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Full Version: [?] Where are the hardest calculations on CPU in PCSX2
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Hi everyone =)
I wanna ask people who have good knowledge about pcsx2 structure - where are the most hardest for CPU calculations in the code , thx
Probably arithemetic, cause there's a lot of it.

Edit: sorry for the troll, but this question is so broad and really, what's the point?
Yeah, no way to answer this question. The PS2 has several components, and depending on how games are coded, the one that takes the most CPU time can vary greatly.

The only thing that can be said with certainty is that the IOP (which includes DVD, SPU2, PAD, USB components) is not a signifcant part of PCSX2 overhead. The EE, VU0/VU1, GS, IPU, and VIF however can be, depending on game.
Did u think about using opencl with it ? any chances to make parallel execution ?
OpenGL(which I assume is what you mean) is not significantly faster than directx. Also, PCSX2 makes use of dual core CPUs by multithreading the main emulator into core 1, and the plugins into core 2. Any more is redundant. They can't split off the main emulator's functions because of the way the emulator works requires too much in the way of sequential data, and not enough opportunities to take advantage of parallel processing.
No he means OpenCL which is used by Dolphin.
Yay more gimmicky broad-brush solutions designed to allow unskilled programmers the ability to "kinda" keep pace with the performance of code written by skilled programmers. Works good, possibly even great, for average everyday tasks that most programs have to do. Has few or no advantages for the totally uncommon tasks that an emulator must accomplish.
ok , thx
Are you alexander blade the modder? The one who made the filecheckfix, asi loader and netkicker for Grand Theft Auto 4?
lol yep , alexander from sannybuilder =)
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