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June 28th, 2006, 16:07 Posted By: wraggster
New from Divineo USA

Small and compact, the Hais DVD Remote Control is compatible with the Slim Playstation (PSTwo 70000 Series) and Playstation2. 50000 Series.
It has fourteen differant DVD function keys, four way directional control and a consoler reset function key.
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June 28th, 2006, 15:58 Posted By: wraggster
Ding ding! Everybody back in the ring! Those cheeky execs are at it again, this time with Sony Computer Entertainment America boss Kaz Hirai accusing Microsoft of stealing all Sony's ideas. Buckle up boys, this could get rocky!
Speaking to PlayStation Magazine, in an avalanche of irony so heavy it's a surprise the weight of his words didn't squash the poor guy flat, Hirai winged, "Every time we go down a path, we look behind and [Microsoft is] right there - we just can't shake these guys. I wish that they would come up with some strategies of their own, but they seem to be going down the path of everything we do. If you look at their strategy in other business areas as well, they tend to do that."
Woah, fighting talk there buddy! That's not all though, according to Hirai, Microsoft's strategy of launching an HD-DVD add-on is all cock-eyed too. "And the other thing is, you take a look at, for example, the fact that we incorporate the Blu-ray drive from day one," Hirai frothed, "You're not going to be asking me, 'So, talk to me about this Blu-ray add-on that you have. Does it work for games? Is it just for movies?' That's exactly the kind of pitfall you fall into if you launch something that's too early, too premature..."
So, another day, another console exec unleashing verbal blows. Let us know what you think about all this in the comments below - in the meantime, we're off to the fallout shelter.
Via CVG
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June 28th, 2006, 15:54 Posted By: wraggster
Sony CEO Howard Stringer has conceded that the company has adopted a riskier strategy by giving the PlayStation 3 a high price tag - but said he's confident that it will still come out on top in the next-gen console war.
"The price of the PS3 is high... But you're paying for potential," Stringer told a Tokyo press conference.
"Obviously, it's a higher-risk strategy as all new inventions are. But if the PS3 lives up to its total potential, then I don't think anyone will be worried about Nintendo or Xbox's cheaper price," he added.
The Xbox 360 Core system retails for 299.99 Euro, or 399.99 Euro for the hard drive-bundled version. Nintendo has yet to announce a price point for the Wii, but executives have previously confirmed that it will retail for less than US$ 250 (200 Euro).
The PlayStation 3, however, will go on sale for 499 Euro for the 20GB version and 599 Euro for the 60GB model. But consumers will be making a long term investment, according to Stringer - just as Sony has.
"When you bring into new technology, do you go for a cheaper transitional [product], or do you take a chance on future-proof, higher technology which will keep you going for many, many years?" he stated.
Stringer went on to concede that Hollywood movie studios, currently divided over whether to support Blu-Ray or Toshiba's rival HD-DVD format, could ultimately determine who wins the next-gen war.
However, the Sony CEO believes that film execs are "beginning to sense, in Blu-Ray, that the pendulum is swinging, and swinging for a clear reason" - namely that Blu-Ray discs can store more data.
Via Gibiz
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June 28th, 2006, 15:53 Posted By: wraggster
Texas developer Edge of Reality, best known for producing movie tie-ins such as Shark Tale and Over the Hedge, has announced that it is developing a new IP for Xbox 360 and PlayStation 3.
Titled Cipher Complex, the self-funded project is billed as "an intense, cinematic military combat game." It follows the adventures of US Government operative John Cipher, who must go behind enemy lines to discover why a recon satellite has been mysteriously blasted from orbit.
"The evolution of action games has seemed to plateau, perhaps because of the emphasis on sequels,” said EoR president Binu Philip.
"We are exploring and developing brand new styles of gameplay and methods of storytelling. The concept and mechanics of Cipher Complex have been incubating in our mind for years, and with power of the next-gen consoles, we can finally make our dream project a reality."
Cipher Complex is slated for a 2007 release.
Via GIbiz
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June 28th, 2006, 14:22 Posted By: wraggster
Slasher from our Forums has released a new build of the GBA Emulator for the PSP which was originally released by both psp298 and Miemt11 on our forums.(Despite what others would have you believe)
Heres the info:
Here's the most recent build of PSPGBA, entitled 'PSP GBA v1.2'.
