PCSX reARMed will only be fast on ARM architectures.
It’s using a modified version of Ari64’s N64 dynarec (which has been modded by notaz so that it can work as a PSX MIPS dynarec) and the PCSX core has been modified so that it can work with that. That means the old PCSX dynarecs for x86 had to be removed.
I’ve been testing out the PSX implementation on my desktop PC, and I’ve noticed it won’t give me anything higher than 45fps, where other PSX emulators hit 60fps fine. Is there any reason the implementation you guys are using would have trouble pushing past 45fps?
Those other PSX emulators are also inaccurate as hell and totally dependent on plugins for SPU, GPU, and I/O. I’ll gladly take mednafen psx over any of them any day of the week. No offense but ePSXe and all these closed-source PSX emus haven’t cared one bit about the ‘scene’ and the PS1 scene was in a real bad situation until Mednafen PSX and notaz’s PCSX reARMed came around. So we’ll gladly support these emus that try to do it ‘right’.
Also - Mednafen PSX has far superior SPU emulation to any of the other emus you can mention. Really - you’re getting a lot in return for those beefier system requirements that it demands - that not a whole lot of other emus can offer you. System requirements should be ‘just’ a Core i3 CPU.
You will have noticed that ePSXe doesn’t have its source released nor do they have any intent to release it since it would mean they could no longer be making moniez on the Android Store. That and it’s totally dependent on plugins which I feel to be rather patchy to begin with. I’m glad we’re finally moving away from this overreliance on plugins to do most of the actual emulation work in the new generation of PSX emus - even if there’s still a ‘plugin’ behind the scenes at least that plugin is ‘enforced’.
And since I’ve got a thread open, any word on when we’ll be getting that gpSP implementation?
No. It will be made when we feel like it or when we have the time to do it.
Additionally, I was wondering what the chances are of implementing frameskip-1 to force 30fps for situations like this where a given implementation won’t hit 60fps on certain systems. Any other frameskip value would be totally useless, but frameskip-1 would be a really nice thing to have.
What is the point really of frameskipping? If it isn’t fullspeed it’s going to be worthless anyway - trying to play a game that was meant to be played at 60fps at 30fps will just be a huge downgrade.
Really, at the end of the day what it boils down to is that the host system is not fast enough to run the core - period. And no amount of frameskipping will hide away that inconvenient truth.