02-14-2016, 06:05 PM -
(02-10-2016, 01:03 AM)vlj Wrote: Ps3 doesn't have a limit on mipmap count other than base level texture size (4096x4096) so this makes 12 levels.
The more core (real or logical) the better. For instance on Disgaea 3 (without lle module) fps are more than doubling with a core i7 with hyperthreading and an i5 despite having same core number.
Cell is composed of a ppu core with 7 spu. The ppu has a smt architecture (generic name of hyper threading like tech) which means ps3 game are likely to run at least 2 threads on it, and every spu can run a single thread. There's also the gsbackend thread which often consumes a whole core and optionally one for the ppu llvm recompiler. This means that something like 10 or 12 core should be "optimal" to run rpcs3 : on a real ps3 a game has to divide all the threads on the 8 cell cores and it's logical ppu one.
Additionally Intel core IPCs is higher than ppc's one from 2005 (which focused more on frequency than on ipc). I don't know for spu but it's likely the case too.
More than doubling with just HT is impressive because HT is supposed to increase performance by 30% at best so how high must be the increase with actual physical cores? I wonder if when someone will try to use rpcs3/Xenia on a CPU without SMT will that cause contention for resources or some inaccuracy because PPE and Xenon are dual threaded?
Good thing that Intel finally started increasing core counts in their E series processors. PPE is around Pentium 4's IPC but surprisingly it's in order when even GC's Gekko was out of order same for SPEs but they at least had far higher floating point performance. I read now that SPEs/SPUs aren't IEEE 754 compliant is that a problem when emulating them on modern cpus? I mean are any hacks necessary? PS2's FPU and Vector Units aren't IEEE 754 compliant either and they use hacks for this with multiple clamping and rounding modes in PCSX2.
Do you know if RSX has Accumulation Buffer since it's deprecated in modern OpenGL and if some PS3 games/engines use quads or it's purely triangle based rendering?