На королевскую портативку завезли улучшение графона
Правила форума
Не переступайте черту, за которой вас начали бы бить в реале. Только вместо драки у нас прдупреждения и баны. Будьте взаимовежливы насколько это возможно. Ваши враги любят стучать на ваши оскорбления и тем самым отправлять вас в бан.
Не переступайте черту, за которой вас начали бы бить в реале. Только вместо драки у нас прдупреждения и баны. Будьте взаимовежливы насколько это возможно. Ваши враги любят стучать на ваши оскорбления и тем самым отправлять вас в бан.
-
- Кто здесь?
-
нет зарегистрированных пользователей и 1 ноунейм
- Cheewbakka
- Назад в текстолит

- Сообщения: 18523
- Рега: 20 июн 2012, 14:57
- Мои платформы: PC, Vita, PS4, PS5, XSS, Switch, 3DS, VR, Retro, Облака
- Лайкнул: 2582 раза
- Лайкнули: 833 раза
На ней и так сносный графон, но от такой херни только автономности убавится 

- Cheewbakka
- Назад в текстолит

- Сообщения: 18523
- Рега: 20 июн 2012, 14:57
- Мои платформы: PC, Vita, PS4, PS5, XSS, Switch, 3DS, VR, Retro, Облака
- Лайкнул: 2582 раза
- Лайкнули: 833 раза
Видимо после продаж небоскребов сони не смогла себе позволить держать на плаву две консольки в отличии от пс3-пспFanlost писал(а): 10 сен 2018, 21:051. пс4 была в разработке, как и игры для неё. Всё внимание и ресурсы были на ней.metallsatanist писал(а): 10 сен 2018, 20:45Ты что несёшь, пс4 ещё не было, когда вита вышла.
Fanlost писал(а): 10 сен 2018, 20:36а для кукаренды срич основная, и даже при таком раскладе кукаренда ничего кроме индиговна и мыльных портов в 10 фпс не может завезти. The Legend of Zelda: Breath of the Wild, Super Mario Odyssey, Mario + Rabbids: Kingdom Battle, Bayonetta 1-2, Donkey Kong Country: Tropical Freeze и Xenoblade Chronicles 2 обоссали все игры со сриты.
2. порт с выю (лучшая версия на пека), копипаст шмарево из 1980, говно, параша, говно, параша.

Зарядил на своей ПСТВ 500 mhz частоту на ядро, что считается тру разгоном. 444 mhz это рабочая стандартная частота использующаяся в некоторых играх. Теперь когда Ассасин Крид запускаешь в нативе, то можно спокойно играть без подтормаживаний 30 фпс.
Ждём разгона до 1 GHz
Ждём разгона до 1 GHz

Все Вита игры гораздо лучше выглядят на ТВ, поэтому автономность для меня не важна, а важно разрешение и качество графона. Возьмём Ассассин, который в родном разрешении выглядит как мыльное говно, в нативе совсем другое дело.Cheewbakka писал(а): 11 сен 2018, 14:18На ней и так сносный графон, но от такой херни только автономности убавится![]()
У ПСТВ пассивное охлаждение лучше реализовано, да и кастом радиатор прикрутить не сложно
В Джеке патч от разработчиков с локом на 20 фпс, надо ставить образ крякнутый. НГС2 можно уже в нативе играть, по фпс хз, не тестировал.
Здорово тебе печет от лучшей портативной консолиXopek писал(а): 25 ноя 2018, 12:46540p и силки смус 30 FPS на разгоне (!!!)... пиздец консолеотщепенство![]()
А для вырабатывания большей мощщи не предлагают купить вот такой хоум комлпект?AlecArzh писал(а): 10 сен 2018, 19:42Теперь во многие игры можно играть в нативе, 540р.
Спасибо кулхацкерам, можно менять разрешение в играх, даже купленных.
И кстати не тормозит если проц поставить на 444.
В нативе игрухи выглядят просто шикарно, WRC4 ваще заткнет любые гоначки на Свитче!
Sent from my SHIELD Tablet using Tapatalk

Устроил марафон по ПСП играм на Вите и ПСП собственно, зафигарил в Виту добавочно микроСД под это дело.
