|
SFC模拟器bsnes发布新版:
I've uploaded a technical preview to Google Code. This release contains only the source code, and profile-optimized bsnes-performance binary. Windows users will need the runtime DLLs from v068 official to use this.
This release is only to demonstrate a new S-PPU renderer I have been working on. The goal is to use it only for the performance core. It is feature complete, with a few caveats. The most noticeable is that save state support is not implemented yet, but it also handles mosaic support in a less precise manner to speed things up. Under the hood, it is still a scanline renderer, but each scanline pass renders whole tiles at a time rather than iterating over every pixel. It is also designed more like the accurate PPU in terms of code layout, with each component of the PPU isolated to its own class. As a result, the performance build as a whole runs 13.5% faster now; which means the new S-PPU is roughly 27% faster than the old one.
The bad news is that there's really nothing left to optimize anymore, unless I sacrifice more accuracy.
|
|