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Old 08-Nov-2007, 08:05   #26
Fafalada
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Join Date: Feb 2002
Posts: 2,769
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Quote:
Originally Posted by Squeak
How about bypassing the RSX entirely, and doing the GS emu on the Cell as well? There is enough memory on there to make it feasible i think.
Rasterizing ~1Gpixels/sec with bilinear filtering and ZBuffer is a tall order for even SPEs.
I'd say RSX has a far better chance - dynamic reordering of display lists is no different from JIT for the CPUs, reinterpret some parts to give huge boosts to the native hw. All they really need to do is find a way to sort by expensive state changes (texture flushes, render target switches) without breaking rendering results, and speed will never be an issue.

Yea of course there's still compatibility issues to take care of with all the funny addressing modes and what not, but that'll have to be solved in any software solution anyway.
To be honest I wouldn't be surprised if the biggest problem is emulating paletted memory addressing reliably, as opposed to all the other stuff that gets thrown about. Sony really should kick NVidia on the head over this one, native Clut support would have benefited PS3 software as well.

Quote:
Originally Posted by IST
IIRC, its' functions are either mapped onto the GS, or emulated on it.
That part is true - EE translates PS1 display commands for GS. Afaik the only hw extension was GS supporting 8bit color screen mode.
And as mentioned, in latest PS2 models, the PS1 CPU is emulated as well.
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