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#1 |
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Member
Join Date: Jun 2005
Posts: 717
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OK, in a most likely vain attempt to save this thread from Vysez's big locking stick... how do you suppose PS3 will provide BC?
I'm thinking PS1 will be entirely software emulation. As some have said, considering how compatible 3rd party PS1 emus are, I imagine Sony could do a rather excellent job. Especially if they've been working on it since the PS2 launch in preparation of PS3. As to PS2... I'm thinking the EE should be relatively easy to emulate on CELL, PPE is the main core and VU1 and VU0 are just pushed onto SPE 0 and 1 (or does the number start at 1??). Yes, it's complicated, I'm not saying it's easy, but it seems like a natural progression, no? That said I think the GS will probably be full blown added to the RSX, it's only some 35 million, transistors and what with the phantom transistors on the G70 and the possible close relation, it seems probable. That said, I'm actually kinda hoping they just put the eDram on the RSX and emulate the rest. That way it should be relatively easy to add AA and AF to PS2 games, or so I hope, and I'm hoping a LOT. Also, on an interesting note if the RSx turns out to be very generic as many would assume, do you think part of the reason is future compatability?? Make it easy for PS4 to support PS3 and PS2 and PS1... oh goodness!! |
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#2 | |
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Member
Join Date: Jul 2002
Location: Culver City, CA
Posts: 129
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#3 |
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Member
Join Date: Jun 2005
Posts: 717
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That makes a good bit of sense, but is it viable to do CPUs in Hardware and GPUs in software? I imagine that would add to the pricing no? More over if Sony want's to maintain BC on down through the PS generations it's gonna be a problem no? Or will it just happen in PS4 when emulation will be a snap even if it's dog slow? Anyway, how much would having the additional CPUs add to the PS3s cost? I can't imagine it's prohibitive, but I doubt its free.
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#4 |
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Member
Join Date: Feb 2003
Location: Mexico
Posts: 817
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I´m only talking out of my ass here, but I´d say we probably will only see hardware from two generations in a closed box. Say, PS5 will only have PS4 hardware to help emulation, the rest of the systems will be emulated through software (Afterall, it should be powerfull enough). I´d say it´s much more likely to see GS emulated through the RSX and just toss the MIPS core in there.
I don´t know how it´d run, and I think the vector units could be emulated quite well through the SPU´s, but I don´t know how much work it´d take to emulate the MIPS core on the PPC core. |
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#5 | |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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But since I don't want to stop this new discussion, I just split the thread into a new, and I hope meaningful, discussion. So, here we go, this thread is about speculating about what methods the PS3 will use to provide BC.
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- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#6 | |
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KEPLER
Join Date: Jun 2005
Posts: 1,892
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#7 | |
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Member
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Here's a post about someone running Kingdom Hearts on the most compatible PS2 emulator available, getting 25 minutes of gameplay in 5 hours of time. http://www.ngemu.com/index.php?action=post&id=1909 Semi-related, MAME emulating San Francisco Rush is extremely slow. The system is only a 200MHz R5000 and a 33MHz TMS32031 for sound, but even without emulating the Voodoo graphics hardware the game only runs about 10-15% speed on the fastest CPU's around. This is using dynarec CPU cores for the MIPS also. |
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#8 |
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Member
Join Date: Jun 2003
Posts: 731
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The MIPS core could be feasibly emulated on the PPU I think, as it is not terribly fast with a fairly low instructional thoroughput (afaik). The VU code could be dynamically recompiled and easily handled by the SPE's as they are SIMD units anyway, and thereby lend themselves to paralleling.
What is more salient to me (at least) is how MS is managing to emulate the Xbox in real time. Sure they have licensed the NV2A hardware for the GPU side of things, but emulating the 700mhz P3 must be a nightmare with multiple cores providing seemingly little benefit. My best guess as to how they are doing it given the info availible is through some form of static recompilation. I have done some research on the topic in the past, but it is a rather infrequently used method of emulation despite the huge speed gains. Often each program's execution path needs to be individually traced to make sure that conditional jump targets are all recompiled, which would explain the "emulation profiles". Last edited by Bohdy; 27-Aug-2005 at 09:22. |
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#9 | |
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Artist formely known as Vysez
Join Date: Mar 2004
Location: Paris, France
Posts: 3,899
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I changed it the first time, but I forgot to move pcostabel's post from the other, ill-fated, thread. So, I when I move it, the mege function changed the thread title again.
__________________
- Power corrupts and absolute power is kinda neat. - If at first you don't succeed, put it out for beta test. --Internets |
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#10 |
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Join Date: May 2005
Posts: 76
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I am hoping that 512 kB cache on main core will be enough to hold instruction set conversion tables, this is probably only thing that could stop software emulation, but may not be an issue because of high dedicated ram bandwidth. because of high frequency of spes, they should be able to emulate timing of vu0, vu1. I am surprised no one mentioned, usually biggest burner in chip emulation is branch prediction logic; but as I understand it, branch prediction in new chips is long enough to not notice any differences.
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#11 |
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Naughty Boy!
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I believe its all going to be emulation . I don't see them sticking in any bit of the ps2 in there . Its 6or 7 years old and I'm sure for whatever they could think of using it for (the ee for sound) could better be used by a dedicated newly designed chip .
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#12 |
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Unruly Member
Join Date: Jul 2004
Location: Minato-ku, Tokyo
Posts: 4,705
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(Since I was late to the original thread...) This is from PS Meeting in the last month. It's from day 1
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#13 | |
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I laugh at you! HA HA HA!
