yeah don't worry I ( and i'm sure none of the admin + the other guys, sniper etc) will not talk about it. And just be on the safe side I think none of us should talk about it on IRC, at all.
still very cool![]()
I was researching what games work, and this is the only one that actually works with the PSP. Sadly I get the nice screen you see here after the title screen![]()
After some thinking and looking though the source. I figured out what seems to bottleneck the rendering code. The textures are reconverted every frame and not cached. I've never really writen a texture cache system yet so I will just have to try and see what I can come up with (I know n64 plugins have some reasonable texture cache code so I will have to go see how they do it).
?!?
I tried a cheap cache fix last night (i did not have much time to work on code). Insted of flushing the cache every frame. I hold it till there is a chache miss or texture ram overflows. I can't tell but it might have netted 1fps but thats not really useful.
I started looking at CRC code from glN64 but i question if this really is a good route. Unless I am missing something, I would almost say calcing the crc of an image is probably almost as time consuming as reconvering the texture (yabause has it down pretty well).
I should check what the dreamcast port render code is doing for yabause.
i know this may sound daft but most 1 gig PCs struggle with Saturn emulators at a decent speed which makes you wonder if say Chankast (dreamcast emulator)would run better if ported.
Ugg, stupid ****ing me!
What I wrote last night is totaly worthless since there are two cache flushes per a frame vdp1 & vdp2. What I did was if there is a cache miss on textures, I flush and have it redo them next frame yet on the next frame I ignore cache misses since the cache is mostly empty. Yet since there are two flushes it resets my flag and causes a flush every frame. :/ Gonna have to quickly fix that when I get home (i did a debug of the pc version durring my lunch break).
Also I notice the yabause gl drivers do a few bad things (it does not check if there is an overflow of the cache list, this will result in a crash which i got this afternoon). Going to fix that also when I get home.
Hopefuly this will properly net a few fps (it seem to boost the pc gl code which is super slow for me in debug mode, so thats a good thing).
-- small note --
*giggles*
Yabause's dreamcast port uses a port of the software rendering code (the vidsoft). Thats bound to be a serious bottleneck in the dreamcast version.
Truthfuly the DC would not work on PSP at all. It would be (IMO) down right imposible to get it to run at 3fps.
Saturn emu on PC struggle since they still are trying to understand the saturn. Yabause is a pure interpreter core (it would be like running pj64 in interpreter mode). Also PC coders tend to not be very efficent when they code.
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