skeezix
Internal Development
kingoddball said:All that would remain is tweaking to get some playability.
*sputter*
:huh:
jeff
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kingoddball said:All that would remain is tweaking to get some playability.
thomasvdp said:This would be awesome if it ever gets developed for pandora...
I can just imagine playing the new pokemon games! :lol:
MonkeyChops said:
fiveseven said:But how do you arrange the screens?
Exophase said:Main thing about all this: here I've been saying that getting a VERY optimized/performance minded DS emulator working "good enough" on OMAP3 would be in the realm of doubtful, but you all are still putting your hopes in DS emulator that is accuracy minded and not well optimized.
God Ginrai said:Still, people attempting these emulators that are at the very edge if not just beyond the edge of a machine's capabilities interest me, because the optimization they go through just to get it to work slightly faster makes for a well-optimized emulator in a more powerful system that it may later be ported to.
Exophase said:Ha, I hope Heart Gold really is only swapping buffers every other frame. Man that percentage number is confusing, unless they changed things it should mean percent CPU utilization but is Spirit Tracks really using nearly 0 there? I guess for a cinema scene that's not that hard to believe.
BTW, are you using software rendering or OGL, and if the latter what's your video setup like? I'm guessing it's soft rendering since the allegedly low-CPU but high-3D scene in Spirit Tracks is so slow. Is the Pokemon title screen shot actually running at better than realtime speed? You should turn on throttling and see if it goes down to 30.
SomeGuy99 said:I think I switched it to software rendering and got a speed increase. I have a pretty low end Radeon GPU in this old Thinkpad, so I don't really make much use of it.
Pokemon title scene was running less than full speed. The only game so far which seems to running nicely is Warioware.
Where do I set up throttling? It was set to frame-limit.
Exophase said:SomeGuy99 said:I think I switched it to software rendering and got a speed increase. I have a pretty low end Radeon GPU in this old Thinkpad, so I don't really make much use of it.
Pokemon title scene was running less than full speed. The only game so far which seems to running nicely is Warioware.
Where do I set up throttling? It was set to frame-limit.
Then I guess that 38/30 was misleading. It might mean 38 emulated vsyncs per real second (out of the 60 it should be emulating) but 30 detected swap buffers per emulated second. Are you running with that advanced audio synchronization option? That should make the sound crack when it's not fullspeed. This definitely paints a different story for Pokemon ingame too.
But if the 30 really does mean what I think it does then it's good news because that means half the geometry and soft rasterization load w/o emulator introduced frameskip.
Good news on Wario Ware too, I'll make it a point to look at it more
SomeGuy99 said:Well I haven't changed the sound settings at all. In the Windows version there's no crackling, it just plays at a slow speed - in the Linux desmume there was crackling on everything, but my Linux Mint system does this with many things (Pulseaudio maybe?).
Exophase said:Comparing Scratchbox performance to N900 performance is pretty crazy. For one thing, Scratchbox has both native and emulated (using qemu) modes. I think this is almost definitely being ran in the native mode, especially if it's using SDL, because SDL doesn't even work in the emulated mode. I know all this because I had to port some things to N900 for work.
Use common sense. If a Pentium M laptop at 1.6GHz can't run desmume at playable speeds for most games then an N900, which is like 3x weaker even when overclocked pretty heavily, is going to totally suck it. There's no magic "for ARM" stuff going on here, if anything it's quite the opposite since the SSE2 routines used for geometry can't be used here.
The performance of 3D will also be even worse than you'd expect. On the one hand we have the software renderer which is very float heavy (and relies on things like division) and very bandwidth heavy (back buffer + depth bufffer + attribute stuff isn't gonna fit in L2 cache) which are exposing weaknesses of the OMAP3, unless the float stuff is using NEON which I'd be skeptical of. On the other hand we have an OpenGL renderer that uses glReadPixels on the framebuffer every frame and isn't even using buffer objects - this is very SGX unfriendly and will impose a huge performance penalty. So you're going to get bad results with either one.
Sure there are going to be some games that are like GBA games with two screens and use no 3D and very low CPU. Turn on frameskip and you might have a shot of running these okay. That's why Yoshi's Island DS is what you see demoed with the desmume ports to PSP. But if you make assumptions as to what these sorts of games will be you're going to be pretty disappointed. For instance, the Castlevania games all use 3D heavily to render their 2D, and use a decent amount of CPU.
Main thing about all this: here I've been saying that getting a VERY optimized/performance minded DS emulator working "good enough" on OMAP3 would be in the realm of doubtful, but you all are still putting your hopes in DS emulator that is accuracy minded and not well optimized.
EDIT: A read through the thread shows he's not running an ARMEL (native, emulated) build, so this is definitely compiled for x86. Let's put that one to bed then.
Drack said:I'm sure someone will do a recompile (hell, maybe even I will) just to see how DeSmuME runs on Pandora as-is, but I bet the results are going to be so abysmal that it would only serve to demonstrate how right Exophase has been this entire time.
As for actually playing DS games, I'll stick to my two DSs
Exophase said:SomeGuy99 said:Well I haven't changed the sound settings at all. In the Windows version there's no crackling, it just plays at a slow speed - in the Linux desmume there was crackling on everything, but my Linux Mint system does this with many things (Pulseaudio maybe?).
Use the "synchronous" setting, not the one you're currently using.