03-31-2010, 02:04 PM
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03-31-2010, 02:08 PM
big deal who needs 0.9.7
03-31-2010, 02:13 PM
i don't think so.
have a look there http://code.google.com/p/pcsx2/
have a look there http://code.google.com/p/pcsx2/
04-01-2010, 09:23 AM
To clarify what jesalvein said (in case the OP didn't understand) PCSX2 only requires 1-2 Gb of RAM depending on the OS, so there is no point to code for 64bit when it won't take advantage of the extra RAM. Furthermore, from my experience with the pre-alpha revisions of 0.9.7, it's a nice improvement, more user friendly for new people, and I have seen definite speed increases in the games I have played.
04-01-2010, 12:07 PM
We dropped 64bit support some time ago, as it was a problem to manage and cluttered the code a lot.
What was there wasn't working much anyway.
We do consider re-adding it, but it'll definitely come at a later point than for the 0.9.8 release.
What was there wasn't working much anyway.
We do consider re-adding it, but it'll definitely come at a later point than for the 0.9.8 release.
04-01-2010, 05:05 PM
In any case, what's the real advantage of PCSX2 having 64-bit support aside from being able to utilize more than 4GB of RAM?
04-01-2010, 06:20 PM
(04-01-2010, 05:05 PM)k1net1cs Wrote: [ -> ]In any case, what's the real advantage of PCSX2 having 64-bit support aside from being able to utilize more than 4GB of RAM?
less opcodes in the recompiler in some scenarios, a lot of the R5900 commands are using 64bit's of registers, sometimes we have to handle these manually in 2 parts (unless its all SSE now, i havent checked).
so there would be a potential 50% improvement in speed there (note i mean per opcode, not overall)
04-01-2010, 06:58 PM
(04-01-2010, 06:20 PM)refraction Wrote: [ -> ](04-01-2010, 05:05 PM)k1net1cs Wrote: [ -> ]In any case, what's the real advantage of PCSX2 having 64-bit support aside from being able to utilize more than 4GB of RAM?
less opcodes in the recompiler in some scenarios, a lot of the R5900 commands are using 64bit's of registers, sometimes we have to handle these manually in 2 parts (unless its all SSE now, i havent checked).
so there would be a potential 50% improvement in speed there (note i mean per opcode, not overall)
That makes me wonder... How much of a speed boost can be expected if plugins (let's say GSdx) were using 64-bit? I'm pretty sure 64-bit plugins be usable in pcsx2's current state but what if the plugins were separated into (puts up a flame shield just in case) separate processes when a game is active? I'm not sure how separate processes for plugins will effect performance and syncing since I really heard much about this idea to utilizing quad-cores (I still have a dual core so it wouldn't matter to me).
04-01-2010, 07:17 PM
(04-01-2010, 06:58 PM)Zanoab Wrote: [ -> ](04-01-2010, 06:20 PM)refraction Wrote: [ -> ](04-01-2010, 05:05 PM)k1net1cs Wrote: [ -> ]In any case, what's the real advantage of PCSX2 having 64-bit support aside from being able to utilize more than 4GB of RAM?
less opcodes in the recompiler in some scenarios, a lot of the R5900 commands are using 64bit's of registers, sometimes we have to handle these manually in 2 parts (unless its all SSE now, i havent checked).
so there would be a potential 50% improvement in speed there (note i mean per opcode, not overall)
That makes me wonder... How much of a speed boost can be expected if plugins (let's say GSdx) were using 64-bit?
Probably none at all, as far as im aware, nothing really on the GS side requires anything above 32bits, besides most of the GS side is literally DirectX/OpenGL handling.
04-01-2010, 07:42 PM
I'm interested to see what they add in future releases. I'm very happy with the pre-alpha right now.
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