Linked by Thom Holwerda on Sat 15th Mar 2014 16:35 UTC

The GameCube GPU is a complex, tight-knit piece of hardware with impressive features for its time. It is so powerful and so flexible, it was used unmodified within the Wii architecture. For a comparison, just imagine a SNES running with an NES's graphics system. This is completely unheard of, before or since. The GameCube is a remarkable achievement of hardware engineering! With its impressive capabilities, emulating the GameCube's GPU has been one of the most challenging tasks Dolphin has ever faced.

Fantastic in-depth look at specific parts of the GameCube/Wii GPU, written by the developers of the Dolphin emulator.

Permalink for comment 584568
To read all comments associated with this story, please click here.
RE[3]: Could have told them
by dpJudas on Sat 15th Mar 2014 18:05 UTC in reply to "RE[2]: Could have told them"
Member since:

They could have used SIMD and done it on CPU, or more recently have used OpenCL or CUDA.

Using SIMD on the CPU would make it a software renderer! They already have one of those.

Using compute shaders or OpenCL is probably the only way they will be able to ever get it completely right. The vertex shader output is passed on to the perspective division and I assume that part was also done with integers on the GPU they are emulating. Only way to do this would be to use compute shaders for the entire thing.

But using compute shaders would restrict even further which GPUs are able to run the emulator. And speed might suffer because they lose the hardware zbuffer and other features.

Edited 2014-03-15 18:05 UTC

Reply Parent Score: 8