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compiling direct x version
05-05-2013, 11:21 AM (This post was last modified: 05-05-2013 11:24 AM by Dwightyone.)
Post: #16
RE: compiling direcx x version
I don't know, as video game companies, they're more or less bad as each other, as companies on the whole (everything they do) Microsoft are really really evil. They make Sony look like really nice people! Big Grin
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05-05-2013, 12:17 PM
Post: #17
RE: compiling direcx x version
Work with both companies and you'll change your mind, trust me.
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05-05-2013, 03:50 PM
Post: #18
RE: compiling direcx x version
I haven't worked for Sony or Microsoft, maybe you have and you know. I consider myself told! Big Grin
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05-05-2013, 05:37 PM
Post: #19
RE: compiling direcx x version
Sony needs a major restructure and consolidation otherwise I bet that by 2020 it will be defunct. Every part of the company, from Sony Pictures to Sony Music to SCEI goes with the speed of light worse and worse everyday. Their days of leadership and innovation belong to the past and since their company was synonymous to those factors it is left by being "yet-another-company-in-the bunch". Their attitude also limmits even more their time in the industry.
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05-05-2013, 10:39 PM
Post: #20
RE: compiling direcx x version
Maybe you're right.

I think powerful Android consoles will be the future. If this turns out to be true maybe the major developers and publishers will jump ship to Android as their primary platform, leaving Sony/Microsoft as their second/third.
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05-16-2013, 08:42 PM
Post: #21
RE: compiling direcx x version
(04-23-2013 09:06 AM)skyfor Wrote:  are u missng some dll files when start???if yes just download dll fixer make sure u download crack version with serial number to get donate version im fix this problems with that software.. Big Grin

same with me, it say missing some .dll and closes on my pc
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05-16-2013, 10:12 PM
Post: #22
RE: compiling direcx x version
I'm working on a port for the original xbox, it uses Direct3D, so, maybe someone could use it to make a Direct3D backend...
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05-17-2013, 08:47 AM (This post was last modified: 05-17-2013 08:48 AM by solarmystic.)
Post: #23
RE: compiling direcx x version
(05-16-2013 10:12 PM)Trenico Wrote:  I'm working on a port for the original xbox, it uses Direct3D, so, maybe someone could use it to make a Direct3D backend...

The XBOX's 733 MHz Pentium III processor and 233 MHz nVidia NV2A (Geforce 3) Graphics card is powerful enough to emulate the PSP at full speed? I'm impressed.

PPSSPP Modern Testbed:-
Intel Core i5 4690K @ 4.0 GHz
NVIDIA Geforce GTX 760 2GB GDDR5 VRAM @ 1138/6500 Mhz
16 GB DDR3 RAM @ 1600 MHz
Windows 7 x64 SP1

PPSSPP Ancient Testing Rig:-
Intel Core 2 Duo T9550 @ 2.8GHz
ATI Mobility Radeon 4670 1GB GDDR3 VRAM @ 843/882 MHz
8 GB DDR3 RAM @ 1066 MHz
Windows 7 x64 SP1
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05-17-2013, 12:56 PM
Post: #24
RE: compiling direcx x version
(05-17-2013 08:47 AM)solarmystic Wrote:  
(05-16-2013 10:12 PM)Trenico Wrote:  I'm working on a port for the original xbox, it uses Direct3D, so, maybe someone could use it to make a Direct3D backend...

The XBOX's 733 MHz Pentium III processor and 233 MHz nVidia NV2A (Geforce 3) Graphics card is powerful enough to emulate the PSP at full speed? I'm impressed.

I tought so, but here http://www.ppsspp.org/development.html it says it it possible, while the PS2 lacks of ram and has weak CPU, so i will try to see what happens...
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05-19-2013, 08:05 PM (This post was last modified: 05-19-2013 08:12 PM by Afinda.)
Post: #25
RE: compiling direcx x version
(05-17-2013 12:56 PM)Trenico Wrote:  
(05-17-2013 08:47 AM)solarmystic Wrote:  
(05-16-2013 10:12 PM)Trenico Wrote:  I'm working on a port for the original xbox, it uses Direct3D, so, maybe someone could use it to make a Direct3D backend...

The XBOX's 733 MHz Pentium III processor and 233 MHz nVidia NV2A (Geforce 3) Graphics card is powerful enough to emulate the PSP at full speed? I'm impressed.

I tought so, but here http://www.ppsspp.org/development.html it says it it possible, while the PS2 lacks of ram and has weak CPU, so i will try to see what happens...