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Also about the emulation. I believe Sony will probably put some type of lecacy PS2 hardware in the PS3 (what exactly I don't know) to help with the emulation of PS2 games. As far as PSX..I believe the PS3 is more than capable to have the emulation software run purely on software (without the help of specific hardware for the PSX).
__________________
"if the fixed resolution is 1080p it would take 2 times more time to make a game" ~ A B3D user that I will not expose... |
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#14 | |
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KEPLER
Join Date: Jun 2005
Posts: 1,892
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How do you think BC is possible on PS3, that is the question. |
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#15 |
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Member
Join Date: Jul 2005
Posts: 241
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<a href="http://ps3media.ign.com/ps3/image/article/636/636028/ps-meeting-2005-fun-with-slides-part-iii-20050722101609165.jpg" target="_blank">Backward compatibility from day one</a> will be achieved through a combination of hardware and software <a href="http://hardware.gamespot.com/Story-ST-15015-2097-4-4-x" target="_blank">according to Ken Kutaragi</a>.
The details of how this will work have yet to be announced but if PS2 b/c is anything to go by, there will be some PS2 hardware inside the PS3. On the PS2 there is a PS1-cpu that doubles as an i/o-chip that handles the USB- and firewire-ports. It's possible that there will be the EE+GS-chip that's used in the PSTwo to double as an i/o-chip on the PS3, perhaps shrunk to a smaller process. If this is the case I'd expect PS1-emulation will be done entirely in software on the cell. Maybe the PC-leagcy logic on PS3-variant of the G70 will be replaced with PS2-legacy logic. I don't know if this is possible at all, though. |
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#16 | |
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wipEout bastard
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BTW; One, best of thanks for providing that picture. That should certainly put the other discussion to rest for good.
__________________
above 6000 rpm no one hears you scream Last edited by Phil; 28-Aug-2005 at 11:21. |
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#17 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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The combined EE+GS definitely won't appear on a smaller process as it's already at 90nm and if Sony could use 65nm, they'd be using that for Cell! I doubt EE+GS will feature at all. The hardware aspect will be, I guess, some hardware emulation that maps some PS2 functions onto the PS3 hardware. The EE+VUs will probably be emulated on Cell, and GS emulated on PSX. Though as the Cell can seemingly handle in software graphics beyond PS2's capabilities maybe the bulk of emulation is in the Cell? The biggest concern has to be the 48 GB/s GS eDRAM and how they could tackle the fillrate, but as has been mentioned by others smarter than me, use of compression could alleviate brute-force BW requirements.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#18 | |
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Me me me
Join Date: Apr 2002
Posts: 15,348
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If anything, they might want to try their new 65nm process on something "easy" like the EE+GS, not on a big and complicated chip like Cell. So it would make sense if EE+GS were on 65nm and Cell stayed at 90nm for the time being. Having said that, i find it very unlikely that they'll put EE+GS in there. |
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#19 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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Perhaps you are right, and they'll move PS2 production over to 65nm as well to make that more profitable, while keeping Cell at 90nm. Would it not be considerably more expensive though (several dollars per unit) to include PS2 in PS3 than emulate with some RSX extras for aid? Even with a process shrink. How much does the existing EE+GS chip cost, and how much would a process shrink save on that?
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#20 | |
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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__________________
Say all you have to say in the fewest possible words, or your reader will be sure to skip them; and in the plainest possible words or he will certainly misunderstand them. John Ruskin |
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#21 |
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wipEout bastard
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^^ Yeah, I did think about compression, but what about latency
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above 6000 rpm no one hears you scream |
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#22 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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Quote:
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#23 | |
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Senior Member
Join Date: Jul 2002
Location: Denmark
Posts: 1,195
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Quote:
__________________
Say all you have to say in the fewest possible words, or your reader will be sure to skip them; and in the plainest possible words or he will certainly misunderstand them. John Ruskin |
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#24 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,988
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If you want to continue this discussion you'd best take it to another thread.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#25 | |||
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Senior Member
Join Date: Feb 2002
Posts: 2,767
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Quote:
As for AA/resolution enhancements - unless Sony follows up on MS idea of game profiles, forget about it, it's just not going to happen. Quote:
IMO something around 128KB renderbuffer cache would trivially serve bandwith requirements of typical GS rendering patterns 90% of the time, even with much slower external memory then what RSX has available. And regular texture bandwith is a non-issue alltogether. However, IMO there's two real problems with GS emulation. One is that you need to emulate its addressing schemes in detail - majority of effects in PS2 games are coded around specific behaviour of memory accesses and addressing, you'll not get away with any kind of HLE for that. The other problem is the few cases of games that ping-pong between texture&render buffer a lot (sometimes on every rendered primitive, using same memory addresses for texture and render buffer) - which will kill bandwith on any GPU without unified eDram (meaning Xenos like setup would be useless to assist this also). The only way I see around this issue is hoping that the emulation of the rest of rendering would be faster then real GS by a large enough amount to compensate for the slower rendering whenever this kind of rendering packets are encountered over course of a frame. Anyway, one thing I'm certain about is that if they ended up sticking a full GS chip in there, it will NOT be part of RSX die. Quote:
The P3 emulation is an interesting question though, if they were really sticking with static recompiles then you could well be looking at separate "emulation profile" for each game - which at least to me would sound like there'll never be anything close to full library compatibility.
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"I see Subversion as being the most pointless project ever started." Linus Torvalds Last edited by Fafalada; 28-Aug-2005 at 16:25. |
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