Features:
- Slightly faster emulation
- Fixed up the menu a bit
- State saves/loads
- Vsync, Frame skip, sound on/off, screen size(smoothing)
- ZIP support
This emulator offers pretty much all the basics.
I'm not sure whether or not I will continue working on this. I've already done a ton of optimizations and various other things. Source included for anyone wanting to tackle the project.
Download this new version of the GBA Emulator for the PSP and post your Feedback and Compatability Via the Comments
via slasher
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June 28th, 2006, 14:06 Posted By: wraggster
Dickydick69 posted this news on his site:
Ok.. It was as strange week.. Our team lost in the WC soccer in the craziest game ever (16 yellow cards and 4 reds). And another streamer came into the picture.. Ofcourse I didn’t know about the http rc support by vlc I simply re-evented the wheel again with PIMP, grin… Anyway I’ve emailed already with the author (jocky), “a lazy bump” (speaking in his own words) , but what a smart bump!
B2B…I merged the code from Raphael so there is now a SUB supported PiMPStreamer. At special request from a great donater. To use SUB files, place the sub file in the PSP/VIDEO and play the movie. If your movie to be streamed is called sometitle.avi the subtitle file has to be named sometitle.avi.SUB. It only works with full fps streaming and without time skip.
Download at Link above
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June 28th, 2006, 13:54 Posted By: ShUr1k3n
Yap, thats true. Another update of my Bomberman Arena.
Whats New:
* Now you can kick the Bombs, if you get the "boots" item;
* If a Bomberman Died, his Items are spread;
* "HURRY UP!" - Start raining tiles, closing the battlefield, as soon as the time reach 1 min;
* Now in the Pause Menu you can: Resume Game, Restart Game and Exit Game;
Some screenshots:

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June 28th, 2006, 12:49 Posted By: wraggster
News from the Official SIte:
In a previous news post we 'hinted' at work being done by zerofrog with regards to a new eeREC (Emotion Engine Recompiler) and vuREC (Vector Unit Recompiler (VU0 and VU1)).
The goal of this complete rewrite is to increase speed, whilst at the same time improve, or atleast maintain current compatibility.
This rewrite has been going on for sometime now, and is starting to truly show fascinating results, many games now run up to 4x faster, an example of this would be Sonic Riders - previous betas ran at 3.x to 12.x FPS whilst racing, it now runs at 12.x to 35.x FPS
Testing and bug chasing continues, meanwhile a thread has been created for testers and developers to demonstrate - in screenshot form some of these speed increases. Take carefull note of the CPU specification given in the post, for instance Refraction can get significantly faster speeds than myself
Great News for PS2 Emulation Fans
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June 28th, 2006, 12:44 Posted By: wraggster
Via PS2Dev
Hitchhikr has released version 1.01 of PSPTex. PSPTex is a plugin for GIMP 2.2.x allowing you to create textures for the PlayStation Portable.
It can save raw RGBA (5650, 5551, 4444 or 8888) & indexed (T4, T8) textures (with 5650, 5551, 4444 or 8888 palette modes support) as well as DXTC (DXT1, DXT3, DXT5) compresssed ones, it supports the PSP textures swizzle mode and can generate mipmaps, it also have a color key feature to handle transparency and can convert grayscale pictures into alpha channel only textures.
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June 28th, 2006, 12:41 Posted By: wraggster
News from PS2Dev
This is honestly a new version of PSPLINK 
What's new? Added a command to change a thread's priority, updated the cp command so you no longer need to retype the filename when copying, usbhostfs should now return correct error codes (wrapped errno) on failure. usbhostfs should no longer allow you to open directories as files, added some initial VFPU instruction disassembly, added a power off command, added a new feature into usbhostfs to auto convert backslashes to forward slashes and finally various fixs and tweaks too numerous to note.
Get it from the usual place, PSP/TOOLS.
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June 28th, 2006, 07:48 Posted By: Mysteryman
Hey here is a mod of halo for Jump Gunrar Jump. Its done by my friend and talented modder Vettacossx. Please note this is a first build. Enjoy
Downalod and Give feedback via comments
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June 28th, 2006, 02:15 Posted By: shadowprophet
Wow an exciting day for news no matter how you look at it! Here is another interesting bit of news for you. EGM In issue 205 page 20-22 Held an interview with Kazou Hirai, President and CEO of sony computer entertainment America.
