My aplogies, Quoting was being uncooperative so I put quotes in Bold.
evol: half the proper framerate how do you know that, (looked at the code ?)
This is proof you do not know what you are talking about and should stop arguing by this point. As an example... from that video you showed me, the average 'Framerate' indicator showed 52ms.
1 Second = 1000ms (Milliseconds).
Framerate indicator shows ~52ms. So, one frame is taking ~52ms to generate.
1000ms / 52ms = 19 frames can be fully drawn per second.
That's 19 FPS. Profiling your code in milliseconds just makes more sense from a development standpoint.
evol: Im not trying to belittle you in any way but you seem awfully negative towards the efforts layed down on psx4all (like vultures circling a man soon to die)
Do spare me the theatrics. I applauded Zodttd/Unai's accomplishment, but the effort is in vain and is not worthy of more wasted effort.
evol: but psx4all is not dead its lead designer/coder resigned and handed over the codebase to Unai, so i think psx4all will annoy you a bit more (or maybe its we who are cheering it,s progress that annoys you)
Yes, there is something about racing fans cheering on a horse with two broken legs that irks me. Technically it's still moving... but how far?
so the next clip from unofficial psx4all beta (i think that its unai,s betatester thats tests the new gpu versions)
would run 15fps with full 3d characters by your thinking (still impressive by my standards)
Looks stuttery and unimpressive, and the scene being drawn is very simplistic still. The PSX is not a powerhouse, but this does not even begin to approach its capability.
evol: the limitations of the gp2x is well known by now but seeing hdr lighting in payback made me think that the hardware wall hasnt been hit yet
Payback does not use HDR lighting. Do you even know what it is?
This is HDR:
http://www.unrealtechnology.com/screens/HDRGlow.jpg
Payback has 'lighting' painted on surfaces and almost 0 true lit surfaces. It lighting methodology is more primitive than that of 3D engines developed in 1997. HDR was developed within just the past few years and is only now making it into games. It sucks the last bits of computational capacity out of multi-GPU PCs using the lastest graphics hardware. If it was actually claimed officially that Payback utilized HDR lighting, you were lied to. And from our previous talks, its developers lie to Craig about the graphical technologies used in Payback's engine almost as much as he lies to everyone else.
evol: youre right that the GTE emulation can slow things down to a crawl but floating point math in the psx ? (i thought so to at first but haven,t found any documentation to back that up if you know any docs i can read about fpu+gte il be very interested in reading them)
To the best of my knowledge this secondary processing unit in the CPU performed floating point calculations for the R3000A CPU translated to integer instructions run on the actual core, much like a mobile FPU is an integer processor that would appear to handle floating point code by internally treating it as fixed-point math and giving its results back to interpreted as 'floating point'. Regardless, this unit emulated would most likely end up being implemented as FP code, not integer. Relegating this task to the ARM940T to behave like a GTE would be an interesting idea, but it would likely be negated by the hammering of the bus and ARM920T to a strong enough degree to make it pointless to do so. It will also not likely put a significant enough dent in slowdowns due to the 3D rendering job being the worst part of the emulation.
evol: and the gpu of the psx seems to be a framebuffer device for 2d graphics with some extra quirks thrown in (Gouraud shading,flat shading,texture mapping,parallax scrolling routine)
I have not seen any evidence to support this. However, the argument is largely irrelevant, as the slowdowns resulting from the stress of drawing a 3D scene will result all the same whether the rendering job would've been primarily performed on the GTE or the GPU, as the GP2X lacks the CPU and memory subsystem speed required to handle the fill rate among many other aspects of 3D rendering. The video display hardware in the SNES didn't do that much computational work outside of scaling/rotation, but the GP2X will still struggle to draw what it did, because it was specialized hardware.
STTrife: A. A GP2X that doesn't run any PSX games because assholes like you are being negative and prevent PSX emulation
Ahahaha, I cannot prevent independent developers from coding whatever they want to. I can make suggestions. You are being delusional.
STTrife: B. A GP2X that emulates some great PSX games at decent speed.
I personally am waiting for ff7 to be at decent speed. it's ALMOST there and it IS possible with further optimalizations. FF7 can be about 70 hours of very entertaining playtime, so even for ONE game it's worth to have.
I can only discern from your username that Final Fantasy 7 is unnaturally important to you, therefore skewing your viewpoint on the matter heavily. The work required to make this game run decently will take much more than 70 hours. Probably months. Maybe over a year. If it ever happens. And even then, it won't approach full speed. That is a textbook waste of time.
STTrife: If you are so negative about this emu why are you posting here? do you actually want to PREVENT that unai and zodttd and tinus work on the gp2x version of psx4all?
I think PSX4ALL should be continued to be improved, with an OpenGL renderer, for other platforms. I don't think specific optimization for the GP2X is a worthwhile investment of time.
STTrife: GET OUT OF HERE...
I'm having a perfectly rational and enjoyable discussion here. You are the one out of line. If you want to stop listening to me, ignore me or leave yourself. However, I will not cease discussion of any topic simply because you told me to.