I'd be quite surprised if there's anything that the Pyra will be able to emulate that the Pandora cannot - I suspect it will be pretty much the same emulated systems but with better framerates. I'd be even more surprised if the Pyra emulates PS2, given the PC specs necessary to get a playable framerate.
It depends on the hardware interactions between the emulated processors. If there's tight scheduling then parallelisation won't help much, most of the time cores would be hanging around waiting for other cores to finish what they're doing.
As an example, an accurate z80 emulation (of a CPU running at 3.5MHz) requires about.. 40Mhz to achieve without a dynarec. Add in a graphics processor that stalls the z80 and you're suddenly looking at at least 150MHz to get a usable emulation. If the interaction between graphics and CPU requires stalling at the T-State rather than scanline level then it's up to 200MHz+ and that's with a granularity of 4Ts. The more accuracy you add, the higher the requirements - currently to get an accurate emulation going in Windows of a Spectrum requires upwards of a 366MHz CPU. That's 100x the original CPU speed.
Are these MHz values you give ALL for a Z80?
What is a T-state? The top result on Google suggested that it had something to do with temperature and throttling.
What about high-level emulation? What about if accuracy is sacrificed for speed, like in old SNES emulators (or so I have read)? What is the minimum reasonable ratio?
Go back and re-read. The initial figure is for a z80 - they're easy to emulate with only around 700 opcodes to take care of.
Yes, you could reduce the interactions between CPUs/GPUs/PSGs etc to their bare minimum, run them on multiple cores with careful thread sync, dynarec them where you can, and even just do a "high level" emulation which works with a few games - but there will always be some games that people want to run which will bring the emulator to its knees.
Shadow of the Colossus? Hardly - that one is pretty hard to emulate at full speed on mid-range PCs, as are more popular titles such as Katamari.
Sure, we could get a working version for a small subset of games but that won't be enough for a great many people. Hell, they're still complaining at PC emulators even now.
Guess we'll never know until it happens, I was just about to post that playable PS2 for any commercial game would be impossible on Pyra, then someone who actually knows what they are talking about (Notaz) suggests it would indeed be possible...I'm talking from a hardware standpoint, as obviously it'd need programmers on the project. Just wondering if it'd be possible.
I tempt correction from the more knowledgeable, but I shall speculate based on some Instructions Per Second (IPS) and FLoating-point Operations per Second (FLOPS) data I have found on the web.
Firstly, according to this table, the Pandora's Cortex-A8 has 2 IPS per Hz, so for a 1GHz Pandora there are 2000 MIPS (Mega IPS), while for the Pyra's Cortex-A15 the ratio is between 3.5 and 4.01 (let us assume 3.5), giving 5250 MIPS at 1.5GHz. That is, the Pyra's CPU should be about 2.5 more powerful than the Pandora's (I ignore the Wattage question). The Pyra's PowerVR SGX544 GPU allegedly gives 7200 MFLOPS (Mega FLOPS) at 200 MHz (which I shall accept, but I have no idea what clock speed the Pyra would use).
According to this table, the PS2 total power (including all processors like CPU an GPU) is 1997 MIPS and 6200 MFLOPS, while for the Dreamcast (already working on the Pyra, I believe) the values are 291 MIPS and 2800 MFLOPS, for the original XBOX (though I believe that is not sufficiently well documented for a serious emulator) there are 1203 MIPS and 7300 MFLOPS and for the GameCube 1596 MIPS an 11000 MFLOPS.
Not with currently available emulators, and making a new ARM optimized one would be a huge effort. Even then, as always, it depends on the game in question as the games use hardware in very different ways, but perhaps some would be playable.
So not unless someone comes along doing something similar to what Ari64 did?
My answer was just going to be: "Not until we see a CPU board replacement with a more powerful SoC".
-God Ginrai
What happened with Ari64 and his N64 emulation was that N64 went from "nothing more than a very slow tech demo" to "Almost playable if you're not very picky about what you want to play, and even then it's Mario64". Even now, after all these years, N64 is generally unplayable on Pandora and the amount of faffing around needed with the various plugins is a joke.
The big problem with emulators like PCSX2 is that they, for some reason, use x86 32-bit assembly code, making it only able to run that code on that specific architecture. If only somebody could successfully translate that ASM code to C (or whatever the emulator uses) could it then finally become a multi-platform emulator.
That's actually not true. There are plenty of N64 games that run fine even on the original Pandora with the current version of the emulator. For example, Bomberman 64: The Second Attack runs basically fullspeed, with only a couple of graphical glitches to worry about. Sure, Ocarina of Time never reached a good point, but there are plenty of games that run well on the N64 emulator on the Pandora.