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Emulation accuracy

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An emulator is ;It'''accurate''' when an instruction given s important to both the program know that emulation accuracy and compatibility are two different things; while how closely an emulator mimics the original hardware results in both outputting the same resultis important, don't mistake that for compatibility. Whether games run properly is a separate concern, accuracy can sometimes influence it. See [[#Perfection. That means accurate emulators produce much less audio 3F|"perfection"]] and video glitches at the cost of more processing power needed. It's often achieved by using tighter synchronization[[#Controversy|"controversy"]] sections.
Notable accuracy-centric emulators include ;In the world of computing, terms like "[[Hypervisors|hypervisors]]", "[[Simulators|simulators]]", "[[MesenCompatibility_layer|compatibility layers]] (NES)", "[[HiganWrappers|wrappers]] (SNES)", "[[CEN64FPGA|FPGA-based hardware cloning]] (N64) " and "[[Exodus:Category:Emulators|software emulators]] (Sega Mega Drive) among others" are often used interchangeably, leading to confusion. While they share some similarities, each technology serves a distinct purpose and operates at different levels.
The more accurate Within the realm of computer science, emulation occupies a niche distinct from virtualization or other techniques. Whereas hypervisors usually used for partitioning physical hardware resources among multiple guest operating systems, and simulators where developers build virtual replicas of specific environments or processes, emulation endeavors to recreate an emulator isentire historical architecture. This digital reconstruction seeks to faithfully capture the instruction set, timing behaviors, the lesser deviations there is from real hardware behavior but features and even peripheral nuances of a bygone hardware platform. Unlike compatibility layers, which translate software instructions to a native format, emulation builds a virtual stage upon which the software itself can perform authentically. Emulation's intricate tapestry sometimes intertwines with threads of other technologies though. Notably, certain emulators leverage hypervisors for a more demanding it isefficient handling of resource allocation and isolation. IronicallyAdditionally, some emulators employ compatibility layers as subcomponents, acting as translators for specific libraries or APIs that aspect might at times otherwise be at odds incompatible with the host environment. Think of these layers as linguistic bridges, allowing the emulated software to converse fluently with how authentic the experience ismodern system hardware. By strategically merging these techniques and the help of skilled use of [[High/Low_level_emulation|HLE and LLE or Hybrid]], when it introduces [[Input lagDynamic_recompilation|compiler techniques]]and using specific features such as Fast Memory Access[https://github.com/PCSX2/pcsx2/pull/5821][https://github. A similar debate surrounds CRT shaders com/PCSX2/pcsx2/pull/7295][https://yuzu-emu.org/entry/yuzu-fastmem/#what-is-fastmem][https://dolphin-emu.org/blog/2016/09/06/booting-the-final-gc-game/] and instruction set support (such as well[https://whatcookie.github. Not to mention the hardware intensive nature of very accurate emulators io/posts/why-is-avx-512-useful-for-rpcs3/ AVX-512 for later consoles may be at odds RPCS3]) and other various optimizations[https://yuzu-emu.org/entry/yuzu-progress-report-dec-2023/#android-adventures-and-kernels-with the emulator's usability-benefits], especially with the recent collapse certain emulators achieve impressive levels of Moore's Law (in layman termsperformance and compatibility, you can't just "buy a better PC" if semiconductor technology does not catch up fast enough with what it takes for accurate emulation that makes zero compromises for optimizing speed)further unlocking the doors to historical software [[Preservation_projects|preservation]].[https://youtu.be/cCXri4yDHmU]
So in summary, an accurate emulator is when an instruction given to both the program and the hardware results in both outputting the same result. That means accurate emulators produce much fewer audio and video glitches, usually at the cost of more processing power needed. It's often achieved by using tighter synchronization. The more accurate an emulator is, the lesser deviations there is from real hardware behavior but the more demanding it is. Ironically, that aspect might at times be at odds with how authentic the experience is, when it introduces [[Input lag]]. A similar debate surrounds CRT shaders as well. Not to mention the hardware intensive nature of very accurate emulators for later consoles may be at odds with the emulator's usability, especially with the recent collapse of Moore's Law (in layman's terms, you can't just "buy a better PC" if semiconductor technology does not catch up fast enough with what it takes for accurate emulation that makes zero compromises for optimizing speed). As a result, accuracy and emulator authenticity continue to be controversial subjects and highly a matter of opinion depending on what aspect of the experience the user values more.
