'Why we couldn't push 3DS's CPU clock over its firmware limits?'
I'm a total newbie who doesn't understand a line of code. This noob question has bothered me for a few days, so I decide to open a thread to ask about it.
I have searched for 3DS and PSVita's SPECs recently:
(Correct me if my memory goes wrong.)
The SoC of Old3DS was manufactured by TSMC's 40nm process. It is under the same generation of transistor technology as PSVita(Toshiba's 40nm process)
In their OFW, Old3DS has its dual-core ARM11mp clocked at 268Mhz while PSVita has quad-core ARM cortex-a9 clocked at 333Mhz(444Mhz if WiFi was turned off). If we hack both of the devices, PSVita could easily boost to a 500/222/333Mhz(CPU/BUS/GPU) clock speed.
Considering ARM cortex-a9(2.5 DMIPS/Mhz)is a 'stronger' and more power consuming architecture than ARM11mp(1.31 DMIPS/Mhz), the Old3DS could've been higher in its hardware clock speed(in theory though). So I was wondering why Old3DS wasn't able to overclock as PSVita did, is there something wrong with its hacking process?(Maybe the CFW doesn't yet have the permission to adjust its CPU scheduling.)
Then the New3DS series proved me wrong:
There was a so called 'overclock mode' for New 3DS series, and it sounds more like a 'recovery mode' to me since it basically brings the N3DS back to its (designed)Maximum frequency.
With the New3DS of course, a lot of things are different:
Its manufactured by TSMC's 28nm process. It has a double 256MB RAM with double RAM bandwidth. It has extra L1(partially) and L2 Cache. It runs at a much higher clock speed(804Mhz). And it is a quad-core CPU design:
(16KB L1 Cache) Core 1: Application/Game
(16KB L1 Cache) Core 2: System mostly(30% could be used for Gaming)
(32KB L1 Cache) Core 3: Cut off for better production yield
(32KB L1 Cache) Core 4: Advanced 3D only(Super-Stable function)
Frankly speaking, I truly appreciate the 'overclock mode' for New3DS. The improvements for non-N3DS optimized games was obvious.
Thanks for bringing tons of great homebrew apps and plugins for 3DS owners.
I understand Nintendo has done enough for Old3DS as they made extended memory mode and unlocked 30% of Core 2 for gaming usage in its later OFW.
I wouldn't think of running any New3DS exclusive on Old3DS(that wouldn't work because of hardware differences).
Just wondering if a true overclocking would be possible for all 3DS series.
Because some games especially Metal Gear Solid 3D runs horrible on Old3DS(it was locked at 20fps, and it barely holds at 15fps in some intensive scenes). Others like Hyrule Warriors, Splinter Cell 3D and Chronicle 3 have noticeable frame drops also.
I'm a total newbie who doesn't understand a line of code. This noob question has bothered me for a few days, so I decide to open a thread to ask about it.
I have searched for 3DS and PSVita's SPECs recently:
(Correct me if my memory goes wrong.)
The SoC of Old3DS was manufactured by TSMC's 40nm process. It is under the same generation of transistor technology as PSVita(Toshiba's 40nm process)
In their OFW, Old3DS has its dual-core ARM11mp clocked at 268Mhz while PSVita has quad-core ARM cortex-a9 clocked at 333Mhz(444Mhz if WiFi was turned off). If we hack both of the devices, PSVita could easily boost to a 500/222/333Mhz(CPU/BUS/GPU) clock speed.
Considering ARM cortex-a9(2.5 DMIPS/Mhz)is a 'stronger' and more power consuming architecture than ARM11mp(1.31 DMIPS/Mhz), the Old3DS could've been higher in its hardware clock speed(in theory though). So I was wondering why Old3DS wasn't able to overclock as PSVita did, is there something wrong with its hacking process?(Maybe the CFW doesn't yet have the permission to adjust its CPU scheduling.)
Then the New3DS series proved me wrong:
There was a so called 'overclock mode' for New 3DS series, and it sounds more like a 'recovery mode' to me since it basically brings the N3DS back to its (designed)Maximum frequency.
With the New3DS of course, a lot of things are different:
Its manufactured by TSMC's 28nm process. It has a double 256MB RAM with double RAM bandwidth. It has extra L1(partially) and L2 Cache. It runs at a much higher clock speed(804Mhz). And it is a quad-core CPU design:
(16KB L1 Cache) Core 1: Application/Game
(16KB L1 Cache) Core 2: System mostly(30% could be used for Gaming)
(32KB L1 Cache) Core 3: Cut off for better production yield
(32KB L1 Cache) Core 4: Advanced 3D only(Super-Stable function)
Frankly speaking, I truly appreciate the 'overclock mode' for New3DS. The improvements for non-N3DS optimized games was obvious.
Thanks for bringing tons of great homebrew apps and plugins for 3DS owners.
I understand Nintendo has done enough for Old3DS as they made extended memory mode and unlocked 30% of Core 2 for gaming usage in its later OFW.
I wouldn't think of running any New3DS exclusive on Old3DS(that wouldn't work because of hardware differences).
Just wondering if a true overclocking would be possible for all 3DS series.
Because some games especially Metal Gear Solid 3D runs horrible on Old3DS(it was locked at 20fps, and it barely holds at 15fps in some intensive scenes). Others like Hyrule Warriors, Splinter Cell 3D and Chronicle 3 have noticeable frame drops also.

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