Answering many questions people may still have about there upcomeing powerhouse. Here is that very interview.
PLAYING FOR KEEPS
Sony sure of more PlayStation domination
Kazuo Hirai, president and CEO of Sony Computer Entertainment America, is all
smiles about the Novemer launch of the Playstation 3. why so happy? This guy firmly believes the PlayStation brand will dominate for another generation. Find out why Hirai thinks the PlayStationis here to stay....
EGM: The PlayStation 3 is a powerful system, but graphics aren't everything. Are you worried Nintendo might be strikinga chord with the casual gamers?
Kazuo Hirai: It seems to me they are going after a completely differentdemographic, perhaps a limited (younger) demographic...which has kind of been their niche since the N64-- certainly with the GameCube. But the fact that they're not pushing technology...they seem to be going in a different direction, certainly, from where we're going and what we are trying to accomplish.
EGM: But they are actually going for a largerdemographic with their simple-to-use controller.
KH: I think it depends on what kind of software you have as well. what we've done over the past 12 years is pretty much just add two joysticks to the controller. And I think we can get into the history or the concept behind the motion sensor controller as well, but that certainly adds another dimension of play for PlayStation3 users. so, the proof is in the pudding, ultimately, I think that (Nintendo has) always wanted to break out of their nichemarket, and it's been tryingto do since N64, so again, proof is in the pudding. Only time will tell. but it didn't seem to work with the GameCube.
EGM: Hardly any PS3 games use the motion sensor. Is this some tacked on feature?
KH: Completely the other way around. We wanted to keeo it under wraps as long as possible. we limited it to one internalstudio, the guys over at developer Incognito, and incorporate into Warhawk.
I Talked about the original PlayStation controller--that's where history began. We then added the two joysticks, then we added the vibration functionality. Then we launched the DualShock 2 with pressure sensitive buttons, so everything we've done over the past few years was to make (the controller) more intuitive, make it more a part of your body, to more accurately convey what you're doing in the game itself. And now it's the motion sensor. So if you look at how the controller's evolved for the PlayStation, this motion-sensing technology is really something that's a natural evolution in terms of the next steps for the user to be able to take his movements and have it accurately track and respond on the screen.
a lot of people have asked me, "Is this something that you guys thought of last week?" The answer is absolutely not--it's been in (parent company Sony Computer Entertainment president Ken) Kutaragi's mind for the longest time. and it just follows and natural progression of what you cna bring to controller technology.
EGM: Let's talk price, The PS3 may be pretty, but it's going to cost a whole lot of pennies. Is $599 a viable price in the long run?
KH: If you look at what we've paced into the box. I think it actually is a good value proposition. Now, in absolute dollar terms, is it higher than $300? Yes, it is. But I also think thatwe have a history of making sure our consoles have a 10 year life cycle. We've done it with PS1; you've seen how vibrant the PS2 displays are out there, both in terms of first-and-third party software support, so we're well on our way to making sure that the PS2 has a 10 year life cycle. So, to me, even if you buy it at the initial $599-dollar price point, that's a viable console that you're going to keep the next 10 years.
EGM: But can the PS3 reach the mass market at a $599 price point? Especially looking at the competitions lower prices?
KH: I'm not saying that we are suddnely going to do a price change tomorrow, but if you look at the history of how we've priced our products from 12 years ago, you'll see our trends. I got the same question back in the day; PS2 $299? That's not a mass market product, because at the time PS1 was $170, $149 bucks, what ever it was . I mean, how are you going to break into the mass market? well, the PS2 is $129 now , and it's an absolute mass market product. So I think you can look at the trending line, and two years out, three years out-I'm not even going to make a prediction- but there's no guarantee that it's still going to be at $599 and $499. we may have a less expensive configuration. But it doesn't stay the same forever.
EGM: What about the penny penchers who want a next - gen system now but don't want to fork out $599, especially when they can get either a Nintendo Wii or Xbox360 for cheaper?
KH: What kind of consomer are we looking at here?
