ZSNES Performance Questions
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ZSNES Performance Questions
- of the 500Mhz recommended to run ZSNES, is it known approximately how these mhz are divided between tasks? If not, how might it be?
- which is performed faster: the interpretation of program source or the graphics rendering/PPU? Why? To what degree is sound processing a burden?
- which is performed faster: the interpretation of program source or the graphics rendering/PPU? Why? To what degree is sound processing a burden?
Last edited by tcaudilllg2 on Thu Mar 27, 2008 5:03 am, edited 1 time in total.
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Re: ZSNES Performance Questions
90 MHz stoeling your biketcaudilllg2 wrote:- of the 500Mhz recommended to run ZSNES, is it known approximately how these mhz are divided between tasks? If not, how might it be?
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Current versions of zsnes' main bottleneck is copying to vram, iirc.- which is is performed faster: the interpretation of program source or the graphics rendering/PPU? Why? To what degree is sound processing a burden?
Last edited by grinvader on Thu Mar 27, 2008 6:39 pm, edited 1 time in total.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Re: ZSNES Performance Questions
grinvader wrote:90 MHz stoeling your biketcaudilllg2 wrote:- of the 500Mhz recommended to run ZSNES, is it known approximately how these mhz are divided between tasks? If not, how might it be?
90 MHz haxxoring in the yuor RAWMZ
90 MHz in ur base, killing ur dudes
90 MHz drinking your beer
90 MHz raping lolis
50 MHz emulating the snes



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So what's the deal with the PPU bottlenecks?
Here's something I imagine is quite bothersome.
http://en.wikipedia.org/wiki/Super_Nint ... stem#Video
How did you guys handle this?
What about the VRAM is slow?
Here's something I imagine is quite bothersome.
http://en.wikipedia.org/wiki/Super_Nint ... stem#Video
To synthesize that WITHOUT drawing all the pixels in some parallel process seems to me very complicated. To put a simulation of the draw in the main loop would require that it made 64,000 pixels a frame... which is ridiculous.The PPU may be instructed to latch the current pixel position at any time during image output, both by game software and by the device attached to controller port 2. The game software may then read back this latched position. The PPU may also be used for fast 16-bit by 8-bit signed multiplication.[49]
How did you guys handle this?
What about the VRAM is slow?
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Sending data to it.tcaudilllg2 wrote:What about the VRAM is slow?
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)
Simple... We use SIMDtcaudilllg2 wrote:So what's the deal with the PPU bottlenecks?
Here's something I imagine is quite bothersome.
http://en.wikipedia.org/wiki/Super_Nint ... stem#VideoTo synthesize that WITHOUT drawing all the pixels in some parallel process seems to me very complicated. To put a simulation of the draw in the main loop would require that it made 64,000 pixels a frame... which is ridiculous.The PPU may be instructed to latch the current pixel position at any time during image output, both by game software and by the device attached to controller port 2. The game software may then read back this latched position. The PPU may also be used for fast 16-bit by 8-bit signed multiplication.[49]
How did you guys handle this?
What about the VRAM is slow?
And most of the time it's only 114 688 bytes per frame if you are looking at a 256x224 frame with a 16bpp (yes I know it's 15bpp but we pad a bit for performance reasons).
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No.declan wrote:Do the SNES PPU's have 65816 cores like the CPU?
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Hope it's okay if I respond to this kind of old thread.
As of right now I don't think any SNES emulator interleaves pixel operations with the rest of the emulated operations, or has any other provisions for emulating mid-scanline raster effects (what the SNES will allow you to do I'm not 100% certain of). As far as byuu has indicated, there are no SNES games that strictly rely on this and won't work being rendered a scanline at a time. Nonetheless, I know he is at least working on a version of BSNES that can emulate this correctly.
There's no need to interleave pixel processing with CPU processing in order to emulate the raster position, which is not at all dependent upon what is being drawn. If you know how many cycles have passed since the beginning of the frame (or more likely the beginning of the scanline) then you can figure out the position directly because it's drawn in a deterministic way. Chances are that not a lot of games rely on horizontal positioning, though.tcaudilllg2 wrote:So what's the deal with the PPU bottlenecks?
Here's something I imagine is quite bothersome.
http://en.wikipedia.org/wiki/Super_Nint ... stem#VideoTo synthesize that WITHOUT drawing all the pixels in some parallel process seems to me very complicated. To put a simulation of the draw in the main loop would require that it made 64,000 pixels a frame... which is ridiculous.The PPU may be instructed to latch the current pixel position at any time during image output, both by game software and by the device attached to controller port 2. The game software may then read back this latched position. The PPU may also be used for fast 16-bit by 8-bit signed multiplication.[49]
How did you guys handle this?
What about the VRAM is slow?
As of right now I don't think any SNES emulator interleaves pixel operations with the rest of the emulated operations, or has any other provisions for emulating mid-scanline raster effects (what the SNES will allow you to do I'm not 100% certain of). As far as byuu has indicated, there are no SNES games that strictly rely on this and won't work being rendered a scanline at a time. Nonetheless, I know he is at least working on a version of BSNES that can emulate this correctly.
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I'm gonna delete every post that goes beyond my gag reflex on stupidity now.
If you got beef with it, PM me and maybe I'll tell you how stupid your post was... I mean, answer them.
If you got beef with it, PM me and maybe I'll tell you how stupid your post was... I mean, answer them.
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<jmr> bsnes has the most accurate wiki page but it takes forever to load (or something)