Basicly anything that's higher in specs as the PSP

Quote:PSP CPU Chip:
Sony CXD2962GG CPU
Based on MIPS R4000 32-bit Core
90 nm Semiconductor CMOS Process
1-333 MHz (set at 222 MHz by default) @ 1.2 V
16 kB Instruction Cache / 16 kB Data Cache
SiP:
32 MB eDRAM @ 2.6 Gbit/s
Embedded FPU
Embedded Vector FPU @ 3.2 GFLOPS
Embedded Graphics Core:
1-166 MHz (set at 111 MHz by default) @ 1.2 V
256-bit Bus at 5.3 Gbit/s
2 MB eDRAM (VRAM)
3D Curved Surface and 3D Polygon
Compressed Textures
Hardware Clipping, Morphing, Bone(8)
Hardware Tessellator Unit, 4 passes per cycle
Bézier surface, Bézier curve and B-Spline (NURBS)
4×4, 16×16, 64×64 Subdivision
Rendering Engine and Surface Engine
Pixel Fill Rate: 600 Megapixels/s
Up to 33 Million Polygon/s (with Transform and Lighting)
24-bit Full Color: RGBA
128-bit Bus at 2.6 Gbit/s
3D-CG Extended Instruction Set
Media Engine Chip:
Sony CXD1876 CPU
Based on MIPS R4000 64-bit Core
90 nm Semiconductor CMOS Process
1-333 MHz (set at 222 MHz by default) @ 1.2 V
16 kB Instruction Cache / 16 kB Data Cache
SiP:
2 MB eDRAM @ 2.6 Gbit/s
Embedded Virtual Mobile Engine (VME) Sound Core
Reconfigurable DSP Engine
1-166 MHz (set at 166 MHz by default) @ 1.2 V
128-bit Bus
24-bit Data Path
5 giga operations/s
Embedded MPEG-4 (H.264/AVC) hardware decoder
Embedded FPU
128-bit Bus @ 2.6 Gbit/s
Memory:
Samsung K5E5658HCM-D060
Main Memory: 32 MB 333 MHz DDR SDRAM (64 MB )
8 MB reserved for Kernel
Integrated or Support Chips:
IDStorage Keys: stores screen brightness, volume, region, date, time and BIOS data also known as the Ipl
Tachyon: version information for CPU, Media Engine and Graphic Cores
Baryon: version information for the PSP's system control chip
Pommel: the PSP's GPIO and Watchdog
Kirk: the PSP's main encryption processor
Spock: secondary encryption processor, used to decrypt signed UMD data

would potentially be able to Emulate the PSP, though that depends on the target plattform, code speed on it and the code in general (optimization).
Though it also Depends on in-depht-architecture of the Modules themselves. I highly doubt though that Sony went out of their way to invent anything exceptional.
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05-19-2013, 09:30 PM
Post: #26
RE: compiling direcx x version
(05-19-2013 08:05 PM)Afinda Wrote:  
(05-17-2013 12:56 PM)Trenico Wrote:  
(05-17-2013 08:47 AM)solarmystic Wrote:  
(05-16-2013 10:12 PM)Trenico Wrote:  I'm working on a port for the original xbox, it uses Direct3D, so, maybe someone could use it to make a Direct3D backend...

The XBOX's 733 MHz Pentium III processor and 233 MHz nVidia NV2A (Geforce 3) Graphics card is powerful enough to emulate the PSP at full speed? I'm impressed.

I tought so, but here http://www.ppsspp.org/development.html it says it it possible, while the PS2 lacks of ram and has weak CPU, so i will try to see what happens...


Basicly anything that's higher in specs as the PSP

Quote:PSP CPU Chip:
Sony CXD2962GG CPU
Based on MIPS R4000 32-bit Core
90 nm Semiconductor CMOS Process
1-333 MHz (set at 222 MHz by default) @ 1.2 V
16 kB Instruction Cache / 16 kB Data Cache
SiP:
32 MB eDRAM @ 2.6 Gbit/s
Embedded FPU
Embedded Vector FPU @ 3.2 GFLOPS
Embedded Graphics Core:
1-166 MHz (set at 111 MHz by default) @ 1.2 V
256-bit Bus at 5.3 Gbit/s
2 MB eDRAM (VRAM)
3D Curved Surface and 3D Polygon
Compressed Textures
Hardware Clipping, Morphing, Bone(8)
Hardware Tessellator Unit, 4 passes per cycle
Bézier surface, Bézier curve and B-Spline (NURBS)
4×4, 16×16, 64×64 Subdivision
Rendering Engine and Surface Engine
Pixel Fill Rate: 600 Megapixels/s
Up to 33 Million Polygon/s (with Transform and Lighting)
24-bit Full Color: RGBA
128-bit Bus at 2.6 Gbit/s
3D-CG Extended Instruction Set
Media Engine Chip:
Sony CXD1876 CPU
Based on MIPS R4000 64-bit Core
90 nm Semiconductor CMOS Process
1-333 MHz (set at 222 MHz by default) @ 1.2 V
16 kB Instruction Cache / 16 kB Data Cache
SiP:
2 MB eDRAM @ 2.6 Gbit/s
Embedded Virtual Mobile Engine (VME) Sound Core
Reconfigurable DSP Engine
1-166 MHz (set at 166 MHz by default) @ 1.2 V
128-bit Bus
24-bit Data Path
5 giga operations/s
Embedded MPEG-4 (H.264/AVC) hardware decoder
Embedded FPU
128-bit Bus @ 2.6 Gbit/s
Memory:
Samsung K5E5658HCM-D060
Main Memory: 32 MB 333 MHz DDR SDRAM (64 MB )
8 MB reserved for Kernel
Integrated or Support Chips:
IDStorage Keys: stores screen brightness, volume, region, date, time and BIOS data also known as the Ipl
Tachyon: version information for CPU, Media Engine and Graphic Cores
Baryon: version information for the PSP's system control chip
Pommel: the PSP's GPIO and Watchdog
Kirk: the PSP's main encryption processor
Spock: secondary encryption processor, used to decrypt signed UMD data

would potentially be able to Emulate the PSP, though that depends on the target plattform, code speed on it and the code in general (optimization).
Though it also Depends on in-depht-architecture of the Modules themselves. I highly doubt though that Sony went out of their way to invent anything exceptional.


I also saw an article where it benchmarked a 1.4 ghz Pentium 3 and an Iphone 4S, and the winner was the Pentium 3 by a little, but also the Pentium 3 is x86 so it will be faster...
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06-20-2013, 02:06 AM
Post: #27
RE: compiling direcx x version
So ther aren't anynews for a directx beta build ?
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06-26-2013, 02:05 PM
Post: #28
RE: compiling direcx x version
Awaiting for something
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06-26-2013, 09:09 PM
Post: #29
RE: compiling direcx x version
A direct x9 version Would be great.
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06-27-2013, 03:19 AM
Post: #30
RE: compiling direcx x version
Why not aim for X11? That is the latest version
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