a question for the developers and coders
#11
what about running the software renderer of gsdx on the gpu? is this ridiculously stupid?
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#12
@OP, myself thought using the GPU capacity to help the VUs, but then realized it would not bring the expected results due to the communication with the CPU would be a problem. The hope was Kaveri could bring the solution since there is the hope someday all float point features will be dealt by the GPU side in a transparent way.

The main problem is PS2 is not multi threaded, actually it's not even developed under a tree model (branches) but in pipeline model where a module needs to wait something being completed in other modules so to be possible to continue. There is no "magic" here, a program to make use of hardware's multithread capacity must use it as well, what PS2 games don't do.

That processor is just too old. It's from an old architecture which doesn't make good use of CPU cycles by modern standards. So, yes, it's not just about the number of cycles (or clock) the CPU presents as how much it can do with them.

That CPU may be able to run many native PC games, but is really lacking power to "translate" something so alien to PC code, at expected speed. Even if was possible to remake the emulator to run in the GPU that would not help much because the nature of PS2 programming, if someone would even try it.
Imagination is where we are truly real
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