Homebrew Beetle PSX vs PCSX Rearmed

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Question for @justinweiss or other brainiacs on this Board. With the recent work done to provide dynarec to Beetle, is there any prospect for a core port to 3DS? Is there any hope for improved performance relative to PCSX Rearmed?

I ask because with the contributions from @justinweiss we are so fricking close to a full speed PSX emulator that is almost infuriating. Thanks all.
 
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Question for @justinweiss or other brainiacs on this Board. With the recent work done to provide dynarec to Beetle, is there any prospect for a core port to 3DS? Is there any hope for improved performance relative to PCSX Rearmed?

The last thing I heard is that the new dynarec is still slower than the old pcsx dynarec. I don’t know by how much though.

It may be worth investigating if we can get a gl1 renderer for 3DS using something like PicaGL. Maybe then we could use hardware acceleration, which I would assume would be much faster than the software rendering pcsx_rearmed is using. I think pcsx has a gl tenderer but I don’t know what state it’s in. Beetle HW might also work? But then it would be a question of whether increased rendering speed pays for decreased everything else.

I still have the feeling that there are optimizations still to be made in pcsx as is, but I haven’t looked into it recently. It would also be nice to get gl1 working on 3DS. Two different approaches that could be explored.
 
@justinweiss Can we donate to incentivize you to take another look at PCSX?

There's already an bounty set for exactly this.

Take a look at this issue created by rinnegatamante:
https://github.com/libretro/RetroArch/issues/9603

I'm slowly working towards a simmilar goal for an other project.

Currently the gl implementation from retroarch renders to a framebuffer.
Which is a function not available by default on gl 1.1 (picaGL).

Which means libretro needs an other render method implemented, or, picagl needs to be modified to be able to use the correct framebuffer extension.

However, i'm completly new to gl programming, so i could be wrong. Please, do correct me.

But i'm facing the exact same issue on other projects, so i want it worked out one way or an other.
 
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