EGM: Your average gamer who might want a PlayStation 3 based on the brand but doesn't necessarily have the money to spend
KH: But the average gamer who already has a current- generation console? Or onw who is getting into videogaming for the first time? If they're getting into videogaming for the first time, I would point to the PS2 and say it's $129 bucks. and when you decide to upgrade to a PS3 at some point in time, the library is going to be backward compatible, so just get in that way. If you're talking about comparing feature to feature with a Xbox 360, for example, the PS3 has a wireless, motion - sensor controller , higher compatability with a 60-gig hard drive, and it can play Blu-ray movies right out of the box-- and (for the Xbox 360) you can but a HD-DVD adaptor. If you do the math, I think at the end of the day, feature to feature, if you do an apples to apples, I don't know that there's such a price difference.
EGM: Microsoft caught alot of flack for offering two different systems at retail--now yo're doing the same thing. what gives?
KH: Our strategy basically is a strategy where the two have different configurations, but at the end of the day, for what the console is designed to do --play videogames, watch Blu-ray movies, and also download content on the internet--it's the same. so it's not like one configuration doesn't even have a hard drive, for example. So I think the strategy is completely different there.
EGM: But don't you think the different models will confuse the consumers? One having HDMI (High Definition Multimedia Interface used for high-quality digital signals) output one not, for example?
KH: I think it comes down to making sure that the consumers can make a educated purchase, whether that's through merchandisins catalogs or whatever at storefronts, and also working with the store associates to make sure that they can explain what the differences are.
You talk about HDMI, which is a very good point, but let's also be realistic. How many people who even have an HD monitor today have a
TV with an HDMI input? We want to give the consumers the option to say "This is what I want" or ("That) is what I want." As opposed to (us) saying "We're only going to give you the $599 60-gig option, take it or leave it--maybe the HD monitor you bought the other day doesn't even have (HDMI input), but we're going to give you (HDMI) anyway." So it's just a matter of how you configure your product differently.
Now, we didn't want to say ,"Choose a Cell processor one, two, and three." we didn't want to get into that (situation), but I think the days fo saying, "Here's one console; one size fits all," These days, unfortinately, I think are going to be past us. Some people want 60-gigs, because they want to store alot of stuff; other people may not, because all they want to do is just cache stuff that they're downloading here and there. So that's an option that we want to give consumers.
EGM: Last Year, you guys showed off a ton of pretty target videos for PS3 gameplay. Do you think you may have disappointed some people because the games here today don't look like those videos?
KH: I think you guys know better than any of the other mass - market publications about how you ramp up software development. We are about 6 months away from actual launch, and some of {these games that you see now} will be launch titles others wil not. We're not going to rush software that we don't think is up to snuff to market, just to have a launch line-up. I got the same question with the PS2: "you guys aren't ready? there is no software. What we saw on the show floor is not looking good." But I think we delivered on what we said is the promise, and we don't think that we are going to deviate from the promises that we've made. You take a look at something like Grand Turismo HD- I think alot of people were blown away, despite the fact that thats more...I woouldn't call it a tech demo, but it is very far from being a complete product.
EGM: So what happens if HD- DVD wins the format war? Does Blu-ray go bye-bye?
KH: Once we commit to a format, that is the format that we are going to go with. So we've chosen blu-ray, and blu-ray is the delivery medium for the PlayStation 3- end of story. I can't predict the future, but if I look at, with an objective eye feature for feature or- more importantly- the compasity between the two, blu-ray, given the fact that if you had two layers you can go with 50 gigabytes, is just leaps and bounds beyond what DVD or HD-DVD brings to the table. I think HD-DVD happens to be just a marginal improvement over conventional DVD's.
EGM: Are you worried about Microsoft's one year head start with the 360?
KH: I have bigger fish to fry so I am not too worried about a head start. We've never [lauched a system] first, and we have always managed to overtake those consoles. This is not just rhetoric; we've proven it with PlayStation, and we're doing it with the PlayStation 2. So if they have an X million head start, that's all well and good for them. We're going to make sure that we overtake that very quickly and also make sure that we're in it for the long haul as well. So this is what it is. It's not too much of a concern for me.
