作 者:justthinking (只是想想而已)
標 題:[問題]關於PSP"硬體限速"的真相..(請不要再以訛傳訛了)
時 間:Wed Jun 01 11:42:43 2005
最近常看到一些網友提出關於PSP硬體限速到底是怎樣限制的問題
也看到了一大堆匪夷所思的答案
首先 "PSP硬體本身根本沒有被限速"
其次 "PSP也沒有被韌體限制住速度"
再者 "PSP有沒有被限速這個問題跟散熱也是沒有關聯"
http://consoul.blogspot.com/2005/04/unlocking-psps-future.html
對英文有自信的朋友可以到上面的連結去看看這篇文章
作者有出席三月份在美國舊金山舉行的GDC (Game Developers Conference)
在這場座談會中SCEA的程式發展關係部門經理開了個討論叫做"PSP Advanced
Software Overview"
翻譯成中文的話簡意是"PSP的進階程式研發概況"
會談當中DeLoura經理解釋了PSP的CPU跟Bus(排匯流)的確是可調整時脈的
現在PSP的CPU的確是被限制在222MHz以及Bus被限制在111MHz(GPU跟Bus同速)
但是這個限制並不是任何的"硬體限制"
而是Sony在PSP的程式開發套件(Sony's PSP libraries)上加了限制
現階段的開發套件只允許程式設計師設定CPU=1-222MHz以及GPU=0.5-111MHz
再次重申 PSP現在的限速是在程式開發套件上 也就是說遊戲本身無法呼叫PSP的
CPU去跑超過222MHz
所以以後等Sony把軟體開發套件的限速取消 舊的遊戲還是不會跑的比較快
除非軟體公司重新發行改過程式碼的舊軟體
Sony的理由有二
1. Of course, this begs the question: why? Why would Sony choose to
cripple their own hardware? Well, the most obvious answer is that
they needed to maintain an acceptable battery life. In the lead up to
PSP's debut, it's battery duration was often quoted as it's single
biggest potential problem. Had they launched the PSP with games
running at a fully unlocked 333Mhz, the battery could have been dead
in less than two hours. That just wouldn't do. Through capping the
PSP's clockspeed (and enforcing other power-saving guidelines) Sony
have achieved a respectable 4-6 hours of gameplay from a single
charge.
2. The current performance cap may have other benefits in the long
run. Rather than letting developers wastefully chew up the whole of
PSP's hardware capability from the get-go with inefficient code, the
restrictions essentially force them to code more efficiently from the
beginning. Consequently, when the ceiling is eventually lifted, the
developers will be ready to put the extra power to good use.
回答的部分太長了..我懶得翻譯..看有哪位網友有時間稍微簡譯一下吧
總之..Sony現在的態度是
等軟體工程師對PSP的程式設計有一定的掌握以及更高容量的電池發行後 ..將會
把開發軟體的速度限制取消..
在Sony看來..CPU跑222MHz已經足夠應付現階段的遊戲 |