==Types==
Emulators tend to favor [[High/Low level emulation|High-Level Emulation (HLE) as opposed to Low-Level Emulation (LLE)]] for hardware demanding systems to emulate, <abbr title="This shouldn't be confused with compatibility though.">which results in lower accuracy</abbr> because instead of mimicking the hardware these games were released on, High-Level emulators mimic how the games themselves behaved on the desired system. While emulators like [[Dolphin]] favor accuracy but still retain HLE for performance and have [[High/Low_level_emulation#Examples|successfully used it to an advantage]], these types of exceptions are uncommon, and it can still hinder accuracy.
 
===Low accuracy===
An emulator isn't accurate when it has a large amount of visual and audio glitches and favors performance as much as possible. To work around these glitches, emulator developers typically include game-specific hacks (and prioritize popular games) to skip over problems, such as compatibility issues that can cause games to break. Many times, these emulators will be deemed incompatible with the less popular (obscure) games. As Near (then known as byuu) explains in a 2011 Ars Technica article linked below, ''Speedy Gonzales: Los Gatos Bandidos'' will soft lock towards the end due to a specific hardware edge case that isn't emulated in [[ZSNES]] or [https://github.com/snes9xgit/snes9x/issues/280 Snes9x], but is properly dealt with in his own emulator [[higan]] due to his documentation of the system. This can also become very problematic when ROM hacks abuse software errors (aka. emulator oversights) to create otherwise impossible behaviors to achieve what they can. When a ROM hack can only be used in that one specific emulator, he explains, it becomes incompatible with real hardware (either through a flash cart or printed), and that such an issue has occurred with [[ZSNES]] before and continues to occur with Nintendo 64 ROM hacks.
An emulator isn't accurate when ===Medium accuracy===Medium accuracy finds itself in between, think of it has a large amount of visual and audio glitches and favors performance as much as possiblethe middle ground. To work around these glitches, emulator developers typically include gameEmulators with medium-specific hacks (and prioritize popular games) to skip over problems, such as level accuracy have a decent level of compatibility issues that can cause with commercially released games and should be able to breakget the job done for the most part. Many times, these emulators will be deemed incompatible Emulators with the less popular games. As byuu explains in a 2011 Ars Technica article linked below, "Speedy Gonzales: Los Gatos Bandidos" will soft-lock towards the end due to a specific hardware edge case that isnmedium accuracy don't emulated in [[ZSNES]] or [[Snes9x]], but is properly dealt with in his own emulator [[higan]] due to his documentation cover some of the more advanced nuances of the system. This can also become very problematic when ROM hacks abuse software errors to create otherwise impossible behaviors to achieve what they can. When a ROM hack can only be used in that one specific emulator, he explains, hardware it becomes incompatible with real hardware (either through a flash cart or printed), and that such an issue has occurred with [[ZSNES]] before and continues to occur with Nintendo 64 ROM hacks. Newer emulators tend to favor High-Level Emulation (HLE) as opposed seeks out to Low-Level Emulation (LLE)imitate, which results in lower accuracy. While emulators like [[Dolphin]] favor accuracy but still retain HLE this shouldn't matter a whole lot for performance and have successfully used it to an advantage, these types a good number of exceptions are uncommon and [[High/Low games. Most high-level emulation|it can still hinder accuracy]]emulators may fall into this category.
===Medium In summary, emulators with medium-level accuracy===Most emulators headed by multiple developers tend to have fewer glitches are passable. They aren't the worst, but stillthey aren't fantastic either, have many problemsthey sit in the middle.
===High accuracy===
Emulator High accuracy is a level of precision that emulator developers often strive for high when achieving [[#Cycle_accuracy|cycle accuracy]] or even [[#Partial cycle-accuracy when the system cannot effectively be |partial-cycle accurateaccuracy]] is not practical or necessary. Their emulator replicates the components of This approach focuses on replicating the original system 's components as closely as possible, and as byuu explains aiming to faithfully reproduce its behavior while staying mindful of hardware demands. Though it's that reason that may demand more processing power is required compared to do so. The result is less lowly accurate emulators, pursuing a more accurate emulation experience can pay off in the form of fewer audio and /visual glitches and better handling of edge cases used by niche scenarios that creative game programmersoften implement. An emulator with high accuracy may or may not be Though they don't mimic every clock cycle as precisely as cycle-accuracy, highly accurate and sometimes, they achieve emulators capture the essence of the original hardware very well. Also achieving 100% compatibility with commercially released gamesis a common goal for emulators with high accuracy. Some of these emulators represent an even more meticulous level of precision in replicating the original system compared to other highly accurate emulators, this heightened level of accuracy often involves more sophisticated techniques, demanding increased computational resources.
