PCSX2 Documentation/Threading VU1: Difference between revisions

no edit summary
No edit summary
No edit summary
 
Line 13: Line 13:
So now you may be wondering, “If threading has all those problems how can you get a speedup?” Well we had to be smart about it, and figure out a way to make threading work based on the properties of the hardware. One thing we know is that for a component to even be worth-while to thread, it needs to have relatively low interaction with other components (which will limit the amount of syncing needed with other components; and therefore increase the thread throughput), and it also needs to be a component that is used frequently and is computationally expensive to emulate (or else there’s no point in threading it). Luckily the GS fit that bill very well (which gave us MTGS), and to a lesser extent VU1 does (giving us MTVU).
So now you may be wondering, “If threading has all those problems how can you get a speedup?” Well we had to be smart about it, and figure out a way to make threading work based on the properties of the hardware. One thing we know is that for a component to even be worth-while to thread, it needs to have relatively low interaction with other components (which will limit the amount of syncing needed with other components; and therefore increase the thread throughput), and it also needs to be a component that is used frequently and is computationally expensive to emulate (or else there’s no point in threading it). Luckily the GS fit that bill very well (which gave us MTGS), and to a lesser extent VU1 does (giving us MTVU).


PS2 Hardware
==PS2 Hardware==
[[File:ps2flow.png]]
[[File:ps2flow.png]]


ninja
782

edits