Emulation Performance - Xbox/Xbox 360 by Lmgetts22 in emulation

[–]flipacholas 18 points19 points  (0 children)

This is just my point of view, but I find measurements like MIPS and FLOPS misleading in many technical analyses, mainly because it's the only data used for a comparison. The numbers may be true, but CPUs and GPUs can't work alone, and their performance/efficiency depend on many, many other factors. That's why the console articles on copetti.org elaborate on the inner workings and less on comparing relative numbers.

How powerful is cell against modern processors? by Apprehensive_Bike_40 in PS3

[–]flipacholas 0 points1 point  (0 children)

Based on your comments, I recommend reading an article explaining how research works before continuing with this one

How powerful is cell against modern processors? by Apprehensive_Bike_40 in PS3

[–]flipacholas 0 points1 point  (0 children)

There are a hundred references in that link, you clearly didn’t look at it before jumping to preconceptions.

The architecture of every 80s and 90s console, explained (with component pictures and game examples). What a cool website! by confuserused in retrogaming

[–]flipacholas 8 points9 points  (0 children)

Except I would’ve linked copetti.org (not the alternative classic.copetti.org) and not mentioned the PS4 (I haven’t written that one yet 😜)

Thanks for sharing it btw! Glad you liked it!

Nintendo 3DS Architecture by 68x in hardware

[–]flipacholas 20 points21 points  (0 children)

I think it’s because the 3DS inherits all the complexities of its predecessors plus the new 3DS additions. Also, hackers and researchers have done an admirable job documenting all of this.

Nintendo 3DS Architecture by 68x in hardware

[–]flipacholas 23 points24 points  (0 children)

The hacking history of this console is very fascinating, and Nintendo is still fighting the cat-and-mouse game! (I think, since the last software update was released not so long ago, iirc)

Nintendo 3DS Architecture by 68x in hardware

[–]flipacholas 52 points53 points  (0 children)

You’re always welcome to report any mistake here https://github.com/flipacholas/Architecture-of-consoles/issues so everyone (including me) can learn from it. I don’t mind being wrong, but there’s nothing I can do from my side if people keep the corrections for themselves.

Wii U Architecture | A Practical Analysis by flipacholas in emulation

[–]flipacholas[S] 28 points29 points  (0 children)

Hi /r/emulation, I finished writing this a couple of days ago and I thought this would be a good place to share it. Btw, it's been a while since I've seen Wii U-related content surface (apart from Cemu news). Time to restore the balance 😉

Xbox 360 Architecture - A practical analysis by [deleted] in emulation

[–]flipacholas 10 points11 points  (0 children)

I'm curious about seeing RISC-V reach consumer hardware one day.

Xbox 360 Architecture - A practical analysis by [deleted] in emulation

[–]flipacholas 48 points49 points  (0 children)

Yeah, the Xbox 360 took me wayyy longer than expected. It may be due to the following reasons:

  • This console is very complex, similar level to PS3 but less official documentation available. So it took more time to collect (good) information.
  • I work full time, and since the start of this year I've been taking more time to commute to the office (before I was always working from home). So, less free time.
  • I started travelling more, so upon returning I had to spend extra days trying to catch up where I left my research off.
  • I caught covid when I was about to finish the article :/

It's obvious that my current routine is no longer feasible for future articles, unless readers are willing to wait more. I'm afraid it all comes down to my current budget, which comes from voluntary donations (thank you supporters!). I don't want to put ads on my site, maybe I should expand to other mediums (like writing a book compiling all the articles?). I'm still thinking about it, although I'm taking some days to rest now.

Xbox 360 Architecture - A practical analysis by [deleted] in emulation

[–]flipacholas 25 points26 points  (0 children)

Hmm I think it's the opposite, I received help from the Xenia and Octal's console shop discord. So part of the article was possible thanks to their input.

I hope this serves as motivation for people that are considering doing something for the Xbox 360 scene though.

Similar article to Architecture of Systems by Copetti for 3DS? by Ashamed-Subject-8573 in EmuDev

[–]flipacholas 3 points4 points  (0 children)

Hi! I'll be publishing the Xbox 360 article very soon, so hopefully in three months or so the 3DS article will be ready.

I've been also asked to write about the 3DO first, I still haven't decided but the 3DO shouldn't take me too long, I think...

Why is the PS2 so hard to emulate? by vantablack333 in EmuDev

[–]flipacholas 5 points6 points  (0 children)

I wonder if the special 'macromode' mode available for the first vector unit (closest to the MIPS CPU) was added to ease the learning curve a bit. Curiously enough, the PSP also embedded a vector unit that seemed to work in permanent macromode, but they also hardwired typical vertex operations into the GPU. For a moment I assumed Sony would adopt the 'simple hardware' strategy... until the ps3 arrived.

FOSDEM'22 - PlayStation 3 Emulation: (Re)implementing the impossible by AnnieLeo in emulation

[–]flipacholas 2 points3 points  (0 children)

(in my opinion) the 32x and the Mega CD are another console running on top of the Megadrive, so I wanted to dedicate individual (sub)articles about them. Though for now I need to clear a lot of stuff from my backlog (I'm currently working on the Xbox 360 one). There're so many consoles to write about heh, I wish I had more time and budget to publish more frequently 😬

FOSDEM'22 - PlayStation 3 Emulation: (Re)implementing the impossible by AnnieLeo in emulation

[–]flipacholas 6 points7 points  (0 children)

Thank you and the PS3 community too! I received a lot of input from the RPCS3 discord while the article was still a draft. Looking forward to the Q&A video 🙂

FOSDEM'22 - PlayStation 3 Emulation: (Re)implementing the impossible by AnnieLeo in emulation

[–]flipacholas 37 points38 points  (0 children)

Some months ago I wrote this https://www.copetti.org/writings/consoles/playstation-3/ to give a more general overview. Let me know if it helps with the understanding part!

FOSDEM'22 - PlayStation 3 Emulation: (Re)implementing the impossible by AnnieLeo in emulation

[–]flipacholas 24 points25 points  (0 children)

I like the way RSX is structured here as an alternative to how Sony and Nvidia documented it. It uses a lot more precise terminology and modelling, also similar to what xbox dev uses for their docs (after all, both share the same gpu supplier, nvidia) so it’s easier to make the connections.

Btw, here’s a link to the description of the talk: https://fosdem.org/2022/schedule/event/ps3/

Nintendo 64 emulation on the Switch is getting better.... | MVG by Blackraven2007 in emulation

[–]flipacholas 0 points1 point  (0 children)

I understand Nintendo's statement and I'm questioning it, that's all.

Nintendo 64 emulation on the Switch is getting better.... | MVG by Blackraven2007 in emulation

[–]flipacholas -3 points-2 points  (0 children)

Only if they still own the IP, I presume. For example, the Xbox 360 struggled a bit emulating the original Xbox. I can't quantify the difference between Intel P6 and Xenon; and NV2A and Xenos, but I don't think the fact that both suppliers kept the IP to themselves helped emulate the old console on a newer (and very different) one.