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<title>PCSX2.net - Blog</title>
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<link>http://www.pcsx2.net/</link>
<description>PCSX2 a Sony PlayStation® 2 emulator.</description>
<item>
<title>Path 3 Masking / Geometry Syncing</title>
<link>http://www.pcsx2.net/blog.php#h187263</link>
<guid>http://www.pcsx2.net/blog.php#h187263</guid>
<pubDate>Fri, 02 Sep 2011 01:10:53 +0000</pubDate>
<description>I promised myself ages ago I would write a blog about this, more for the PS2 community than anything else as this seems to be almost a dark art in terms of understanding how it works.</description>
</item>
<item>
<title>Threading VU1</title>
<link>http://www.pcsx2.net/blog.php#h183829</link>
<guid>http://www.pcsx2.net/blog.php#h183829</guid>
<pubDate>Sun, 14 Aug 2011 06:43:12 +0000</pubDate>
<description>Well if you've kept up with [url=http://code.google.com/p/pcsx2/source/list]pcsx2's SVN[/url], you'll notice we [url=http://code.google.com/p/pcsx2/source/detail?r=4865]recently added[/url] a MTVU (Multi-Threaded microVU1) option, which runs VU1 on its own thread.</description>
</item>
<item>
<title>The History of PCSX2</title>
<link>http://www.pcsx2.net/blog.php#h145089</link>
<guid>http://www.pcsx2.net/blog.php#h145089</guid>
<pubDate>Thu, 25 Nov 2010 20:33:39 +0000</pubDate>
<description>Some forum members had shown quite an interest in the history of the emulator, so i thought, why not? I'll write a history of the emulator to the best of my knowledge for everybody to look at! Hopefully those who have been here longer (like bositman) can fill you in a bit more on what happened. My apologies for any inaccuracies, I didn't join the team until version 0.8.0 (January 2005)! So, here goes.....</description>
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<item>
<title>Benchmarking Multithreaded PCSX2</title>
<link>http://www.pcsx2.net/blog.php#h138189</link>
<guid>http://www.pcsx2.net/blog.php#h138189</guid>
<pubDate>Thu, 07 Oct 2010 12:19:27 +0000</pubDate>
<description>As most people probably know, PCSX2 is primarily a dual-thread application.  The two main threads are described as such:</description>
</item>
<item>
<title>MSVC 2008 optimizer fail</title>
<link>http://www.pcsx2.net/blog.php#h135140</link>
<guid>http://www.pcsx2.net/blog.php#h135140</guid>
<pubDate>Tue, 14 Sep 2010 13:14:01 +0000</pubDate>
<description>Over the past two years I have become dearly intimate with Microsoft's Visual C++ 2008 compiler, and the methods it uses for optimizing code.  Now generally speaking MSVC 2008 does well -- very well -- especially for everyday "not-so-clever" code.  Its global optimization feature (aka Linktime Code Generation, or LTCG) is also a tremendous advantage over GCC -- though GCC is in the process of (finally!) adding LTCG to their own C/C++ compiler.  MSVC does have a few very annoying failings as an optimizer, though.  The most glaring of which has to do with templated code and inlined functions.</description>
</item>
<item>
<title>PS2's Programmable DMA</title>
<link>http://www.pcsx2.net/blog.php#h132830</link>
<guid>http://www.pcsx2.net/blog.php#h132830</guid>
<pubDate>Tue, 31 Aug 2010 05:08:41 +0000</pubDate>
<description>For those who don't know, DMA stands for Direct Memory Access, and it refers to logic circuits in a computer that allow for the automated transfer of system memory to and from peripherals.  DMAs are beneficial because they are simple circuits that do work in parallel to the CPU -- while a DMA transfers data, the CPU is free to do other work.that requires more complex computations and logic.  The end result is better utilization of the computer's maximum memory transfer bandwidth and computational/logical ability.</description>
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