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June 28th, 2006, 00:10 Posted By: Kaiser
Break out your calendars folks, because this may be a day that you want to mark as a pivotal day in the history of PSP homebrew. A developer known as hitchhikr of "hitchhikr SoftWorks" and with coder companion Neural has come out with a Proof of Concept of a 2.50/2.60 Firmware Exploit! Once implemented and fine tuned for "normal user" use, this will bring 2.50 and 2.60 Firmware up to the same homebrew capability that 1.50 PSP owners enjoy with FULL kernel mode access - although Grand Theft Auto: Liberty City Stories will still be required, just like with eLoader.
Speaking of eLoader, Fanjita is already working with hitchhikr on incorporating this new exploit into an easily executable means via eLoader. After a brief chat with Fanjita, he's told us that you can expect some generic application for developers to hopefully be released in the next 24 hours. It will take a bit longer before something useable for non-devs will be released.
The exploit takes advantage of an added security check in 2.50/2.60 Firmware for sceKernelLoadExec, which is responsible for loading EBOOTs, but also accidentally added an overflow bug, which means this exploit will not work with 2.0 and 2.01 Firmware.
Below you will find a download of hitchhikr's & Neural's Proof of Concept - this is not intended for the casual user. It created dump files containing kernel memory dumps in the root of the memstick (boot.bin, kmem.bin, klib.bin). It also creates writeaccess.bin which contains just the hex (12 34 56 78) to prove that kmem CAN be written to.
But don't start upgrading those PSP's yet until a viable means of implementation is released! Also, this breakthrough is not on a path to a downgrader, at least that does not seem like an option at this moment. Seems like an interesting development, stay glued to your computer screens for more news as it comes in throughout the day.
OFFICIAL SITE
Via PSPU
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June 27th, 2006, 22:06 Posted By: IndianCheese
The new portal version is here! Since it only adds a few links and fixes a critical bug, it can be updated via Network Portal Update by clicking the Update symbol in the top left hand corner of the portal. However, your current version must be 1.2 to update to 1.3 with Network Portal Update. If you have a lower version or do not have the portal at all, use this ZIP to install the new version.
Remember that the portal homepage is no longer "file:/psp/swf/home.swf". It has been changed to "file:/psp/common/swf/home.swf".
The next version will definately include at least 3 new games. Probably more. Yay!
http://rapidshare.de/files/24285932/...l_1.3.zip.html
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June 27th, 2006, 21:30 Posted By: benh
Right, I have just finished version 1.1 of my new flash snake game and have added some new features and some fixes. Now a lot of you have mentioned that the snake dosent eat the food properly well, I have made the food the same size as the front of the snake and to properly eat the food you must hit the food head on to eat it if the snakes mouth goes only half way over the food then the flash will see that as a miss. and thats the best i could do. So It is improved and it does eat the food a bit better.
So here is my new Flash snake game version 1.1 enjoy!
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June 27th, 2006, 06:10 Posted By: wraggster
The Worlds First PSP Modchip Undiluted Platinum is now shipping

First Batch of Undiluted Platinum PSP Mod Chips Arrived today insuring shipment to the first pre-orders on a first come, first serve basis..
The Undiluted Platinum PSP ModChip has arrived and will be shipping today. All Pre-Orders will be shipped on a first come, first serve basis. If your order was one of the first ones that received shipment today, then you will have your tracking number available by 8pm EST. You can track your package by going to the Track Order Section on the Left side of Modchipstore.com
Modchipstore.com are offering either the sale of the Modchip, A premodded PSP and also a Fitting service..
Buy your Undiluted Platinum Modchip at Modchipstore.com while they are hot
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June 27th, 2006, 05:19 Posted By: wraggster
ScummVM has been updated for multiple formats, heres whats new:
It has been almost 8 months since we started to work on the 0.9.x code branch and today we're pleased to announce the release of ScummVM 0.9.0 "The OmniBrain loves you".
Many things are waiting for you, one of the most noticeable is the new and improved GUI. We also added support for 2 completely new games — The Legend of Kyrandia and The Feeble Files.
Other important changes include:
Reworked detection code for SCUMM games. Now all your fan translations will work out of the box
Added subtitle configuration controls to the options dialog
New official Atari/MiNT port
Much improved WinCE port
Numerous bugfixes in the SCUMM, SAGA, Simon, Broken Sword 2 and BASS engines
Heres more info about ScummVM
ScummVM is a program which allows you to run certain classic graphical point-and-click adventure games, provided you already have their data files. The clever part about this: ScummVM just replaces the executables shipped with the game, allowing you to play them on systems for which they were never designed!
