iPad 2 dreamcast/ps2 emulator for ipad 2

Discussion in 'iPad' started by xXACIDxROACHXx, Mar 19, 2011.

?

is it possible for ps2/dreamcast

  1. yes

    59.3%
  2. no

    40.7%
  1. xXACIDxROACHXx

    xXACIDxROACHXx New Member

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    with the ipad 2's new duel core processor and its apparent 9x gpu i think this my be possible for dreamcast idk about ps2 but idk im not an expert at this stuff but i saw dreamcast running on samsung galaxy tab and it looks like its doing pretty well for the alpha stage http://www.youtube.com/watch?v=I5-kV_TRNyg ipad 2 has the galaxy tab beat on cpu and gpu so this has to be possible for ipad 2 :D and maybe ps2 again idk the ps2's specs
  2. Lux2GS

    Lux2GS Well-Known Member

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    1. Please try to use some punctuation if possible.
    2. psx4all on cydia
  3. xXACIDxROACHXx

    xXACIDxROACHXx New Member

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    sorry about my punctuation.<------happy lol but psx4all is ps1 not ps2.
  4. iPwn

    iPwn Community Development Staff Member

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    Dreamcast..yes. PS2..no.
  5. jotokun

    jotokun Active Member

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    Emulation is much more reliant on the CPU than the GPU. Therefore, I would say it isnt likely. High end PCs still struggle to emulate those platforms.
  6. xXACIDxROACHXx

    xXACIDxROACHXx New Member

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    Dreamcast

    CPU: Hitachi SH-4
    200MHz clock rate
    360 MIPS (millions of instructions per second)
    3D calculations (Can transform 5million polygons/second)
    800+ MBytes/second bus bandwidth
    1.4 billion floating-point operations per second
    In comparison, the SH4 can calculate nearly 3 times more floating point OPs per second then a 450MHz Intel Pentiom II Processor. Or about 1.4 times more than next years' 500MHz Intel Katmai or 500MHz AMD K7.
    Graphics: NEC PowerVR2 DC
    3 million polygons/second peak rendering rate
    Perspective-Correct Texture Mapping
    Point, Bilinear, Trilinear and Anisotropic Mip-map filtering
    Gouraud shading
    z-buffer
    Colored light sourcing
    Full scene anti-aliasing
    Hardware-based Fog
    Bump mapping
    16.77 million colors
    Hardware-based texture compression
    Shadow and Light volumes
    Super sampling
    Memory:
    16 MB main RAM (SDRAM)
    8 MB video RAM
    2 MB sound RAM
    Sound:
    45MHz Yamaha 32-bit RISC CPU @ 40MIPS (more powerful than total power of PSX)
    Based on ARM7TMDI Processor Core DSP.
    Real-time effects (Reverb, delay, etc)
    64 sound channels
    Surround Sound support.
    Full realtime 3D sound support matching abilities of modern home theater systems.
    Hardware-based audio compression
    Storage:
    Proprietary 1 GD-Rom disc: Capacity 1.0GB (1024MB)
    12x Yamaha (1.8MB/s)
    Data Save: VMS Card
    Energy-saving 8-bit CPU
    128K byte memory
    48x32 dot monochrome LCD display
    37x26mm display size
    Button battery x 2, auto off function
    PWM 1 channel sound source
    Size: 47mm(W) x 80mm(H) x 16mm(D)/1.9" x 3.15" x 0.63"
    Weight: 45g/1.59oz
    Input:
    Four controller ports.
    Digital and analog directional controls
    Visual Memory System data save unit
    Analog Steering wheel, joystick, keyboard, mouse, and more available.
    Communication:
    33.6Kbytes/second modem (Original Asia/Japan)
    56Kbytes/second modem (USA, Europe, Asia/Japan after Sept. 1999)
    Software: The Dream Passport CD
    Access' NetFront and Secure Socket Layer (SSL).
    NetFront includes support of HTML 3.2, main features of HTML 4.0, and SSL.
    Dream Passport lets users access the web, e-mail, and chat.
    Operating System:
    Customized Microsoft Windows CE or Custom Sega OS (loaded at boot)
    Video Output:
    640x224 NTSC via composite video or RF (Composite cables included with console)
    Available: RGB/VGA, S-Video.












