I'm planning on releasing a few videos about how the PowerVR GPU in the Dreamcast works, at the level of memory, MMIO, and functionally what the GPU does/how it behaves. While I am still working on content, here is a ROUGH DRAFT of the first "episode": https://t.co/osp9i3PlZg
A question for folks: Do you ever not post things because you think no one is interested? I constantly see articles/videos where the comments/response is super positive and I would have made a similar thing but assumed no one cared. Maybe I just "publish" more?
@falco_girgis@coderman64 Dumb question. If I want to support this in my emulator how does 32MB work? Is it literally just extend mappings into physical ram to be 32MB or is there any strange wrapping behaviors or weird interactions with other processor features on the real modded hardware?
@falco_girgis That's sick. Is the order of FTRV outputs in the pipeline actually defined somewhere, or some genius worked that out? Also very cool that the hazard detection can unblock a future instruction on partial completion of a complex instruction like FTRV. Nice!
@ico_TC I hate to be reductive, but Altium's either still worth it, or people will move on to (and hopefully continue investing in) things like KiCad. I am maybe jaded, but I assume most companies will maximize profits first and foremost.
Spent the last two hours chasing why my nvidia card was showing pcie gen1 speed. Reseated the card a bunch and checked BIOS. TIL, even on desktop, the driver will put PCIE links into power saving mode via downgrading. When load arrives, it goes back to full PCIE gen5 speed. 🙃
@muthutalks@ptrschmdtnlsn I’m not building an AI/ML system. I’m building a GPU which does programmable shading and graphics circa late 1990s or early 2000s
@exolabs Any reason to not use thunderbolt networking between Spark + Mac Studio here? I assume that stack is lower overhead than the switch (but I've never measured that).
@EliasDaler Do you use something in your workflow to convert this to paletted textures/color look-up tables for PS1? I assume you're not using full color textures since it uses a ton of VRAM
@falco_girgis Yea the register handling by the compiler was my main concern. Thanks for the detailed response. How do you intend to compare “normal” performance vs sh4zam? Any particular application or synthetic benchmarks?
@ico_TC Yeah that is very unique. Cool! I wish them success. I think if they eventually have an eval board the size of e.g. ulx3s or larger I would grab one. Seems very flexible