I know this thread is old, but I wanted to post my thoughts on it.
Unlike what the last poster (blc) claimed, you can run Dolphin on a mediocre computer.
I question of the last person has any experience with using extensive emulator plugins.
I've run //.hack PS2 games on a 2.4Ghz single core laptop (onboard video).
It lagged about 10%, giving 50-54fps in most dungeons, where 60 is called.
FFX cutscenes, however, gave only 14fps because of the graphic processing.
This was with 2GB RAM shared between system and video.
That was because I spent hours looking over plugin settings.
On the other hand, on my other laptop with and older onboard video,
a better processor with 2GHz Dual Core, and 3GB RAM instead of 2,
I ran Dolphin on that computer with barely any noticeable lag.
This was straight out of the box, not tweaking.
However, those things can differ by the computer.
I would say that AMD is probably better than Intel CPUs for Dolphin,
at least on laptops. How an ARM would play in system architecture, I'm not sure.
I suppose that would be in part to if you use a compiler or interpreter for the emulator.
It would also have to do with the architecture of how ARM chips process, which I'm new to.
But here's my 2¢ on the matter, as ideas which is why I'm posting.
I'm hoping some of these could give rise to a new form of emulator programming.
If Java was created due to someone not liking C++ for their project,
why can't a new language be created to optimize emulator programming?
So here goes....
The graphics on this thing far surpasses it's CPU processing capabilities, right?
We simple need to try to re-port something like Dolphin's source.
During the source editing, here's my recommended revisions:
-Write as many registers as possible, including flytext, directly to the GPU,
having it process it directly, instead of as a buffer.
This means many games would have to run translators game-specific.
But if this is combined with an interpreter properly, the GPU can do most of the work.
-Don't try to render every player, but have an option to "fold" about every other pixel line,
and have the rendered skip processing and outputting the folded lines.
This is a process used by a couple of MMO game engines for lower graphics,
so they don't have to spend the time writing textures for each individual setting.
-In short, keep the GPU for the main processing where possible,
saving the CPU for processes and an overflow buffer maybe?
I'm mainly a self-taught programmer, so I may be using some of the wrong lingo here.
Also, I'm no expert programmer: But I'm very good at being creative and working what I know.
If you think about this, I think you'll see some expert ideas as a noob price.
We probably will not be able to port Dolphin directly, is what I'm saying in short.
However, if we just change how it's processed, I think we can pull it off,
at least using a lower resolution on it, to save some CPU.
Because the issue is using LESS CPU, not Graphics, which can play Blu-Ray here.
I hope someone can use this idea/info.