Прописал плагины в OS ПСП эмулируемую Витой, чтобы фпс отслеживать и нагрузку на проц и сравнивал эти цифры с реальной ПСП.
При одинаковых частотах в играх на Вите производительность выше,+5-7 фпс и чуть меньше нагрузка на проц, что не реально если принять как данность софтовую эмуляцию ПСП на Вите. Эмуляция всегда требует гораздо больше ресурсов и гораздо более производительное железо. Не может Вита тянуть идеально, почти со 100% совместимостью эмулятор этого монстра, смотреть ниже.
Very simple, PSP is the use of Sony customized Soc, code-named CXD2988GG MCL chip, a code-named CXD5029 SoC chip, MCL (Multi Chip LSI) is Sony's use of the former packaging technology, developed by Sony, Sony said it For the SoC and SiP combination of technology, PSP's flash memory and memory that is packaged through the technology in the CXD2988GG. Sony on the two chips named Game Engine and Media Engine, PSP performance of the main source in the two chips, Game Engine is mainly used for game processing, Media Engine is mainly used for multimedia processing.
Game Engine:
The Game Engine mainly includes three parts: CPU, GPU and VFPU. The CPU is designed by Sony's Allegrex, based on MIPS R4000, with 7-level pipeline, including FPU (floating point unit), 16KB instruction cache and 16KB data cache. Allegrex maximum operating frequency 333MHz, the initial lock frequency at 222MHz.FPU floating-point operation compatible with IEEE754 standard FP32.Game Engine integrated 16KB Scratchpad SRAM, the application performance and power can play a role in optimizing.
Sony named the PSP GPU as the Graphics Engine referred to as GE, operating frequency 166MHz, GE core for the split surface Engine and Rendering Engine, for the fixed pipeline design, polygon computing power of 35 million / second, pixel filling rate of 664 million / Although the control of the pipeline is less flexible than the programmable Shader, but with the conditions of the efficiency is higher due to the fixed pipeline design, PSP's graphical interface is mainly based on OpenGL command flow also contains floating-point operations, but only support To FP24, FP32 is mainly responsible for the mainly support the function of directional light source, point light source and spotlight source, GPU skin, smooth model deformation, surface subdivision, etc. GE segmentation function support Bezier surface, shellfish Searle curve and NURBS, can effectively optimize the edges and corners of the triangle modeling.
GE supports ABGR8888 pixel format and S3TC texture format, can achieve bump texture mapping. GE contains eDRAM control, connected to 2MB eDRAM (VRAM), operating frequency 166MHz, bit width 512bit, the rate of 5.3GB / s.eDRAM can significantly increase GE's Graphics processing efficiency is an integral part of GE.
GameFP in another important part of the VFPU vector floating point unit.VFPU independent of Allegrex, the data cache through proprietary lines and Allegrex share, but have their own write buffer and bus connection to read the memory data directly, can be seen as Independent coprocessor, this design is similar to the PS2 VU, different from the general embedded processor.VFPU has a separate clock cycle, the maximum operating frequency of 333MHz, and Allegrex within the FPU collaborative floating point up to 2.6GFLOPS, VFPU Floating-point operations in line with IEEE754 standard, does not support double-precision floating point.VFPU is mainly used for vector and matrix operations, but also can calculate trigonometric functions and other mathematical conversion, GE part of the function needs to be completed by VFPU (such as subdivision) PSP excellent physical, particle system and water ripple is VFPU credit, so that VFPU PSP is also an important part of the indispensable.
Media Engine:
The main engine includes CPU, VME and AVC decoding unit. The CPU is also based on R4000, the maximum operating frequency of 333MHz, does not contain VFPU.VME and AVC decoding unit are required to work together to achieve efficient CPU processing performance, the game audio and transitions VME (Virtual Mobile Engine) for the Sony design of the multimedia processing unit, the operating frequency of 166MHz, with the CPU, you can support ATRAC3plus, ATRAC3, and so on, and can be used to control the graphics engine, AAC, WMA and MP3 audio formats, as well as Dolby 7.1-channel audio output. Dedicated AVC decoding unit allows the PSP to support H.264 / MPEG-4 AVC encoded audio format. The game is executed by ATRAC3plus and ADPCM.
The Media Engine also integrates 2MB eDRAM (at half the rate of GE eDRAM) and connects to the bus to improve multimedia processing efficiency and accelerate data exchange between Game Engine and Media Engine.
RAM:
PSP uses memory for Samsung DDR SDRAM, capacity 64MB (PSP1000 for 32MB) .8MB for XMB system, 24MB for games and applications, 32MB for system development, browser, LCD display cache.
First PSP CPU is based on R4000, the system MIPS32R2, Sony uses a custom architecture program (similar to Qualcomm custom ARM architecture), in the original R4000 based on the reduction of 64-bit mode, the pipeline depth down to 7, FPU removed the double operation , In principle, is the original R4000 castration version, so that its performance is roughly equivalent to ARM11, the frequency is only limited 333MHz, was already considered high.
Then the PSP's GPU, although at the time of view is simply incredible, but now it can only be used to describe the simple, the assembly line is very simple and fixed, including the effects are not many, many people will say how the polygon, How, I say, the PSP's polygon declared performance to meet the VFPU surface simulation to achieve the desired effect, the following I will say, and PS2 similar to the GPU function is actually a little single, the real protagonist can not be regarded as him.
Say there are memory, a lot of people because the PSP has 2MB memory (there are 4MB argument, which is the sum of eDRAM, not all as a memory, see the link) to think that this is a powerful configuration, yes it was really ahead, But now it is not enough to see, even if the direct GPU, its bandwidth is only 5.3GB / s, now dual-channel LPDDR2 only as the main memory can achieve this rate, while the PSP's main memory bandwidth is even slower. Memory, in fact, because only 2MB capacity, the actual game development is generally used as a buffer.
Next to say that the PSP why it is difficult to simulate the real reason.PSP design is similar to PS2, CPU and GPU can only be used to describe the general, really powerful Vector Unit, PS2 is VU0 and VU1 two, PSP is A VFPU. Many people think that this is included in the CPU in a simple unit, in fact, the unit is very powerful.PSP VFPU follow the PS2 from the VU, and to PS2 the picture to the extreme, relying solely on the GPU The simple function can only develop some small games, and masterpiece such as God of War, GT, etc. will need to play the ultimate VU Caixing, on the VU, Sony has done a number of development briefing, we can see the degree of attention. VFPU, in fact, he is not integrated in the CPU unit, but a separate complete vector computing unit, has its own frequency cycle, their own cache, their own bus lines, as mentioned above, many such as subdivision, physical , Particle simulation, action rendering (animation) and other flexible effects need VFPU participation in order to have the desired effect, while the VFPU is also the most difficult to develop in the development, he is not the overall operation of the Framework, must be independently programmed.
And then there is a little, Media Engine, many people mistakenly believe that this is the second core of the PSP, strictly speaking, the core is a multimedia dedicated processor, do not participate in the operation of the system and the game, but not all cases are so. The game is running the audio is done by the ME, which is a bit like a multi-core processor multi-threaded approach, but in fact this is not a multi-core, the main processor and media processor only through a dedicated line connection, no logic analyzer , No other shared resources, the structure is not exactly the same, ME CPU is generally considered to be the original R4000, two CPU is not running at the same time. Both above and mobile phones and other mobile devices in the generic architecture is very different, this is Difficult to simulate.
And then Z1i and then compare, I said directly, even with the complex VFPU and alternative Media Engine, the overall or Z1i strong, CPU Needless to say, many people still look too small Adreno 205, the first In fact, Adreno 205 Shader performance is still relatively strong (and the same period single-core ratio), at least the PSP GPU supports some of the effects and features Adreno 205 can easily do, the other PSP's polygon, fill rate nominal performance, just nominal , But also not completely render, and this is also similar to the PS2, PS2 development is very clear in the introduction of a specific case of the details of the polygon and fill performance.
In addition, there are some people will say that the system optimization problem, but in general they only know the optimization of the word, but do not know how to optimize the specific. I also simply talk about the PSP system is divided into system interface and game interface, the two interface relative Independent, after entering the game interface hardware is completely used to run the game, can really do a very high hardware utilization, but the hardware ceiling so much, do not just rely on optimization of super hardware to play? Others would say that this is not Android xx system comparable, of course, will not say why, in fact, simply can not speak why, because it is obviously underestimated the Android. On Android, 2.3 after the background process has been strengthened, in fact, at the same time into the program , If the large-scale procedures need to take up a lot of resources and memory, then the system will shut down other background programs and freeze some related processes, although it is still impossible to achieve 100% utilization, but more than 90% is certainly no problem.
However, after all, the simulator is still more dependent on CPU performance, because the simulator is also explained the implementation of the virtual environment, higher than the original platform performance may not be a perfect simulation, but also need to achieve a certain degree of job, this Z1i may be more difficult.
The above said so much, maybe someone would think why "God of War" game screen or can do better than most of the mobile phone games, not to say that PSP hardware behind.
First of all, the phone, after all, is the phone, the game business will not be devoted to the development of all the energy development of the game, and the PSP version of "God of War" but the famous St. Monica and ready at dawn to create, for each scene are rendered to the extreme (God of War Is a fixed perspective, the development did not waste any resources outside the perspective of the degree of each scene are strictly controlled optimization), including art, physical effects, etc. (PS2 version to do more extreme), if any manufacturers also use This attitude and technology for the current mobile phone development game, that ... even so, PSP version of God of War or super level play.
Кароче где то с железом Виты интегрировано ядро PSP Allegrex CPU, которое на хардварном уровне эмулирует все фичи присущие ПСП, а работа Media Engine крутится на ARM чипе Виты.

Прописал плагины в OS ПСП эмулируемую Витой, чтобы фпс отслеживать и нагрузку на проц и сравнивал эти цифры с реальной ПСП.
При одинаковых частотах в играх на Вите производительность выше,+5-7 фпс и чуть меньше нагрузка на проц, что не реально если принять как данность софтовую эмуляцию ПСП на Вите. Эмуляция всегда требует гораздо больше ресурсов и гораздо более производительное железо. Не может Вита тянуть идеально, почти со 100% совместимостью эмулятор этого монстра, смотреть ниже.
Very simple, PSP is the use of Sony customized Soc, code-named CXD2988GG MCL chip, a code-named CXD5029 SoC chip, MCL (Multi Chip LSI) is Sony's use of the former packaging technology, developed by Sony, Sony said it For the SoC and SiP combination of technology, PSP's flash memory and memory that is packaged through the technology in the CXD2988GG. Sony on the two chips named Game Engine and Media Engine, PSP performance of the main source in the two chips, Game Engine is mainly used for game processing, Media Engine is mainly used for multimedia processing.
Game Engine:
The Game Engine mainly includes three parts: CPU, GPU and VFPU. The CPU is designed by Sony's Allegrex, based on MIPS R4000, with 7-level pipeline, including FPU (floating point unit), 16KB instruction cache and 16KB data cache. Allegrex maximum operating frequency 333MHz, the initial lock frequency at 222MHz.FPU floating-point operation compatible with IEEE754 standard FP32.Game Engine integrated 16KB Scratchpad SRAM, the application performance and power can play a role in optimizing.
Sony named the PSP GPU as the Graphics Engine referred to as GE, operating frequency 166MHz, GE core for the split surface Engine and Rendering Engine, for the fixed pipeline design, polygon computing power of 35 million / second, pixel filling rate of 664 million / Although the control of the pipeline is less flexible than the programmable Shader, but with the conditions of the efficiency is higher due to the fixed pipeline design, PSP's graphical interface is mainly based on OpenGL command flow also contains floating-point operations, but only support To FP24, FP32 is mainly responsible for the mainly support the function of directional light source, point light source and spotlight source, GPU skin, smooth model deformation, surface subdivision, etc. GE segmentation function support Bezier surface, shellfish Searle curve and NURBS, can effectively optimize the edges and corners of the triangle modeling.
GE supports ABGR8888 pixel format and S3TC texture format, can achieve bump texture mapping. GE contains eDRAM control, connected to 2MB eDRAM (VRAM), operating frequency 166MHz, bit width 512bit, the rate of 5.3GB / s.eDRAM can significantly increase GE's Graphics processing efficiency is an integral part of GE.
GameFP in another important part of the VFPU vector floating point unit.VFPU independent of Allegrex, the data cache through proprietary lines and Allegrex share, but have their own write buffer and bus connection to read the memory data directly, can be seen as Independent coprocessor, this design is similar to the PS2 VU, different from the general embedded processor.VFPU has a separate clock cycle, the maximum operating frequency of 333MHz, and Allegrex within the FPU collaborative floating point up to 2.6GFLOPS, VFPU Floating-point operations in line with IEEE754 standard, does not support double-precision floating point.VFPU is mainly used for vector and matrix operations, but also can calculate trigonometric functions and other mathematical conversion, GE part of the function needs to be completed by VFPU (such as subdivision) PSP excellent physical, particle system and water ripple is VFPU credit, so that VFPU PSP is also an important part of the indispensable.
Media Engine:
The main engine includes CPU, VME and AVC decoding unit. The CPU is also based on R4000, the maximum operating frequency of 333MHz, does not contain VFPU.VME and AVC decoding unit are required to work together to achieve efficient CPU processing performance, the game audio and transitions VME (Virtual Mobile Engine) for the Sony design of the multimedia processing unit, the operating frequency of 166MHz, with the CPU, you can support ATRAC3plus, ATRAC3, and so on, and can be used to control the graphics engine, AAC, WMA and MP3 audio formats, as well as Dolby 7.1-channel audio output. Dedicated AVC decoding unit allows the PSP to support H.264 / MPEG-4 AVC encoded audio format. The game is executed by ATRAC3plus and ADPCM.
The Media Engine also integrates 2MB eDRAM (at half the rate of GE eDRAM) and connects to the bus to improve multimedia processing efficiency and accelerate data exchange between Game Engine and Media Engine.
RAM:
PSP uses memory for Samsung DDR SDRAM, capacity 64MB (PSP1000 for 32MB) .8MB for XMB system, 24MB for games and applications, 32MB for system development, browser, LCD display cache.
First PSP CPU is based on R4000, the system MIPS32R2, Sony uses a custom architecture program (similar to Qualcomm custom ARM architecture), in the original R4000 based on the reduction of 64-bit mode, the pipeline depth down to 7, FPU removed the double operation , In principle, is the original R4000 castration version, so that its performance is roughly equivalent to ARM11, the frequency is only limited 333MHz, was already considered high.
Then the PSP's GPU, although at the time of view is simply incredible, but now it can only be used to describe the simple, the assembly line is very simple and fixed, including the effects are not many, many people will say how the polygon, How, I say, the PSP's polygon declared performance to meet the VFPU surface simulation to achieve the desired effect, the following I will say, and PS2 similar to the GPU function is actually a little single, the real protagonist can not be regarded as him.
Say there are memory, a lot of people because the PSP has 2MB memory (there are 4MB argument, which is the sum of eDRAM, not all as a memory, see the link) to think that this is a powerful configuration, yes it was really ahead, But now it is not enough to see, even if the direct GPU, its bandwidth is only 5.3GB / s, now dual-channel LPDDR2 only as the main memory can achieve this rate, while the PSP's main memory bandwidth is even slower. Memory, in fact, because only 2MB capacity, the actual game development is generally used as a buffer.
Next to say that the PSP why it is difficult to simulate the real reason.PSP design is similar to PS2, CPU and GPU can only be used to describe the general, really powerful Vector Unit, PS2 is VU0 and VU1 two, PSP is A VFPU. Many people think that this is included in the CPU in a simple unit, in fact, the unit is very powerful.PSP VFPU follow the PS2 from the VU, and to PS2 the picture to the extreme, relying solely on the GPU The simple function can only develop some small games, and masterpiece such as God of War, GT, etc. will need to play the ultimate VU Caixing, on the VU, Sony has done a number of development briefing, we can see the degree of attention. VFPU, in fact, he is not integrated in the CPU unit, but a separate complete vector computing unit, has its own frequency cycle, their own cache, their own bus lines, as mentioned above, many such as subdivision, physical , Particle simulation, action rendering (animation) and other flexible effects need VFPU participation in order to have the desired effect, while the VFPU is also the most difficult to develop in the development, he is not the overall operation of the Framework, must be independently programmed.
