Media Engine

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The processor block known as "Media Engine" contains a virtually identical 32-bit MIPS32 R4k-base CPU to the primary CPU save for a lack of a VPU.

This CPU is used for multimedia decoding (such as H.264), and a programmable DSP dubbed "Virtual Mobile Engine".

Contents

Specs

  • MIPS r4000-based core
  • 2MB Embedded DRAM
  • VME - Virtual Mobile Engine
    • Reconfigurable processor to decode audio & video
    • ATRAC3plus & MP3 for music (ATRAC3plus & ADPCM for games but not MP3 due to licensing issues)
  • AVC H.264 engine
    • MPEG-4 Hardware accelerator
    • Up to 720x480x30fps (Libraries support 480x272x29.97fps)

Useful Documentation

Benefits/Advantages

Disavantages

Commercial Software that uses it

XMB (does it?)

unknown/undocumented games at this time

Homebrew Software that uses it (and how)

PSPVBA v1.2.0 - All the sound emulation has been rewritten to uses the media engine so it's faster.

Daedalus R14 (unreleased) - Sound emulation being moved to Media Engine.


uberjack (ColEm, fMSX, Handy, Caprice32, NeoPop PSP, SMS Plus, Atari PSP developer) considering incorporating the Media Engine in his current emulators, believes that this can be done by letting the Media Engine run in a separate process on another processor, freeing the main processor to do other tasks.

* Gut feeling suggests that in the case of Handy, the emulator would run at full speed at 
333MHz (since at that frequency, performance is almost borderline already - for most games, anyway). Ultimately what makes programming
the ME a challenge is a) inter-process communication (which can quickly become a nightmare), and b) lack of good
documentation.

See Also

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