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Some MVS Roms are huge, way bigger than PS2 RAM. This is why we have a cache mechanism, which frequently requests reads from disk. USB is extremely slow in PS2, nevertheless, the HDD is quite fast. This #NJEMU running MSlug3 in a PS2 FAT through the HDD. 🏃‍♂️🔫🎮

19,059 次观看 • 1 年前 •via X (Twitter)

10 条评论

Stayhye 的头像
Stayhye1 年前

Impressive!

Based Nerd 的头像
Based Nerd1 年前

Weak PS2 ram was never meant to handle the glorious neogeos 2d pixel art Giga power of animation..

UsagiRu 的头像
UsagiRu1 年前

Neo-Geo on PS2 is a dream come true, thank you!!

NEOYEMM 🇩🇴 的头像
NEOYEMM 🇩🇴1 年前

It is. And if the PS2 HDD is IDE, the games loads faster than the SATA interface, which is quite ironically.

SpiralOnline 的头像
SpiralOnline1 年前

I've always wondered if backwards compatible PS3s could utilize the full USB 2.0 bandwidth to make usb loading identical to the HDD.

neocvera 的头像
neocvera1 年前

Ahh this is the same emu used in the Arcade Stick Pro, MVSX and Neogeo mini.

Francisco J. Trujillo 的头像
Francisco J. Trujillo1 年前

Someone else said the same to me, but where can we find the repository or official information about this?

C. Shredder 的头像
C. Shredder1 年前

Agora só falta emular o Neo Geo CD

Daniel Ballesteros 的头像
Daniel Ballesteros1 年前

Great! This reminds my one cd I had with an emulator and games of neogeo on my pentium 120 mhz with 16 mb ram. Thanks to it I could play the games although without sound. Oh, I had forgotten : nds has an awesome neogeo emu and it has only 4 mb of ram!!

Francisco J. Trujillo 的头像
Francisco J. Trujillo1 年前

Most probably it works in a similar way, however the I/O read operations in the cartridge are way faster than the super complex PS2 architecture

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The #GTA 3 port to the Sega #Dreamcast has been progressing at an incredible pace. It's been amazing to see the whole DC community come together to tag-team this "impossible" project... Here it is running on a stock DC, no longer requiring the 32MB RAM hardware modification, only a few weeks into development. Since I finally got the time to sit down, build the codebase, and look into some of what I think is the critical path for performance, let's talk about some technical shit, and some of the future steps I think can be taken to further improve performance. First of all, I want everyone to take note that this is NOT a port of the PS2 version. This is a port of the PC version, which has extra content, increased draw distance, improved textures, and other things that have actually increased the challenge here... Whether the DC version will ultimately have these additions or not will remain to be seen, but we're running into plenty of shit that the PS2 didn't have to worry about (like these big-ass PC replay saves won't fit onto a Visual Memory Unit!) Secondly, lets talk about what is and isn't currently optimized, because it's absolutely vital that the DC's hardware is fully utilized here for the sake of performance and achieving a competitive polygon count. Unlike with modern devices, where the whole graphics pipeline is handled by the GPU, both the PS2 and Dreamcast were responsible for transforming and doing lighting calculations for each vertex BEFORE they got submitted to the GPU. The PS2 had a vector coprocessor to do this, while the Dreamcast had a few extremely important SIMD and fast math assembly instructions on its CPU to do these computations. Up until literally just a few hours ago (not shown in this footage), the Dreamcast's SH4 was doing 100% of these operations in slow-ass plain C and C++ code, which is absolutely sub-optimal and is immediately bogging down its CPU with just transforming vertices, bottlenecking the entire graphics pipeline on the fist T&L stage, and also leaving less CPU time for handling other gameplay logic... this is going to absolutely have to be addressed (and already has begun to be). Another issue that is crippling performance here is the fact that the models are all using individual triangles rather than triangle strips, which the Dreamcast's PVR GPU was designed to handle better... Converting these models to use strips rather than individual triangles will result in MANY different gainz for the DC, as you're going from 3N to N+2 vertices per triangle. Converting the models to triangle strips will 1) reduce load times, since model assets will be smaller 2) reduce the amount of video memory required to hold these vertices on the GPU 3) reduce the amount of shit that must be transferred from the CPU to the GPU and 4) give us back a bunch of CPU time, since the SH4 will be less bogged down transforming redundant vertices! TL;DR: This is still EXTREMELY suboptimal in terms of fully utilizing the graphical potential of the Dreamcast. There is going to be a LOT that can be done still to both improve performance and polygon counts, so stay tuned! FINALLY: Mad respect and love to Stefanos Kornilios Mitsis Poiitidis, for doing an amazing job leading this project, and to Frogbull , Esppiral, and everyone else who is helping us stick it to the PS2 by making this happen! #gamedev #retrogaming #cplusplus

Falco Girgis

88,356 次观看 • 2 年前