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PCSPv0.5.1
Download Name: PCSPv0.5.1
Category: PSP & PS Vita PSP Emulators
Submitted By: Craig
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File Size: 6.73 MB
File Type: (Zip file)
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Views: 102
Related Forum: PlayStation Forum
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The PCSP team continues to improve their ongoing PlayStation Portable emulator for Windows, written in C/C++, with the release of a new update that fixes a freeze bug from the previous release and adds better OpenGL support.Changelog:
added gl_Core : now occlusion_query, vertex_buffer_object and framebuffer_object are now correctly detected to fill core functions if not
added a software version of BBOX in gl_OcclusionQuery
correct handling 32-bit overflow of timer seems to fix the "freeze" bug with some games when vsync is ON
Developer's note:A new minor version is here. Don't expect too much updates , the most important ones are the fix of freeze bug when you use vsnyc limiter and better opengl extension detection. Also for older cards there is software emulation of some OcclusionQuery where this is not available.A few more notes from the devs about the latest update:It appears there is a bug with pcsp and single core cpus. It is very likely that pcsp will freeze from parallel threads that it tries to syncronize. There is already a fix for that for all you ppl that still using old machines with single core (who does anyway).Ok I think I understand what it happens. The emulator has a state : normally it is RUNNING when interpreting a PSP game. Some events like Audio, Vsync, Clock may occur and try to set this state to an event state so the emulator thread is leaving the interpreter to handle the event. In a multi-core processor, each event has its time-critical thread running on one core whereas the emulator thread is running on another core. So a core tries to set a state to make the other core to suspend interpretation and handle event in the emulator thread. I made some changes in code prior the correction I did for 0.5.1 because I feared an event state might be set when the emulator was already set to another event set (a vsync event occuring when the emulator state is set to an audio event state) and might fix the freeze issue. It didn't but I left this code after fixing the real issue. However I never realized that code might not work properly for a mono-core as those threads will be executed in a sequential order and might create some hell slowness or worst responsiveness (because of an active polling added).
The PCSP team continues to improve their ongoing PlayStation Portable emulator for Windows, written in C/C++, with the release of a new update that fixes a freeze bug from the previous release and adds better OpenGL support.Changelog:
added gl_Core : now occlusion_query, vertex_buffer_object and framebuffer_object are now correctly detected to fill core functions if not
added a software version of BBOX in gl_OcclusionQuery
correct handling 32-bit overflow of timer seems to fix the "freeze" bug with some games when vsync is ON
Developer's note:A new minor version is here. Don't expect too much updates , the most important ones are the fix of freeze bug when you use vsnyc limiter and better opengl extension detection. Also for older cards there is software emulation of some OcclusionQuery where this is not available.A few more notes from the devs about the latest update:It appears there is a bug with pcsp and single core cpus. It is very likely that pcsp will freeze from parallel threads that it tries to syncronize. There is already a fix for that for all you ppl that still using old machines with single core (who does anyway).Ok I think I understand what it happens. The emulator has a state : normally it is RUNNING when interpreting a PSP game. Some events like Audio, Vsync, Clock may occur and try to set this state to an event state so the emulator thread is leaving the interpreter to handle the event. In a multi-core processor, each event has its time-critical thread running on one core whereas the emulator thread is running on another core. So a core tries to set a state to make the other core to suspend interpretation and handle event in the emulator thread. I made some changes in code prior the correction I did for 0.5.1 because I feared an event state might be set when the emulator was already set to another event set (a vsync event occuring when the emulator state is set to an audio event state) and might fix the freeze issue. It didn't but I left this code after fixing the real issue. However I never realized that code might not work properly for a mono-core as those threads will be executed in a sequential order and might create some hell slowness or worst responsiveness (because of an active polling added).
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Related Forum: PlayStation Forum
Related Forum: PlayStation Forum
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