

- #Pcsx2 emulator slowing on lots of polygons drivers#
- #Pcsx2 emulator slowing on lots of polygons manual#
- #Pcsx2 emulator slowing on lots of polygons windows 10#
- #Pcsx2 emulator slowing on lots of polygons android#
- #Pcsx2 emulator slowing on lots of polygons Pc#
Otherwise, reverse engineering can be done to log and trace very writes into the PCI apertures of the hardware and slowly figuring out the patterns of memory address programming.
#Pcsx2 emulator slowing on lots of polygons manual#
Official chip datasheet/programmer's manual for PowerVR PCX2 would really help to get this done correctly.
#Pcsx2 emulator slowing on lots of polygons drivers#
The PowerVR drivers running on guest OS would have its guest address programming intercepted and translated into host address, so the hardware can render directly into host physical memory. Guest to host address mapping can be done on-the-fly behind the scene within DOSBox & QEMU. In fact, with the headless architecture it is possible to get the real PowerVR PCX2 render into the framebuffer of emulated display adapters in DOSBox & QEMU. Tomb Raider 1 would come next on my mind.įrom emulation perspective, this is highly doable. This would pretty much give enough motivation for me get to play the game in PowerVR SGL version, which is highly claimed to be the best version. I am a long-time fan of Mechwarrior 2 31st. If someone can point me to the last working version of Tuxality PowerVR SGL wrappers, then I would consider working on the the pass-through stubs for QEMU. Glancing through the thread where Tuxality was actively developing the wrappers, it seemed that he was also stumbled on PowerVR titles that absolutely required Win9x to work, such as Mechwarrior 2 31st. This does not require real PowerVR hardware. It should be comparatively easier to implement the stubs in DOSBox & QEMU to pass-through the APIs from guest into host.

This is the least resistance path to achieve the goal as the wrappers would have done all the heavy lifting of emulating the PowerVR SGL APIs. Tuxality used to work on this, but I couldn't find anything to download from his website for the wrappers. There are several ways of achieving that vary in difficulties.
#Pcsx2 emulator slowing on lots of polygons windows 10#
So this makes perfect sense for DOSBox or QEMU running DOS/Win9x to revive PowerVR SGL games on modern system & OS, such as Windows 10 and Linux 圆4. Drivers support were only available on Win9x. Unlike 3Dfx hardware where they lived into the era of Win2k/WinXP, PowerVR PCX2 were dead after Win9x. From the technical perspective, PowerVR PCX2 add-in card has an advantage over 3Dfx in emulation due to the headless architecture of PowerVR 3D rendering. Accurately emulating the PlayStation 2 (PS2) has proven to be quite a challenge.Looking at how DOSBox & QEMU revive the 3Dfx Glide accelerated games on modern system & OS, I was thinking if the same can be done for PowerVR native SGL games for DOS and Win9x.
#Pcsx2 emulator slowing on lots of polygons Pc#
PC gamers have enjoyed emulators like PCSX2 for years, but the story is quite different on Android. The only two options for PS2 emulation both have significant drawbacks. However, a new emulator may be the answer to retro gamers’ prayers.ĪetherSX2 is a new PlayStation 2 emulator for Android.
#Pcsx2 emulator slowing on lots of polygons android#
Currently in a closed Alpha, the emulator has made some waves in the retro community this week, thanks in part to a YouTube video from Taki Udon (a prolific Android emulation console reviewer).

The developer behind AetherSX2, known as Tahlreth, has been fairly forthcoming with information about the software. Tahlreth is developing AetherSX2 under the LGPL (GNU Lesser General Public License), which means it will be free and open-source. Thus, the emulator won’t cost a dime to use, and experienced programmers will eventually be able to easily see and tweak the source code. This could, in turn, open the floodgates for PS2 emulators on the Android market. The open-source nature of AetherSX2 will also allow the community to contribute to the project, hopefully improving the app more quickly than Tahlreth could do alone. In his YouTube video, Taki Udon gives an overview of some of the key features of AetherSX2. One option allows users to change how the emulator receives and processes blocks of data, effectively “underclocking” the PS2 emulation. This can be useful for users with budget- or mid-range handsets that don’t boast the most powerful hardware the feature allows less powerful chipsets to hit higher framerates. The feature currently has a curious side effect: since the framerate of the emulator cannot currently be capped, more powerful phones (e.g., those with the Snapdragon 888 Plus) may run some titles too fast. Others may experience graphical or audio glitches. In some rare cases, mid-range handsets can run games smoother and more accurately than flagship devices. Tahlreth has expressed that future iterations of the emulator will allow for capped framerates and will work to smooth out these bugs.ĪetherSX2 shows a lot of promise.