    Playstation 2 Specs


    CPU: 128 Bit "Emotion Engine"
    System Clock: 300 MHz
    System Memory: 32 MB Direct Rambus
    Memory Bus Bandwidth: 3.2 GB per second
    Co-Processor: FPU (Floating Point Multiply Accumulator x 1, Floating Point Divider x 1)
    Vector Units: VU0 and VU1 (Floating Point Multiply Accumulator x 9, Floating Point Divider x 1)
    Floating Point Performance: 6.2 GFLOPS
    Compressed Image Decoder: MPEG2

    Graphics

    Clock Frequency: 150MHz
    DRAM Bus bandwidth: 48 GB Per Second
    DRAM Bus width: 2560 bits
    Pixel Configuration: RGB:Alpha:Z Buffer (24:8:32)
    Maximum Polygon Rate: 75 Million Polygons Per Second
    3D CG Geometric Transformation: 66 million Polygons Per Second

    ps2 specs are better then dremcast but not much if sombody cant get it on full speed it should at least run decently. and if the system running the emulator has to be 3x faster (900mhz ps2) (600mhz for dc) (ipad 2 1ghz dul core a5) it should be possible for ps2 ,but that if the emulator is perfect and not to mention the fact that most games for ps2 will eat all of your hdd but it still should be possible
  7. bahamutspirit

    bahamutspirit New Member

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    None of them is possible. Both of them require much more powerful devices than the iPad 2 to emulate.

    The most you can do is something like the Nintendo 64 give or take.
  8. xXACIDxROACHXx

    xXACIDxROACHXx New Member

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  9. iPwn

    iPwn Community Development Staff Member

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    What? Even the 3GS can do N64...The iPad 2 should do much more.
  10. bahamutspirit

    bahamutspirit New Member

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    It's not running at full speed. Decent speed is like 1/3 or 1/4 full speed in there actually. Sonic Adventure should run a lot faster than that.

    Beta or not, optimizations can only take you so far. The only reason why it's not released is because the author knows he won't be able to get decent performance out of current hardware, and not anything of this year, either.

    You can barely emulate a number of PS1 games on the Galaxy Tab at full speed without issues, for instance. The rest may still experience massive slow downs until you hit about 1.4GHz clock speed. But then there is still massive room for improvement.

    "Can do" and "can perfectly do" are two different things. It can do N64, but barely at 1/3 the speed and not even with sound. ;)

    See, the thing is... emulation is a completely different kind of application to account for. The emulated machine absolutely has to be inferior or at least on par with the emulating host device in every way.

    It's not as simple as CPU + CPU = CPU x 2. And emulation requires more CPU processing power than anything else. The only reason why some emulators can go multi-core is because they use multiple cores to process graphics elements depending on the architecture of the emulated system.

    I'm trying to avoid a long drawn-out post detailing the architecture of the PS2 and Dreamcast, and then highlight emulating software techniques as well as to why current hardwares just can't emulate them, but just so you have a metric of some sort:

    To completely emulate N64 and Dreamcast perfectly without any caveat, you need something on par with a 3.0GHz Pentium 4 or higher. Even if you account the upcoming quad-core ARM Cortex A15 architecture running at 2.0GHz as CPU + CPU + CPU + CPU = CPU x4, it's still a far cry from matching a single Pentium 4 at 3.0GHz. At most it'll just be able to match a single Intel Atom at 2.0GHz in terms of raw processing power.

    I think I need to remind you both of the fact that the Apple A4 CPU is worse than 1/10 the performance of a netbook CPU in every single benchmark you can imagine. Even if the A5 CPU is supposedly many times the A4, it's still a long shot from matching even a netbook.

    Does that mean the N64 or Dreamcast are superior to the A5? Nope. They are inferior as a whole. Their stats are just much better at certain things, but that's where the difference starts counting towards the massive hardware needed to emulating them. You gotta realize emulation isn't just about running a game from a different system on your hardware. Emulation is more like trying to run a different game from a different system on just the CPU of whatever you have right now, almost disregarding every other component altogether except for enhancements to graphics and the likes.

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