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-   -   [Announce] ppsspp (psp-emulator) for maemo5 (https://talk.maemo.org/showthread.php?t=89576)

Estel 2013-04-14 21:57

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
Sorry, but it's not appropriate thread for that kind of questions. Try in "competitors".

recluse, are you entirely sure, that our current (for Fremantle) emulator uses/should use GPU?not that it's impossible, but after all, it's emulator, those tends to run on CPU, mainly (thus all fuss about Just-in-time compiler, etc).

AapoRantalainen, any comment on this, from perspective of someone who brought it for us?

/Estel

Brodyga 2013-04-15 07:30

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
We can made change in omap3-opp.h S166M value to higher state and try to overclock L3 (memory/gpu) to speed up whole system.

Brodyga 2013-04-15 07:36

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
We can made change in omap3-opp.h S166M value to higher state and try to overclock L3 (memory/gpu) to speed up whole system.

Kangal 2013-04-15 07:46

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
Sorry, but it's not an apporpriate reply to a seemingly genuine question. Don't need to make a mess and open random threads, as this seems like a one-off question.

@kownas
There's no way to tell what you would need. Its because Android runs most things in a Virtual Machine like an emulator. Running an "emulator in an emulator" is pretty bad way of doing things. While Android can read with C++, there's no single application out there that's purely C++, there's always Dalvik components. Long story short: you'd need a significantly faster Android phone to run it decently. Otherwise, you'll have to wait for the devs (buy em a beer?) and hope they can get most of the crucial things to run at decent pace on Android. Perhaps the new 64-bit architecture ARM chips and the more powerful Android 5.0 will reduce the boundary. But All-In-All, as I said from the start there is NO way to tell, just wait and see.

samipower 2013-04-20 19:36

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
I tried ppsspp 0.75 gold version in nitdroid and :

Saint seiya omega are running 23-26 fps with crap sound .

And with ppsspp v0.7.5-242-gd610da2 you can play with n900 keyboard

Narukay 2013-04-29 18:44

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
Please, porting last version ppsspp on n900

samipower 2013-05-02 00:19

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
The latest version is 0.76 and compilations builds 0.76-x.x.x , for nitdroid ppsspp-v0.7.6-306-g15a05e5-android.apk.

In maemo Verison7 v3.

Aah a wii emulator in android, In theory will be optimized for opengles 3 , snapdragon 600 support it. (htc one, galaxy s4). The Begining.........

Edit:

In nitdroid 2.3.4 with ppsspp 0.7.6 free version playstore

dbz evolution 60fps into menus and 40fps in training mode with goku and bulma players with desert 1 screen and in settings:

sound:disable

graphics: vertex cache and hardware transformation enabled. Others disabled

system: dynarec and fast memory and crypto save enabled
others disabled
frameskip and show fps enabled.

n900 1150max-500min with cpu master pro or setcpu.

Brodyga 2013-05-04 21:09

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
samipower,
Can you make the video of gameplay ?

samipower 2013-05-05 00:48

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
Without problem , perhaps tomorrow

recluse 2013-05-13 11:50

Re: [Announce] ppsspp (psp-emulator) for maemo5
 
Quote:

Originally Posted by Estel (Post 1336079)
Sorry, but it's not appropriate thread for that kind of questions. Try in "competitors".

recluse, are you entirely sure, that our current (for Fremantle) emulator uses/should use GPU?not that it's impossible, but after all, it's emulator, those tends to run on CPU, mainly (thus all fuss about Just-in-time compiler, etc).

AapoRantalainen, any comment on this, from perspective of someone who brought it for us?

/Estel

When you're emulating a console that has a GPU, it is essential to use your GPU to replicate the display queue.
Areas that GPUs excel at are obviously very hard for CPUs to emulate (often up to a tenth of the speed).
The use of GPUs in modern consoles have allowed us to have amazing graphics and special effects. Realistically you would need an incredibly fast multi-core processor to simulate these effects.

Some emulators are just lazy. Especially for consoles that have weak hardware and are easy to emulate. Also, it's only recently (4-5 years) that mobile GPUs had a decent GL API (GLES 2.0). Before that, we couldn't run shaders on mobile for eg. I suspect that's why no one ever made a GPU plugin for PSX (GLES 1.0 doesn't count).

Definitely with PSP (PPSSPP) and Gamecube/Wii (Dolphin), the GPU is taken to maximum advantage in order to get playable results on weak hardware.
Without this, PSP and Gamecube/Wii would not be possible on mobile devices.


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