No Mobile ARM/GPU is capable of emulating the PS2 properly at full speed, this is also true for Dreamcast since mobile GPU are not even capable of Order-Independent Transparency so why not stick with the superior PC Platform.
How was dynamic recompilation ported to ARM?
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05-15-2014, 07:02 AM
(This post was last modified: 05-15-2014, 07:12 AM by AnyOldName3.)
Anything's possible with compute shaders (albeit potentially really slowly and in a hack-ish manor). Don't mobile GPUs have some form of compute shader?
OS: Windows 10 64 bit Professional
CPU: AMD Ryzen 5900X RAM: 48GB GPU: Radeon 7800 XT 05-15-2014, 07:05 AM
Gir: I think you haven't got the point. It doesn't matter at all what needs to be done to reach more users. For an open source project, it only matters what you want to do. So if someone wants to port it to ARM without caring about the performance, he is able to do so
Dolphin works "fine" on ARM already - but there isn't any ARM chip + GPU (driver) which work fullspeed. 05-15-2014, 10:28 PM
There is a ZeroGL with and without cg and GSDX GL doesn't use it so that minor roadblock is taken care off. I don't think any features beyond D3D 9c are used. AFAIK the only D3D10 feature used is 32bit Z.
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