Just gimme 4K60 remasters.
Legit surprised that Team Ninja hasn't announced Ninja Gaiden duology. There was no 3rd game.
why? consoles dont support that format.Just gimme 4K60 remasters.
Super sampling.why? consoles dont support that format
Stating the obvious but there is the PS2, where early emulators also ran slow because of the need of exact timings. You're not emulating a single CPU, you're emulating a full machine state.
Full machine state emulation is something we do a lot where I work. We're not interested in emulating consoles of course, but we do a lot of machine of security bespoke security hardware which presents very similar problems
I'm probably just remembering wrong. Project Unreality didn't get one?This is actually not true.
There's only one case I've ever heard of, and that's UltraHLE. Nintendo sent a C&D letter and the team acquiesced..
I'm probably just remembering wrong. Project Unreality didn't get one?
I might be mixing Nintendo up with bloodthirsty 3dfx.
Out of curiosity, what emulators have you written?
Some aspects of the PS2 are 'expensive' to emulate. The PS2's bus to DRAM is 2,560-bits wide. Think about that for a moment, this is five times wider than a Titan X. The bus is split as one1,024-bit write bus, one 1,024 read bus and one 512-bit read/write bus and some visual effects only work if this is emulated properly on a per-cycle basis.I just tried a ps2 emulator and it was slow
you really need an top of the range intel cpu running at 4.5ghz for 1080@60hz
2,560 bit bus? Bloody hell no wonder they could pull off multiple layers of transparencies to beat the band on the PS2Some aspecst of the PS2 are 'expensive' to emulate. The PS2's bus to DRAM is 2,560-bits wide. Think about that for a moment, this is wide times as wider than a Titan X. The bus is split as one1,024-bit write bus, one 1,024 read bus and one 512-bit read/write bus and some visual effects only work if this is emulated properly on a per-cycle basis.
That may have been the Atari Jaguar which Atari marketed as 64-bit because it had two 32-bit processors - Tom and Jerry(!)Wasn't it the death of the 'bit wars'? Prior to that we had 16, 32, then 64 bit with some claiming to be 64 bit with dubious qualifications. Then along comes PS2 and 2560 bits and everyone shuts up about it!
Curiously as a 68000 it's tooted as a 32 bit processor, while the ST and Amiga with the same CPU were considered 16 bit machines
Weak correlations are not necessarily all bad. There was a clear difference in 8 bit and 16 bit machines, and 16 bit machines and 32 bit ones, so it was a useful metric at some point. Likewise with Megahertz in the early pentium days, and err Gigaflops.People can read about the various explanations. Certainly the CPU wasn't 64 bit. Curiously as a 68000 it's tooted as a 32 bit processor, while the ST and Amiga with the same CPU were considered 16 bit machines. Some Jaguar processors were 64 bit though. Ultimately, a bit metric was considered important, like the old MHz metric, until finally something laid the smack down and people moved on (to find some other number to crow about : Mega/gigaflops - I'm looking at you!).
Some aspects of the PS2 are 'expensive' to emulate. The PS2's bus to DRAM is 2,560-bits wide. Think about that for a moment, this is five times wider than a Titan X. The bus is split as one1,024-bit write bus, one 1,024 read bus and one 512-bit read/write bus and some visual effects only work if this is emulated properly on a per-cycle basis.