Why is everyone so skeptical of the Ahead of Time interface?
The results might be surprising to you all.
Here's a picture friends:
![[Image: j-l-table.jpg]](http://archive.linuxgizmos.com/ldfiles/misc/j-l-table.jpg)
This might not be such a bad thing. It is believed that Android will be upgrading from JIT64 to some type of AOT (Possibly A.R.T) sometime this year.
Source:http://www.infoq.com/news/2014/07/ahead-of-time-compiler-os
Why the AOT Interface (A.R.T=Android Run Time ) is better in performance than JIT64 (Android) or Dolphin's ITARM64 (Android).
http://programmers.stackexchange.com/questions/274640/why-is-android-runtimes-aot-compilation-more-performant-than-dalviks-jit
EDIT: As an example, RPCS3 got drastically better in (ONLY) Windows and Linux performance through the creation of a Static PPU AOT Recompiler.
So for people that DO NOT have ALOT of RAM (and do not have the strongest graphics card in the world-GTX 970 I'm looking at you-) on their PC or Android Device, this could be a significant speed up for you.
New code will not speed up an emulator, but will surely show better compatibility in aspects of hardware.
So again, if you're that guy or gal with (for example) 4GB Ram and a 2GB VRAM Graphics Card, this just might be headed in your direction.
An AOT recompiler would use less CPU and RAM in trade for actual ROM (Reading Only Memory) from your computers motherboard. , Therefore, an AOT recompiler for dolphin would use the resources it needs to run applications like itself (and only itself lol) at a BEAUTIFUL speed.
EDIT: This is considerable that an AOT recompiler would lessen the requirement for RAM in any type of executable application , that's all.
I mean, in my opinion, an AOT (CPU) Interface and the Vulkan Graphics (GPU) API would go beautifully together, but that's just me. This would be the best thing ever for budget low-end PC's and Android Devices.
What on Earth does this have anything to do with VRAM you're probably still asking?
Answer: Vulkan as an API, produces half of the number of Draw Calls the DirectX API does overall on an OS.
EDIT: *LESS OVERHEAD= LESS DRAW CALLS.*
OpenGLES vs Vulkan, check this out if you don't believe me lol.
Watch the video to see who wins maybe? https://www.youtube.com/watch?v=P_I8an8jXuM
OpenGL Killer?- https://www.youtube.com/watch?v=uWwNlhDVS0o
And Above it all, "The smaller the code size, the better the performance a wise man once said".
The results might be surprising to you all.
Here's a picture friends:
![[Image: j-l-table.jpg]](http://archive.linuxgizmos.com/ldfiles/misc/j-l-table.jpg)
This might not be such a bad thing. It is believed that Android will be upgrading from JIT64 to some type of AOT (Possibly A.R.T) sometime this year.
Source:http://www.infoq.com/news/2014/07/ahead-of-time-compiler-os
Why the AOT Interface (A.R.T=Android Run Time ) is better in performance than JIT64 (Android) or Dolphin's ITARM64 (Android).
http://programmers.stackexchange.com/questions/274640/why-is-android-runtimes-aot-compilation-more-performant-than-dalviks-jit
EDIT: As an example, RPCS3 got drastically better in (ONLY) Windows and Linux performance through the creation of a Static PPU AOT Recompiler.
So for people that DO NOT have ALOT of RAM (and do not have the strongest graphics card in the world-GTX 970 I'm looking at you-) on their PC or Android Device, this could be a significant speed up for you.
New code will not speed up an emulator, but will surely show better compatibility in aspects of hardware.
So again, if you're that guy or gal with (for example) 4GB Ram and a 2GB VRAM Graphics Card, this just might be headed in your direction.
An AOT recompiler would use less CPU and RAM in trade for actual ROM (Reading Only Memory) from your computers motherboard. , Therefore, an AOT recompiler for dolphin would use the resources it needs to run applications like itself (and only itself lol) at a BEAUTIFUL speed.
EDIT: This is considerable that an AOT recompiler would lessen the requirement for RAM in any type of executable application , that's all.
I mean, in my opinion, an AOT (CPU) Interface and the Vulkan Graphics (GPU) API would go beautifully together, but that's just me. This would be the best thing ever for budget low-end PC's and Android Devices.
What on Earth does this have anything to do with VRAM you're probably still asking?
Answer: Vulkan as an API, produces half of the number of Draw Calls the DirectX API does overall on an OS.
EDIT: *LESS OVERHEAD= LESS DRAW CALLS.*
OpenGLES vs Vulkan, check this out if you don't believe me lol.
Watch the video to see who wins maybe? https://www.youtube.com/watch?v=P_I8an8jXuM
OpenGL Killer?- https://www.youtube.com/watch?v=uWwNlhDVS0o
And Above it all, "The smaller the code size, the better the performance a wise man once said".
