesis has 2x the clockspeed. The video rendering also isn't a huge deal, I don't think, although it's probably not that hard to port a 2D hardware renderer for DC to PSP. I don't know why it would be, especially if it already uses an OpenGL like API.
And I don't see why CDDA is an advantage for DC. Sure, over mp3 playback, but that's not a fair comparison. I imagine that PSP can stream raw CDDA music from the memstick faster than DC can from its GD-ROM, seeing as how the memstick is just potentially much faster.
The DC does have the advantage of being able to run actual SegaCD CD's. But of course, if you have a huge memstick it might be considered an advantage to have several SCD games on it, especially if mp3 playback IS feasible (and it probably is).
What you described about any advantages PS1/N64 emulation have on PSP is anything but HLE (the graphics rendering of PS1 games has always been strictly low level, and CPU similarities don't make that emulation any less low level either). HLE for N64 is pretty much used on emulators across the board, regardless of platform, and pretty much never used for PS1 except for the BIOS in emulators like VGS.Originally Posted by quzar
And why is Sega CD a powerful 2D system? SNES has better 2D capabilities than it (and GBA much better).
And these things ALSO don't aid in emulating 2D platforms.Originally Posted by quzar
Course, the idea of a DC emulator being done on PSP, that's just silly.
The reason I say N64 emulation is possible on the Dreamcast is because Rand Linden thought it was possible (creator of bleemcast) and bleem was researching developing a hardware addon to the Dreamcast that would read N64 carts for this purpose.
In a sort of random fashion, here are some answers to what you've said:
The arm in the Dreamcast defaults to 24Mhz, but is overclockable through software up to 100mhz. You can load your own code onto the arm and have it interact with the main processor however you want. Aside from the arm, there is a chip called the AICA for sound stuff. In theory, all sound processing could be done there, but we simply don't know much about using it in that way (supposedy bleemcast does it though). There are also multiple dma channels going in and out of the sound system. It is possible to both write non-blocking-ly directly from the cd to the sound memory as well as from main ram to sound ram.
As for the psp being able to play cdda faster, I don't see how that's really possible... on the DC cd playback is automatic and does not interfere with anything else, you wouldn't need any kind of memory buffers to store the raw data in or anything.
The dreamcast too can do 4bpp video, as well as (and this is incredibly useful for genesis emulation) extremely fast hardware 4bpp palleted graphcis.
As for the m68k emulation, I don't know what the best the PSP has on it now is (probably c68k, which was written for the Dreamcast) but the newest version of FAME (assembly sh4 m68k interpreter) can emulate approximately a 1ghz m68k running a prime number calculation program (compared to the ~100mhz m68k that is possible with c68k).
The Vram on the DC is RELATIVELY slow, but if you use store queues, writing to it can be extremely fast. We almost never use direct framebuffer access though, as we can do non-blocking dma transfers to the pvr (which take longer, but it doesn't matter since it's non-blocking).
The thing about not rendering polys that aren't seen doesn't apply to 2D emulation, but it goes towards showing that the number of polygons per second the DC can display is deceptively low compared to what the final result looks like.
And as for SCD being relatively powerful, I would say that if you were to exclude extra graphics chips from the SNES, the SCD would take more power to emulate.
Lets see, um oh, the cache, yea psp definetly wins there, the Dreamcast's cache system is basically useless.
Sorry for the disorganized style of the response, it's always hard to reply to posts larger than a screen in size.![]()
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