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战斗力 鹅
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注册时间 2002-4-2
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最初由 Elensar 发表
[B][QUOTE]最初由 TriForce 发表
[B]――其实PS和SS也不具备任何3D机能,所有3D游戏都是依靠CPU运算实现的,要不是它们的CPU速度比NEOGEO之流高了至少一个数量级,这些3D游戏根本不可能实现。
觉得PS的3D是靠CPU算的,就去查好了。
SFC的CPU由于主频太低,比8086都慢的多,而GBA上的V-RALLY,即使是486都无法完成。
――又来拿PC举例了。PS2的WE,塞扬733+GF3能完成么?但是凶箱就是这个配置啊
前面的比是比级别,至于PC能做出WE的问题,把这种配置拿来做成游戏机就差不多够了,可惜PC就是PC。
――这个,属于YY级别?.. [/B]
游戏机里很多芯片是定制专用的,不是现成的芯片,也不做其它用途,未必都有名字。GB的主CPU就连名字都没有(指令集类似Z80)。
正好有点资料:
主CPU和两个协处理器。
R3000
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The heart of the psx is a MIPS R3000. The version in the PSX has two coproccors, (cop0 - System Control Coproccessor, cop2 - GTE), one multiplier/divider, 32 general registers, one ALU, one shifter, one address adder, 4kb of Instuction Cache, 1 kb of Data cache and NO floating point unit.
GTE是3D变换的核心,以前电软有特工黄的科普文章,GTE的工作如果要CPU来的话,5个都不够用。另外,作为3D主机,CPU连浮点都不支持,更无法完成3D变换了。
渲染靠的是GPU。
The Graphics Processing Unit (GPU) - overview.
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The GPU is the unit responsible for the graphical output of the PSX. It
handles display and drawing of all graphics. It has the control over an 1MB
frame buffer and contains a 2Kb texture cache. It has a command and
data port. It has a 64 byte command FIFO buffer, which can hold up to
3 commands and is connected to a DMA channel for transfer of image data and
linked command lists and a DMA channel for reverse clearing an OT.
GTE核心。
The Geometry Transformation Engine (GTE) is the heart of all 3d
calculations on the psx. The GTE has specialised functions for perspectivetransformations, light sourcing and the like, and is much faster than theCPU on these operations. It is mounted as the second coprocessor and as such has no physical address in the memory of the psx. All control is done through special instructions. |
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