09-28-2014, 04:19 PM
It's been a long time since I last visited this forum. Things have changes so much. Here are what I've seen for years:
Etc, blah blah blah...
And here is what I see now:
What's the big idea?
Bositman Wrote: Nope, there had been tests before and the speed benefit was very low compared to the massive amount of work it would need to port PCSX2 and all its' plugins to the x64 architecture.
rama Wrote: Let's say we won't go 64 bits without a really good reason.
We all agree that it'd be nice to have the option but it will mean a lot of work and in the end the emu could be less compatible, crash more, run slower.
So unless it somehow becomes necessary to do it, we won't.
(04-24-2011, 08:52 PM)refraction Wrote: There are no guarentees of speed boosts implementing 64bit.
There is only a few places i can think of where 64bit registers would be useful in PCSX2, currently SSE is more than ample for what we need.
I dont know if the Gamecube had more call for 64bit operations, but PS2 ones are generally either 128bit or 32bit, with a few 64bit ones thrown in, but they are less used.
While i don't doubt there would be a performance increase, for the amount of work involved, it wouldnt be worth it.
(07-20-2012, 10:10 PM)pseudonym Wrote: x64 instructions: useless to moderately harmful.
x64 registers: marginally helpful.
Extended virtual memory space: potentially useful.
Etc, blah blah blah...
And here is what I see now:
(09-09-2014, 03:30 PM)Bositman Wrote: Another area that has received welcome attention is work towards 64 bit compatibility. Although there is still a lot of work to be done before we release a 64 bit build, the foundation has been laid. GSdx compiles for x64 now, and several key changes have been made to the PCSX2 core to support x64 as well. These changes include preparing the emitter for 64 bit jumps, updating vtlb to work on x64, and changing instances of 32bit only code to be universal. These improvements help move us closer to having a true 64 bit build.
What's the big idea?