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As recompilation takes significant effort due to sheer amount of x86 instructions, we've decided to shift our efforts CPU emulation using the Unicorn Engine framework. This would be a significant change in the codebase which would allow us to more easily pursue pertinent tasks in regards to supporting ps4 games (e.g. graphics, sound, etc...).
The text was updated successfully, but these errors were encountered:
Unicorn separated the emulated code from the application code, which make it hard to communication between the code that we run in the Unicorn and our application.
With the previous reason we need some effort to be able to use it (e.g. implementing a new memory allocator) and if the outcome is not good that mean our effort is losing for nothing.
From what we saw on the internet the performance of running x86-64 code with QEMU on AArch64 is not good.
As recompilation takes significant effort due to sheer amount of x86 instructions, we've decided to shift our efforts CPU emulation using the Unicorn Engine framework. This would be a significant change in the codebase which would allow us to more easily pursue pertinent tasks in regards to supporting ps4 games (e.g. graphics, sound, etc...).
The text was updated successfully, but these errors were encountered: