No one really talks about it but the first iPod had the same approach to letting people play their thousands of mp3 files (which I imagine 99% of were obtained illegally). Apple was eventually able to create a legal marketplace for mp3s but early days it was all napster/limewire/kazaa/etc
Obviously Playstation/Nintendo roms are not as prevalent but its an interesting thought?
It doesn't, though.
It sources roms from the Internet Archive: https://i.imgur.com/4bX7Oow.png
Legally dubious.
This phrase doesn't mean anything.
The game list includes games that do not support PlayStation Link Cable, so this has to implement netplay the same way other emulators do:
Both host and client emulate the game in sync, exchanging controller input
Edit: Seems like I was wrong about the latter, it runs the emulator on the host only, who sends video/audio from clients (and they send inputs).
A Titan V GPU, using the 4x4 upsampling, at a target resolution of 1080p takes 24.42ms or 18.25ms for "fast" mode. This blows out the 11ms budget you have to render at 90hz (6.9ms for 144hz), and it doesn't appear to include rendering costs at all...that time is purely in upsampling.
Cool tech but a ways to go in order to make it useful for VR.
I suppose it's assumed that with the contributions of this one, future work can be done to make it faster.
> and combines the additional auxiliary information
> multiple frames
In other words, the label "Low Resolution Input" on the blurry images is misleading. The image should be labelled "some of the input".It uses color, depth and subpixel motion vectors of 1-4 previous frames. All things that modern game engines can easily calculate. You didn't even need to read the paper to get this info, it's literally in a picture on the blog post.
Checkout the Fail0ver video on porting Linux to the PS4. It's really interesting.
https://github.com/cottsay/arm_asm_emu/blob/main/src/gpu.S