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Old April 26th, 2007   #61 (permalink)
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Right now, after some work done in the 2D and 3D core, most time is spent in the CPU interpreter, which would be painful to split on both cores. After some type of dynarec is done (if ever done), and if rendering proves to be a big bottleneck, then we'll see if moving the rendering to it's own thread is useful.
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Old April 26th, 2007   #62 (permalink)
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Well, good luck. Your emulator will get better someday. ^_^
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Old April 29th, 2007   #63 (permalink)
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Quote:
Originally Posted by enekomh View Post
I think (and I most probably am WRONG) PCSX2 takes advantage of both cores because the emulator takes advantage of one core and the ZeroGS plugin takes advantage of the other. In order to take advantage of both cores on any other emulator, devs should do something like that; I mean, split the work into two different processes, which I believe to be outstandingly difficult.
While it's a very effective way of boosting performance as we can see with PCSX2 it's also a very difficult task to do but I believe in future dual/multi core support will get more common when the knowledge of coding this way gets more mature.

But yea should give a nice boost for most emulators to split the task of different components in the console to different CPU cores like with PCSX2.
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