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C++ is a great language and has many powerful features. However, some of them should not imho be misused within tight code.
PPSSPP does all instruction encoding in a fairly tight loop, and it can be fairly fast. It spends about 25% of its time in the interpreter decoding instructions, compared to about 50% in rpcs3.
Memory access of course is similarly bad, but has other solutions, like directly mapping into address space.
Is speed a goal in rpcs3 (I would think it'd have to be to ever make ps3 emulation bareable), or is using strong class design patterns a higher goal?
-[Unknown]
The text was updated successfully, but these errors were encountered:
Speed is a certainly a goal, but rpcs3 in itself is pretty much a scratchpad project. Memory access is very immature at this point, since it was designed to do the bare minimum needed.
This should and quite probably will be changed during the development of the emulator. The strict class design is merely a byproduct of attempted safe experimentation with the emulated PS3 environment.
For proper emulation this will be dropped in favor of faster solutions (direct mapping is a good example).
C++ is a great language and has many powerful features. However, some of them should not imho be misused within tight code.
PPSSPP does all instruction encoding in a fairly tight loop, and it can be fairly fast. It spends about 25% of its time in the interpreter decoding instructions, compared to about 50% in rpcs3.
Memory access of course is similarly bad, but has other solutions, like directly mapping into address space.
Is speed a goal in rpcs3 (I would think it'd have to be to ever make ps3 emulation bareable), or is using strong class design patterns a higher goal?
-[Unknown]
The text was updated successfully, but these errors were encountered: