this post was submitted on 19 Jul 2024
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[–] magic_lobster_party@kbin.run 47 points 3 months ago* (last edited 3 months ago) (3 children)

AFAIK, the documentation isn’t the main problem. I’m pretty sure PS3 is quite well understood.

The problem is how to translate the code to a typical X86 architecture. PS3’s uses a very different architecture with a big focus on their own special way on doing parallelism. It’s not an easy translation, and it must be done at great speed.

The work on RPCS3 incredible, but it took them more than a decade of optimizations to get where they are now. Wii U emulation got figured out relatively quickly in comparison, even if it uses similar specs to PS3.

[–] SkunkWorkz@lemmy.world 10 points 3 months ago

The Wii U was just a souped up Wii so of course the emulation scene had a Wii U emulator in no time.

[–] jaaake@lemmy.world 6 points 3 months ago

Having worked (as a designer, not an engineer) on a PS3 launch tile, this post also aligns with my understanding.

[–] semperverus@lemmy.world 3 points 3 months ago

Just rewrite it in haskell (or Fold)! Problem solved :)