TTP said:What does "GO" stand for anyway? GB is Giga Byte. GO is Giga O...?
TTP said:What does "GO" stand for anyway? GB is Giga Byte. GO is Giga O...?
Woz said:Those frenchies can't live without changing the name of things =P
TTP said:
Its Giga Ocelot duh.TTP said:What does "GO" stand for anyway? GB is Giga Byte. GO is Giga O...?
AndyD said:You are right. Then again there are Sony memory stick adapters. And Sony flash drives. My point was that not everything needs to be Playstation branded to sell.
That is the point of universality of open formats. And if they brand stuff Playstation and overprice it and product place it next to the PS3 on the game isle, people will bitch they are getting misled into purchasing that stuff when non branded stuff works the same.
Aru said:Well, excuse us for creating words that sound more french !
Aru said:Oh ? Octet isn't a synonym of byte ? I've learned something today
TTP said:No, it is. Bit is bit. But byte is Octet. 8 bit = 1 Octet
JeFfRey said:byte depended on the processor.
Samuel Thomas wrote:
A byte is *not* a data type.
It is a size -- 8 bits in modern computer architectures.
Some obsolete computer architectures had 9 bit bytes
and old CDC computers had 6 bit bytes.
A nibble is 4 bits (half of an 8 bit byte).
A word is the width of the data path
through the Arithmetic and Logic Unit (ALU),
the width of general purpose registers and/or
the width of the data path to memory.
The old CDC computers had 60 bit words (10 6-bit bytes).
The first microprocessors had 8 bit words.
The Intel 8086 had 16 bit words.
(The Intel 8088 had 16 bit words with an 8 bit data path to memory.)
The Intel Pentium has 32 bit words.
The Intel Itanium has 64 bit words.
All of these Intel microprocessors had
"byte addressable" memories.
The old CDC computers addressed only 60 bit words
and 6 bit bytes has to be packed and unpacked explicitly
or you were obliged to use 60 bit words to represent characters.
Because the Intel Pentium was obliged to subsume
the 8086 instruction set for reasons of backward compatibility,
Intel uses the term "long word" to describe 32 bit quantities
so that they will not be confused with the 8086 16 bit words.
Panajev2001a said:Found this:
You are quite anal about this ... what of the current available architectures ARM, x86 (x64 really as the "current" path forward), SPARC, IA-64, MIPS, PowerPC, etc... have bytes that are not 8 bits sized?
*checking*
JeFfRey said:I was teaching electrical engineering for many years so In practice, yes, a byte is an octet if that's you wanted to hear. But in theory, no.
Panajev2001a said:Ok, I understand and will look forward to your posts more now that I know your background (do not worry, I like to be smacked around mind-wise if I get to learn something in the process ).
Still, nice reminder of the difference between theory and practice... just weird finding Engineers caring about this . Although I have always distrusted EE as being "real" Engineers (you care too much about formalisms ).
J/K .
JeFfRey said:Well I have never done any real work in the field, I've been working as a security guard for the last 7 years. :lol
LiK said:where has this thread gone?
Panajev2001a said:Still, nice reminder of the difference between theory and practice... just weird finding Engineers caring about this . Although I have always distrusted EE as being "real" Engineers (you care too much about formalisms ).
J/K .
infinityBCRT said:I think people are looking at the pic of the top half of the casing and think its fake based on the fact it looks ridiculous. However, the pic on the box looks pretty sharp.
Anyone else notice it says 120GB/GO? So are they going to market this as the PS3 GO?
As for PS2 BC through emulation... usually the rule of thumb is you need 10x more processing power to do accurate emulation. And looking at the hardware the PS3 CPU/SPEs are about 10x more powerful, but it would still be difficult to do unless you have great emulation authors.
On the other hand, Microsoft did hire one of the best emulation authors out there (MAME, Connectix VGS) in Aaron Giles and they were able to get a 733 MHz CPU emulated pretty well on a 3.2 GHz CPU which is insane. People don't realize what a technical feat the 360 backwards compatibility is.
kittel said:I'm curious about this. What makes a "real" engineer? So are all EEs anal retentive and likely to espouse the preaching of jargon? :lol .
_dementia said:What's the purpose of changing the font?
I understand they did the same for PSOne, but I don't like this.
Onix said:Good lord, it's like I'm back in college. :lol
First of all it depends on what you mean by "accurate". High level emus like the old N64 emu UltraHLE don't need to be accurate at all to run most games just fine, it just needs to heed the softwarecalls correctly.infinityBCRT said:As for PS2 BC through emulation... usually the rule of thumb is you need 10x more processing power to do accurate emulation. And looking at the hardware the PS3 CPU/SPEs are about 10x more powerful, but it would still be difficult to do unless you have great emulation authors.
Panajev2001a said:I was only kidding .
It is mostly about the old and abused joke regarding the more general topic of Mathematicians vs Engineers. The formers requiring in depth and faultless formal proofs before proceeding while engineers being happy with field experience supporting the theory .
Electrical Engineers, sometimes, are seen as more Mathematician-like... (or so the ECE/CS guys like to think ).
_dementia said:What's the purpose of changing the font?
I understand they did the same for PSOne, but I don't like this.
Squeak said:First of all it depends on what you mean by "accurate". High level emus like the old N64 emu UltraHLE don't need to be accurate at all to run most games just fine, it just needs to heed the softwarecalls correctly.
Cell and EE are relatively close to each other. They are both vector multiprocessor architectures (the VUs and the SPU are both made by Toshiba BTW, although I don't know how much they have in common), so an emu programmer should be able to split up the tasks among some of the SPUs, leaving the rest for helping with emulation of the GS.
HLE just isn't possible with newer generation systems. Most games on the PS2 were built on middleware and you need accuracy for all of those pieces of software to work properly.Squeak said:First of all it depends on what you mean by "accurate". High level emus like the old N64 emu UltraHLE don't need to be accurate at all to run most games just fine, it just needs to heed the softwarecalls correctly.
You can't really split up the emulation of a single CPU across multiple CPU/SPUs. The biggest roadblock likely is getting the 300 MHz EE CPU emulated on a 3.2 GHz core.Squeak said:Cell and EE are relatively close to each other. They are both vector multiprocessor architectures (the VUs and the SPU are both made by Toshiba BTW, although I don't know how much they have in common), so an emu programmer should be able to split up the tasks among some of the SPUs, leaving the rest for helping with emulation of the GS.
The EE isn't really one monolithic CPU, but itself separated into a "main" MIPS core and two VUs daisy-chained into the data path to the GS. Cell is actually a pretty natural progression from that. You can view the SPEs as faster, more generalized VUs with more local memory and the ability to read and write from anywhere in the system, not just push in one direction towards the GS.infinityBCRT said:HLE just isn't possible with newer generation systems. Most games on the PS2 were built on middleware and you need accuracy for all of those pieces of software to work properly.
You can't really split up the emulation of a single CPU across multiple CPU/SPUs. The biggest roadblock likely is getting the 300 MHz EE CPU emulated on a 3.2 GHz core.
_dementia said:What's the purpose of changing the font?
I understand they did the same for PSOne, but I don't like this.
They must do some interesting things with the GS chip then if it would require more than a 3.2 GHz core to emulate. Usually you see that GPU emulation is the least taxing part of emulation.bcn-ron said:The EE isn't really one monolithic CPU, but itself separated into a "main" MIPS core and two VUs daisy-chained into the data path to the GS. Cell is actually a pretty natural progression from that. You can view the SPEs as faster, more generalized VUs with more local memory and the ability to read and write from anywhere in the system, not just push in one direction towards the GS.
The difficulty of emulation is all about the GS IMO.
You should need no further proof than the European launch PS3s aka the earlier American 80GB models aka the PS3s in the MGS4 bundle. They emulate the EE completely in software and that's generally fine, but the actual GS chip is still included on the board.
Aru said:Well, excuse us for creating words that sound more french !
But there are a few strange things in our language.
Why do we call a car park "parking" ?
Parking sounds like english. And yet, it's not the word that English people use :lol
Well, that and S-RPG became Tactical-RPG here (T-RPG). I don't know why either...
They're already doing that.KernelPanic said:They're gonna selectively port certain PS2 titles onto PSN at most.
Burai said:To put it in a kind way, If you've used the Internet at all since 2005, you may have spotted that a few people have a slight issue with the font.
To put it in a more realistic way, everybody fucking hates it.
NinjaFridge said:I like it.
They did emulate the EE on Cell so that's already done and proven to be possible. The question is what you can do about GS emulation. The GS has some features (mainly related to the huge internal bandwidth and 4 Mb scratchpad VRAM) that is pretty hard to do a straight emulation of on a conventional GPU. One possibility would be to do some, or all of the alphablending on SPUs.infinityBCRT said:HLE just isn't possible with newer generation systems. Most games on the PS2 were built on middleware and you need accuracy for all of those pieces of software to work properly.
Not at all, look at other emulation projects. While not trivial, it's quite doable.You can't really split up the emulation of a single CPU across multiple CPU/SPUs. The biggest roadblock likely is getting the 300 MHz EE CPU emulated on a 3.2 GHz core.
Actually, "tactical RPG" is more accurate, since the games referenced are about individual unit behavior during small-force combat. "Strategy" is more properly reserved for things like RTS, about the general flow of battle units across a salient, front, or theater.Aru said:Well, that and S-RPG became Tactical-RPG here (T-RPG). I don't know why either...
Panajev2001a said:Thanks for this... I feared the thread was going back on topic :lol (I really did not mean to help it derail though ...).
Panajev2001a said:Well, the following being the other sure way ...
KernelPanic said:They're gonna selectively port certain PS2 titles onto PSN at most.
conman said:Thread took a weird detour. So I missed if this (highly questionable) pic got posted yet: