vita2hos: Translation layer from Vita to Horizon OS

masagrator

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Talking about CPU backwards compatibility...how about a translation layer for PS3 games on Wii U!?
PS3 Cell is a very specific PowerPC chip. SPU is already a compability dealbreaker. Beside that PS3 PowerPC core is clocked at 3.2 GHz while WiiU at 1.24 GHz. When doing translation layer you must have some power buffer.
 

Cris1997XX

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PS3 Cell is a very specific PowerPC chip. SPU is already a compability dealbreaker. Beside that PS3 PowerPC core is clocked at 3.2 GHz while WiiU at 1.24 GHz. When doing translation layer you must have some power buffer.
How about the Xbox 360, then? P.S: The Wii U's CPU is not strictly 1.24GHz, you need to also take into account the other two cores
 

Deleted member 323844

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How about the Xbox 360, then? P.S: The Wii U's CPU is not strictly 1.24GHz, you need to also take into account the other two cores
Wii U cores are three Gamecube/Wii cores sticked together, with twice the Wii clocks due die shrink in half.

They are light years away in terms of floating point performance compared to 360 or PS3.
 

Naxil81

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Xerpi (developer of Fakemote, among many other projects) is working on vita2hos, a wrapper between Vita and Horizon OS. Apps are running natively, but Vita calls are translated into Horizon stuff.



He is registered here, so maybe he can give more details about the progress and the objetives. Edit:



https://github.com/xerpi/vita2hos
why not vita2android? better user base..
 

faithvoid

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why not vita2android? better user base..
"Better user base" doesn't mean the project itself would make more sense on Android. Android has a larger install base, sure, but a project like this coming out on the Switch first is a really good idea since the code is targetting a uniform hardware base, so any issues can be easily replicated as opposed to having several dozen different devices handling CPU/GPU instructions differently. If a Vita2Android port came out there would have to be Adreno/Mali/PowerVR/Tegra GPU wrappers/emulators written which is a colossal undertaking filled with headaches, even for a full team. For example, the Tegra X1 is so different from other mobile GPUs that a bunch of games (ie; Half-Life 2) won't run on non-Tegra devices without an incredibly large amount of hacky workarounds. Add a full emulator to a situation like that and things start to get complicated.

And as masagrator stated above, there's fully a chance Android might ditch 32-bit compatibility in the future since that seems to be the move a lot of companies are making these days.
 

GamingTable

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ack

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This is big. Just a shame the Vita has no games.
it has the metal gear solid collection. That's what i would like to see, personally. Those games do use the rear touchpads though, though not in a major way, so some kind of workaround may be needed. The joysticks emulating touch when you press them down, perhaps?
 
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Bazzaro

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Alpha 0.3 released! https://github.com/xerpi/vita2hos/releases

New alpha release. The biggest changes are:

  • vita2hos now points to upstream @Vita3K:
    Vita3K now has a Vulkan renderer (special thanks to @Macdu)!
    Along the Vulkan renderer for Vita3K, @Macdu also improved the shader recompiler, which vita2hos depends on!
  • Use a shadow depth/stencil buffer (only initial support is implemented).
    This should fix the problem introduced in version Alpha 0,2 that made vita2hos unable to work on real hardware: Switch's GPU doesn't support pitch-linear depth/stencil (DS) surfaces, and the block-tiled layout takes more bytes than just 4 * W * H, so we can't use the buffer provided by the Vita SW (sceGxmBeginScene's depthStencil). Therefore we have to create a shadow DS surface with the proper size (returned by dkImageLayoutGetSize);
  • Initial support for pitch-linear textures (in the fragment shader)!
 
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