Video summary
PS3 emulation is fast on ARM now
Main summary
Key takeaways
Tech summary (PS3 emulation on ARM / RPCS3)
- Major performance + efficiency claim: The video argues that RPCS3 emulation on ARM became ~60% faster while also being ~25% more power efficient (less power draw) compared to ~6 months earlier.
- Core approach: Use ARM architecture documentation (notably a 17,000+ page ARM reference manual) plus heavy instruction-level optimization of emulator-generated code, especially the SPU recompiler path.
- Target hardware for optimization: The presenter uses an AYN Odin 2 handheld (Android gaming handheld with Linux-capable options, cheaper than an ARM laptop) to port and tune RPCS3 for ARM performance.
Key bottleneck found: “busy wait” bug in a spin-loop
On ARM, a small function called busy wait was found to consume about half the CPU time due to a spin/busy-loop pattern.
What was wrong
- The busy-wait implementation was designed around x86 timer frequency assumptions.
- On the presenter’s ARM device:
- The hardware timer runs at ~19 MHz
- Timing granularity was ~150× slower than expected
- Result: waits lasted ~150 microseconds instead of ~1 microsecond
Fix
- Scale busy-wait timeout by timer frequency to avoid excessive waiting.
- Reported impact:
- ~25% average performance boost
- ~10% average power reduction
- Anecdotes include improved game framerate (e.g., Skylanders from 5–10 FPS to locked 30 FPS on an ARM MacBook).
Second issue inside busy-wait: ARM yield vs correct stalling
- ARM
yieldis a hint intended mainly for SMT systems. - On most consumer ARM devices using SMP,
yieldeffectively does little for this use case. - Fix: replace
yieldwith ISB (Instruction Synchronization Barrier) for more correct throttling (and some additional power savings). - Note: ISB isn’t a perfect conceptual replacement for pause, but it works well enough for performance/power.
Recompiler / LLVM-generated code: big wins from fixing bad instruction lowering
The SPU recompiler uses LLVM to translate PS3 assembly → LLVM IR → native code for x86/ARM. The video claims ARM lagged due to LLVM codegen mistakes, then documents specific fixes.
ARM vs x86: where ARM can be naturally better (sometimes)
Several PS3-like operations map efficiently to ARM instructions, sometimes using fewer instructions than x86 (unless x86 has AVX-512). Examples mentioned:
- abs difference-style operations
- bit counting / CLZ / unsigned comparisons
- Some bitwise select/shuffle-related operations can be more direct on ARM
Major ARM-specific LLVM fix: SHFB emulation using better ARM shuffles
- Problem instruction: SHFB (PS3 shuffle)
- Initially emulated by mapping to x86 SHF/PSHFB behavior
- This led to very poor ARM codegen
- Optimization:
- Rewrite SHFB lowering to use ARM TBL/TBX shuffle instructions correctly
- Instruction count reduced significantly (described as ~10 → ~5, with further potential reductions discussed)
- Compatibility issue:
- Using two-source TBX/TBL required constraints on the register allocator
- LLVM could crash for some games
- Solution:
- Catch compilation crash and retry using a fallback single-source TBX/TBL method
- Reported result:
- ~8% performance uplift while preserving compatibility
Additional NEON/ARM instruction optimizations (instruction selection & LLVM workarounds)
The video describes multiple instruction-level improvements, often driven by LLVM generating suboptimal code.
- FCGT
- LLVM failed to optimize correctly
- Workaround uses inline assembly with BSL-based selection logic
- Special handling noted due to SPU behavior differences (e.g., no NaN/infinity semantics on SPU)
- Reduced sequence: 15 → 7 (claimed)
- FSM / “reverse of gather bits”
- LLVM produced inefficient scalarized sequences
- Workaround uses more idiomatic IR, ending with ARM compare/select ideas
- ~3 instructions → ~2 instructions (described)
- Shift/rotate emulation issues
- LLVM “poison”/undefined behavior around shifts caused extra instructions on ARM
- Workaround: use specific intrinsics (e.g., USH path) to ensure correct masking/rotation semantics
- Net effect: fewer instructions per shift/rotate
“More interesting” optimization: faster compare/checksum via multiply-accumulate
A novel micro-optimization targets a core behavior seen on Snapdragon 8 Gen 2 class designs (like the Odin 2).
Key idea
- Some ARM mid cores can handle many vector loads per clock, but have fewer vector arithmetic ops per clock (load-heavy vs ALU-heavy balance).
- Comparisons yield lane masks like all-ones (-1) or zero.
- Multiply comparison masks and accumulate:
- Because (-1 × -1) = +1, the algorithm can count matches using multiply-accumulate instead of explicit logical operations.
Reported impact
- Mid cores: ~38%
- Larger cores: ~21%
- Also extended to checksum workloads:
- Checksumming previously used unrolled code, then partially rolled into loops to improve instruction cache behavior
- Combined gain: >5% uplift on ARM for targeted portions
SVE (Scalable Vector Extension): limited gains + complex reality
- The video explains how SVE predicates/masks differ from NEON.
- Practical issue:
- Even if the CPU design supports SVE, Qualcomm disables SVE in the hypervisor on Odin 2
- So the host environment may not report SVE
What the presenter did anyway
- Wrote SVE-targeted optimizations
- Tested via QEMU
- Implemented several SVE2-related improvements, including:
- Better codegen for FMA-like sequences (e.g., F/MLS vs FMLA patterns)
- More efficient SVE widening multiply mappings
- More efficient vector rotate emulation using XR with SVE2 encodings
Validation claim
- On a newer Snapdragon laptop demo unit (Best Buy), they observed about ~10% uplift in a synthetic loop heavy in multiplies (not necessarily representative of full emulation).
Rollout observation
- SVE enablement can be inconsistent across vendors/chips.
- The talk contrasts this with how AVX-512 availability differs based on platform support.
Power-saving optimization: waiting on cache lines (WFE + LDAXR)
For spinlocks in GPU emulation, low-power waiting uses ARM primitives:
- LDAXR + WFE to sleep until a cache line changes
Measured impact
- Desktop: power reduced by a few watts in locked-framerate scenarios
- Odin 2: smaller but still measurable savings (anecdotally)
Performance “results framing” and device expectations
The presenter frames results differently for desktop vs Odin 2:
- On desktop, bottlenecks are clearer (compute/memory/power limits).
- On Odin 2:
- GPU and CPU compete for shared resources
- Heat/power budgets constrain what “wins” translate into overall performance
- After CPU optimizations, some bottlenecks may shift (e.g., games becoming GPU-limited instead of CPU-limited)
Benchmarks mentioned
- CellMark: emulator runs at roughly ~78% of PS3 speed on Odin 2, despite not reaching full target clock parity
- Mentions core-speed distribution (e.g., X3 doing better than A715/A710/A510-class cores)
Main speakers / sources
Primary speaker/source
- The video presenter/developer narrating the RPCS3 ARM optimization work
Named projects/people referenced
- Nekotekina
- Former RPCS3 lead developer
- Initial ARM port, exited before recompiler completion
- KD-11
- Graphics developer who enabled the recompiler and worked on graphics backends
- DH
- Developer/founder associated with RPCSX, an Android PS3 emulator
Project/source materials cited
- RPCS3 (upstream emulator codebase)
- ARM architecture reference manual (17,000+ pages)
- LLVM (IR/native code generation behavior and codegen issues)
- ARM blog posts and GitHub issues/PRs (for yield/ISB busy-wait porting and LLVM codegen workarounds)
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