Hate to go OT but what do you know about hacking the PSP Go ATM? I'm considering it, if I can get some homebrew to it....Pimpsahoy said:I am a PSP guru of sorts, I've worked on the firmwares and the hardware of almost every model of PSP inside and out. In fact I used to crack the firmware open for for money using the Pandora's battery method. Well at that I used too, I dropped off the PSP scene a while ago and came onto the pandora scene as I began to feel the restraints that the PSP hardware had even with an overclock running @333. A while back We (the psp Homebrew community) had tried to emulate the the PS2 on the PSP, we knew from the very beginning it wouldn't work, we did it for the fun. We managed to get a frame rate of about 2 on one of the early CD based PS2 games, the project was eventually dropped, there is an exponential difference between the two systems.
I think the reason for using an FPGA is that it can be programmed to do whatever you want, so you can make it act like any other CPU, whereas a DSP is just another processor with a different (fixed) instruction set. I don't really know anything about FPGAs, though.Phawx said:Excuse my ignorance but couldn't the DSP be used as an FPGA of sorts? Or is it not really worth it because the bus connecting the CPU <> DSP is too slow?
Tom` said:I think the reason for using an FPGA is that it can be programmed to do whatever you want, so you can make it act like any other CPU, whereas a DSP is just another processor with a different (fixed) instruction set. I don't really know anything about FPGAs, though.Phawx said:Excuse my ignorance but couldn't the DSP be used as an FPGA of sorts? Or is it not really worth it because the bus connecting the CPU <> DSP is too slow?
Phawx said:Tom` said:I think the reason for using an FPGA is that it can be programmed to do whatever you want, so you can make it act like any other CPU, whereas a DSP is just another processor with a different (fixed) instruction set. I don't really know anything about FPGAs, though.Phawx said:Excuse my ignorance but couldn't the DSP be used as an FPGA of sorts? Or is it not really worth it because the bus connecting the CPU <> DSP is too slow?
More or less what I was getting at was that a DSP and FPGA excel at matrix calculations. And the two stumbling blocks in the picture that I was asking was:
1.) Can the Pandora's DSP be shoe-horned into an FPGA role.
2.) I know OMAP 3530 is a SoC, but I don't know if the speed of the interconnect would be a major bottleneck.
It would be very interesting to see an emulator using the DSP other then just audio purposes. Or even with a stand alone game, using the DSP as a physics co-processor.
The DSP certainly can be used for some tasks, alas the one on OMAP3 is integer only, so a physics engine would be a pain (and I'd argue it's not even doable efficiently).andys said:Of course, using the DSP as a physics co-processor would be interesting. I expect people would use it solely to handle audio and video decoding tasks though - although I'm sure you could use it for more if you really wanted to.
Laurent said:The DSP certainly can be used for some tasks, alas the one on OMAP3 is integer only, so a physics engine would be a pain (and I'd argue it's not even doable efficiently).andys said:Of course, using the DSP as a physics co-processor would be interesting. I expect people would use it solely to handle audio and video decoding tasks though - although I'm sure you could use it for more if you really wanted to.
MDave said:Rathum said:MDave said:trats20050 said:Is there a PS2 emulator that runs decently on the a PC ?
If so, can the Pandora 2 be designed to run a PS2 emulator?
I know how everybody hates to talk about Pandora 2 but there's nothing to do on the forum yet except wait.
Maybe in about 10 years. High end PC's today can barely run PS2 fullspeed for most games. Handhelds seem to be about 10 years behind PC's in terms of power. It was around this time 10 years ago Quake 3 and Unreal Tournament came out, and they needed high end PC's to play at great frame rates and full quality graphics settings.
:blink: I just built my brother a computer for under $1000 that can run any PS2 game that actually work with PCSX2 at >60 fps with max settings and the internal resolution set to 1920x1080. This computer is nowhere near top of the line.
I don't think a handheld emulating the PS2 will be feasible in under 4 years, but I think 10 might be a bit extreme.
Unfortunately, as they say, "An optimist is never pleasantly surprised."
You're kidding me? A PC that can do PS2 emulation no problem is nowhere near highend? I have a quad core 3.0 ghz, 9800GX2 and it struggles. Sure, the graphics card may not be the latest greatest, but it was pretty high end a couple of years ago. Anyway my point still stands, because Quake 3 dosnt run full fps, full graphics settings on handhelds today.
OpenTheBox said:Just curious, what are the specs for this computer you built? A better question is what important parts are needed to run PCSX2 decently?Rathum said::blink: I just built my brother a computer for under $1000 that can run any PS2 game that actually work with PCSX2 at >60 fps with max settings and the internal resolution set to 1920x1080. This computer is nowhere near top of the line.
The emulator only uses 2 cores, and I'm going by what it says in the titlebar. Just did a quick test and the first core seems to be at a constant 60-75%, while the other three are around 25%. I'd wager that PCSX2 only reports total CPU usage and not just two cores, but I don't know if it just works on the first two cores, or if Windows does anything to split it up. I can't set the affinity for PCSX2 either.Exophase said:Is this 50% and 10-30% percentage of total core utilization or just one core? I imagine PCSX2 could easily get into situations where it's not fully utilizing all the cores but still isn't full speed.
It's hard to imagine that PS2 emulation needs GPUs so far in excess of what the PS2 was capable of. Maybe a lot of heavy per-pixel computation is necessary to emulate some features like paletted textures, but I would have figured that burden would just be shifted to texture caching. I'm not aware of the PS2 itself possessing any very out of the ordinary per-pixel effects, so the emulation remains fairly high level. Of course, people like to run PS2 emulations at resolutions much higher than what the PS2 games ran at, but this is strictly optional.
TI C compiler for c6x are freely available for non-commercial use, and gcc has no support for c6x.Exophase said:But I think we won't see a lot of people using the DSP, because it has a tricky interface and I doubt GCC compiles very good code for it (and C6x DSPs aren't that easy to write good ASM for, although it's not awful)...
Laurent said:TI C compiler for c6x are freely available for non-commercial use, and gcc has no support for c6x.
As far as I could see, it's the full version of the compiler (no IDE, but who uses that? ).Exophase said:Does the free version support all optimization levels?