Comments (2)
Speed is a certainly a goal, but rpcs3 in itself is pretty much a scratchpad project. Memory access is very immature at this point, since it was designed to do the bare minimum needed.
This should and quite probably will be changed during the development of the emulator. The strict class design is merely a byproduct of attempted safe experimentation with the emulated PS3 environment.
For proper emulation this will be dropped in favor of faster solutions (direct mapping is a good example).
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Fixed, no more virtual methods for memory access.
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Related Issues (20)
- [Feature request] Allow toggling available syscalls depending on target firmware type HOT 1
- Metal Gear Solid V: The Phantom Pain - BLES02102 - Sometimes the rpcs3 freezing at the end of 'Building SPU cache' HOT 4
- Yakuza/ rgg Kenzan! - freezing on final boss fight
- Way Of The Samurai 3 - BLES00712 - Missing Text In Menu And Gameplay HOT 2
- [Feature request] [RPCN] Change email address HOT 1
- Reflective/refractive materials rendering incorrectly in LBP1 HOT 6
- [Regression] LittleBigPlanet games constantly crashing HOT 4
- PS Move remap changes seem to have no effect HOT 1
- NFS carbon japanese edition seems not working on rpcs3
- Quantum Of Solace crashes after the first cutscene
- [Feature request] UDP Server support for motion control passthrough via Parsec
- Heavy Rain Original Videogame Score [NPEA00183] - PPU: Function aborted: cellMusicExportFromFile
- Call of Duty Classic crashes when shellshocked
- [Feature request] Editable timestamps for unlocked trophies HOT 6
- [Feature request] Support for special letters
- Lego Star Wars: The Force Awakens always crashes at the same point
- HEAVY RAINβ’ [BCES00802] - Memory leak during playthrough
- Problem with the SSL CA cert (path? access rights?)
- No window after editing custom game config, fixed by deleting CurrentSettings.ini HOT 1
- [BLUS30282] Rock Band Beatles - Long startup
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