And then there is a little, Media Engine, many people mistakenly believe that this is the second core of the PSP, strictly speaking, the core is a multimedia dedicated processor, do not participate in the operation of the system and the game, but not all cases are so. The game is running the audio is done by the ME, which is a bit like a multi-core processor multi-threaded approach, but in fact this is not a multi-core, the main processor and media processor only through a dedicated line connection, no logic analyzer , No other shared resources, the structure is not exactly the same, ME CPU is generally considered to be the original R4000, two CPU is not running at the same time. Both above and mobile phones and other mobile devices in the generic architecture is very different, this is Difficult to simulate.
And then Z1i and then compare, I said directly, even with the complex VFPU and alternative Media Engine, the overall or Z1i strong, CPU Needless to say, many people still look too small Adreno 205, the first In fact, Adreno 205 Shader performance is still relatively strong (and the same period single-core ratio), at least the PSP GPU supports some of the effects and features Adreno 205 can easily do, the other PSP's polygon, fill rate nominal performance, just nominal , But also not completely render, and this is also similar to the PS2, PS2 development is very clear in the introduction of a specific case of the details of the polygon and fill performance.
In addition, there are some people will say that the system optimization problem, but in general they only know the optimization of the word, but do not know how to optimize the specific. I also simply talk about the PSP system is divided into system interface and game interface, the two interface relative Independent, after entering the game interface hardware is completely used to run the game, can really do a very high hardware utilization, but the hardware ceiling so much, do not just rely on optimization of super hardware to play? Others would say that this is not Android xx system comparable, of course, will not say why, in fact, simply can not speak why, because it is obviously underestimated the Android. On Android, 2.3 after the background process has been strengthened, in fact, at the same time into the program , If the large-scale procedures need to take up a lot of resources and memory, then the system will shut down other background programs and freeze some related processes, although it is still impossible to achieve 100% utilization, but more than 90% is certainly no problem.
However, after all, the simulator is still more dependent on CPU performance, because the simulator is also explained the implementation of the virtual environment, higher than the original platform performance may not be a perfect simulation, but also need to achieve a certain degree of job, this Z1i may be more difficult.
The above said so much, maybe someone would think why "God of War" game screen or can do better than most of the mobile phone games, not to say that PSP hardware behind.
First of all, the phone, after all, is the phone, the game business will not be devoted to the development of all the energy development of the game, and the PSP version of "God of War" but the famous St. Monica and ready at dawn to create, for each scene are rendered to the extreme (God of War Is a fixed perspective, the development did not waste any resources outside the perspective of the degree of each scene are strictly controlled optimization), including art, physical effects, etc. (PS2 version to do more extreme), if any manufacturers also use This attitude and technology for the current mobile phone development game, that ... even so, PSP version of God of War or super level play.
Кароче где то с железом Виты интегрировано ядро PSP Allegrex CPU, которое на хардварном уровне эмулирует все фичи присущие ПСП, а работа Media Engine крутится на ARM чипе Виты.
Вчера рубил фраги по сети в Quake 3 Arena, до чего же игруха с адреналином. На Вите прекрасно летает под 60 фпс, с графоном как на ПК максималки в нативном разрешении. 

какой еще разгон до 1 ггц , это наверное невозможноAlecArzh писал(а): 25 ноя 2018, 10:46Зарядил на своей ПСТВ 500 mhz частоту на ядро, что считается тру разгоном. 444 mhz это рабочая стандартная частота использующаяся в некоторых играх. Теперь когда Ассасин Крид запускаешь в нативе, то можно спокойно играть без подтормаживаний 30 фпс.
Ждём разгона до 1 GHz![]()














