Team Xbox 360 Port
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09-11-2013, 04:43 AM
Post: #16
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RE: Team Xbox 360 Port
aki21: It will allow more people to use PPSSPP, yes, but people have to have realistic expectations here: a PC from 2003 isn't going to run PSP games at all, let alone smoothly.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375 I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence. |
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09-11-2013, 04:54 AM
(This post was last modified: 09-11-2013 04:55 AM by aki21.)
Post: #17
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RE: Team Xbox 360 Port
yeah,that what i mean anyways,the minimum were too have atleast directx9,10,11.if they have old pc which can't support it,i suggest they should buy something newer than that old pc,or buy android instead(portable i mean),as i said already the main concern here is some people that have crappy driver(no more update&crappy opengl),not many people report they use ancient pc,but only report they have crappy driver that can't play ppsspp no matter what they do(low opengl support),so that the perpose of directx backend here.
my sub weapon: xperia mini hd 1ghz scorpion single core not clocked my ultimate weapon acer(laptop) 2.2ghz ?core intel media accelarator 3000 i'm a tester,but not as good as other,please be kind with me,haha. |
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09-18-2013, 08:15 AM
Post: #18
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RE: Team Xbox 360 Port
(09-10-2013 10:36 PM)VIRGIN KLM Wrote: I'm curious how it would perform on Wii btw. The internal resolution wouldn't matter alot (if you count out the effect of SSAA) since Wii outputs exclusively in SD resolutions so anything over 2x would be an overkill for it so the GPU part wouldn't get stressed alot either way. It will be hard because of the few wii memory, and the wii gpu can't handle shader |
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09-20-2013, 08:13 AM
Post: #19
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RE: Team Xbox 360 Port
The Wii GPU has pretty flexible pixel processing though and can do most of the setups, but transform will have to be done in software, which will be slow.
And yeah, the small amount of RAM is a serious problem. I'm not sure it's possible actually. |
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09-20-2013, 12:23 PM
(This post was last modified: 02-07-2016 02:20 PM by VIRGIN KLM.)
Post: #20
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RE: Team Xbox 360 Port
Well, 88MB of RAM are not much but are borderline-enough to do basic emulation of PSP without crazy texture filtering etc, but 729 MHz on the CPU for Software Transform is WAAAY below requirements, I don't see it working/not lagging with any other than 10 games in total, if that. I'd update this page http://www.ppsspp.org/development.html with the same comment as XBOX (original).
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10-12-2013, 08:58 PM
Post: #21
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RE: Team Xbox 360 Port
I'm wondering, does anybody want to try porting the project to PS3 using the PPC64 JIT and the normal OpenGL backend? It would be amazing for PS3 scene to get something like this plus it would help the XBOX360 port at the same time since they'd share the same JIT.
Atleast somebody could make a test build. |
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10-12-2013, 09:09 PM
Post: #22
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RE: Team Xbox 360 Port
AFAIK you wouldn't be able to just straight port the openGL backend to PS3; PSGL only supports openGL ES 1.1 + CG, and libgcm is much lower level. It'd probably require its own backend like Xbox.
4GHz AMD 3900X, 32GB DDR4 RAM, 6GB Nvidia RTX 2060, Asus Crosshair 7 Hero (Wifi), Linux How to ask useful questions: https://web.archive.org/web/20110214010944/http://support.microsoft.com/kb/555375 I'm not Dark_Alex, nor do I claim to be. Our nicknames are merely coincidence. |
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10-12-2013, 09:13 PM
(This post was last modified: 10-12-2013 09:26 PM by VIRGIN KLM.)
Post: #23
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RE: Team Xbox 360 Port
Wouldn't it be possible via basing it over OGL ES 2.0 and modifying out the features that are incompatible? Atleast all basic and important functions such as shaders are in so I don't worry that it wouldn't work properly quality and performance wise.
EDIT: Maybe doing everything low level? (like all PS3 games, if that makes sense) |
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10-16-2013, 09:12 PM
Post: #24
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RE: Team Xbox 360 Port
Anybody here familiar with LibGCM?
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10-18-2013, 03:56 AM
(This post was last modified: 10-18-2013 03:59 AM by xsacha.)
Post: #25
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RE: Team Xbox 360 Port
(10-12-2013 09:13 PM)VIRGIN KLM Wrote: Wouldn't it be possible via basing it over OGL ES 2.0 and modifying out the features that are incompatible? Atleast all basic and important functions such as shaders are in so I don't worry that it wouldn't work properly quality and performance wise. OpenGL ES 2.0 and OpenGL ES 1.1 are entirely different APIs. ES 2.0 is based on shaders and does not allow most fixed function APIs. Whereas, ES 1.1 is entirely fixed function and does not allow shaders. This is why they use Cg. So basically this would be an entire rewrite. |
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10-18-2013, 02:02 PM
Post: #26
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RE: Team Xbox 360 Port | |||
10-24-2013, 12:00 PM
Post: #27
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RE: Team Xbox 360 Port
a clip has been uploaded...seems to run quite well so far!
Laptop:________________________Desktop: Windows 10 64-bit, 8GB DDR4 RAM | Windows 10 64-bit, 8GB DDR3 RAM Intel® Core™i5-7300HQ 2,5/3.5ghz | Intel® Core™i5-4440 3,10ghz NVIDIA GTX 1050 Ti_____________| NVIDIA GTX 1060 3GB |
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11-15-2013, 09:47 AM
Post: #28
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RE: Team Xbox 360 Port
A lot of gpu bugs, and some game are really slow but yes that is not bad
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11-15-2013, 10:07 AM
Post: #29
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RE: Team Xbox 360 Port
What's that white screening all about? Never seen that on any other platform.
Seems to run full speed though which is nice. I guess it is powerful hardware. |
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01-07-2014, 07:34 PM
Post: #30
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RE: Team Xbox 360 Port
I hope that you guys will continue the work on this emulator on x360,'cause Ced is stopped his work on this port.
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