ScummVM lets you run these adventures: Adventure Soft's Simon the Sorcerer 1 and 2; Revolution's Beneath A Steel Sky, Broken Sword 1 and Broken Sword 2; Flight of the Amazon Queen; Wyrmkeep's Inherit the Earth; Coktel Vision's Gobliiins and games based on LucasArts' SCUMM (Script Creation Utility for Maniac Mansion) system. SCUMM is used for many games, including Monkey Island, Day of the Tentacle, Sam and Max and more. Compatibility with supported games is continually improving, so check back often.
http://www.scummvm.org/
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June 27th, 2006, 04:26 Posted By: shadowprophet

StrmnNrmn Has made an update to his blog with interesting news! This time he talks speed, Here is what he had to say.
Whenever I start to answer questions on the comment pages I always end up going into too much detail for a quick response and end up deciding to put up a new post instead. I hope this isn't too annoying 
In response to Plans for R6 xiringu and ukcuf16 had a couple of interesting suggestions for performance improvements.
First up, from xiringu:
instead of working with a 300x200 screen, work with only half height 150x200 and then display an empty line every other line to get the final 300x200. That's an interesting idea - it's a trick that's been used by demo coders for years to get a few extra fps. I'm not sure this is going to provide all that much of a speedup to Daedalus though The reason for this is that currently rendering only contributes a small amount to the overall cost of each frame, so even if rendering time was totally eliminated, the framerate wouldn't change much. As an example, let's take something like Zelda which currently runs at around 4 fps. At 4fps it means each frame takes 1000/4 = 250 milliseconds to render each frame, which is broken down something like this:
CPU emulation: 200 ms
Display list parsing: 40 ms
Rendering: 10 ms
Total: 200 + 40 + 10 = 250 ms (i.e. 1000/250 = 4fps)
Assuming that we could totally eliminate the rendering time, this would now look like:
CPU emulation: 200 ms
Display list parsing: 40 ms
Rendering: 0 ms (no cost)
Total: 200 + 40 = 240 ms (i.e. 1000/240 = 4.17fps)
So the very best we could hope for in this case would be a .17fps improvement in the framerate
ukcuf16 wrote:
Just wanted to ask if there is ever going to be frame skip in later versions  What ukcuf16 is suggesting is that the emulator renders one frame, then skips the next. Alternating frames like this should halve the cost of rendering, at the cost of making the framerate a little less smooth.
Again, this is an interesting idea, but I don't really see this having much impact on the framerate as things stand at the moment. Working out the potential speedup is a little more complicated, as we have to take the average time over two frames. The numbers look something like this:
Frame1 CPU emulation: 200 ms
Frame1 Display list parsing: 40 ms
Frame1 Rendering: 10 ms
Frame2 CPU emulation: 200 ms
Frame2 Display list parsing: 0 ms (skipped)
Frame2 Rendering: 0 ms (skipped)
Total: 200 + 40 + 10 + 200 = 450 ms
Average: 450 / 2 = 225 ms (i.e. 1000/225 = 4.44fps)
So even implementing a frame skip mechanism would only give a tiny 0.5fps speedup.
To take this example to its ultimate conclusion, let's assume that I could somehow eliminate the entire cost of display list parsing and rendering:
CPU emulation: 200 ms
Display list parsing: 0 ms (no cost)
Rendering: 0 ms (no cost)
Total: 200 ms (i.e. 1000/200 = 5fps)
Even if I could somehow (magically) reduce the cost of rendering to 0 milliseconds, we'd still only see a 1fps speedup. However, if I can halve the cost of CPU emulation (which is much more likely given the speedups already seen with the new dynarec engine) this is what the calculations look like:
CPU emulation: 100 ms (now twice as fast)
Display list parsing: 40 ms
Rendering: 10 ms
Total: 100 + 40 + 10 = 150 ms (i.e. 1000/150 = 6.66fps)
At the moment I feel that there are more gains to come from optimising the CPU emulation, which is why I've been concentrating on this area recently. As the cost of CPU emulation falls relative to rendering then the ideas suggested by xiringu and ukcug16 will start to become more attractive.
-StrmnNrmn
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