===Cycle accuracy===
Emulating components according Cycle accuracy is a more stringent form of emulation accuracy that seeks to precisely replicate the timing and execution of each individual cycle of the original hardware. This type of emulation accuracy aims to their per-match the appropriate timing and execution of each cycle accesses results . The authenticity and performance of the emulator in question depends in how cycle-accurate emulationaccuracy is implemented. Each individual component Typically, emulators with this level of accuracy ensure that situations where precise timing is emulated required are properly dealt with. So, in summary, we can talk about three types of cycle emulation: "partial cycle-accuracy", "cycle-based accuracy" and mutually synchronized at single"full cycle-clock resolution, which has a higher CPU costaccuracy". The speed These can be considered as subsets of "cycle accuracy." Due to technical challenges and performance considerations, emulators often employ either "partial cycle-accuracy" or "cycle-based accuracy" depending on the specific requirements. Mesen, BlastEm, NanoBoyAdvance, Azayaka, MartyPC and Stella are recognized for their cycle-accurate emulation depends , though for knowing the specific degree of cycle-by-cycle precision for each needs further research. ====Partial cycle-accuracy====This focuses on replicating the timing of instructions and key internal operations, while simplifying or skipping some less critical details. This can lower the way performance requirements compared to full cycle-accuracy . Remember, just because an emulator is implementedpartially cycle-accurate doesn't necessarily make it more accurate than a highly accurate emulator. For example, CEN64 only emulates the CPU pipeline cycle-accurately and that's all, on the other hand Simple64 is more accurate in terms of timing for specific tasks like certain DMA transfers, even though it doesn't necessarily mean 100% accuracyachieve partially cycle-accurate emulation. Even :Examples of partially cycle-accurate emulators are [https://old.reddit.com/r/emulation/comments/vy8cg7/ares_v129_has_been_released_crossplatform/ig4da06/ bsnes] and [higanhttps://discord.com/channels/976404869386747954/976463759935696977/1106700321222299762 CEN64]] still has issues with . ====Cycle-based accuracy====This type of emulation accuracy aims to reproduce the system's functional behavior within a specified number of cycles without necessarily adhering to the exact timing of each individual cycle. Since this method doesn't go out of its way to mimic the ROM Hack "Mario precise timing and Luigi: Kola Kingdom Questexecution of each cycle," where it doesn't emulate may not be able to handle all hardware edge cases.:An example of a cycle-based emulator is jgnes with its cycle-based emulation of the text glitch Ricoh 2A03 and PPU. ====Full cycle-accuracy====This aims to mimic every aspect of the levelCPU's titletiming and behavior, including internal operations and interactions with other components like memory and I/O devices. This demands the highest processing power for emulation among the cycle level accuracy subsets.:[https://old.reddit.com/r/emulation/comments/vy8cg7/ares_v129_has_been_released_crossplatform/ig4da06/ Examples of fully cycle-accurate emulators: higan and ares].
===Subcycle accuracy===
The heartbeat of an IC is its clock signal; a full cycle of the clock signal involves two transitions: from low to high and then back from high to low. Therefore , even a chip that is fully synchronized to its clock may not be emulated accurately if it is emulated with only cycle precision as it'll have to bundle together both its rising and falling actions.
The [[wikipedia:Zilog_Z80|Z80]] processor offers an example of this: almost all inputs are sampled on a rising clock , but the WAIT signal is sampled on a falling clock. E.g. in a standard three-clock-cycle memory access machine cycle the WAIT line is sampled on the final falling clock — 0.5 cycles before the end of the machine cycle. If the Z80 is required to wait, it will sample the WAIT line again at cycle intervals until it spots that it is no longer asserted and complete 0.5 cycles after that. Therefore , an emulator that only cycles accurately will have to sample it either 0.5 cycles early or 0.5 cycles late, and will stop waiting either 0.5 cycles early or 0.5 cycles late, causing a phase error with whatever it was sampling.
Worse than that, as the Z80 tests WAIT only once every machine cycle, not every clock cycle, missing it as a result of sampling at the wrong time can cause a net error of four or more cycles.
Using the broad brush of cycle accuracy can also cause problems in machines with multiple clock signals — component A being accurate only to the complete clock cycle can leave it as observably inaccurate if component B is running with a quicker clock. A simple example of this can be found in the BBC Micro, where the 6522 timer chips run at 1Mhz while the CPU runs at 2Mhz. 6522s generate an interrupt half a cycle after they underflow. Therefore , if the 6522s in a BBC Micro are emulated only in whole-cycle steps, they will observably trigger interrupts a cycle late from the point of view of the CPU. In practice, this can cause some copy protection mechanisms to fail. Impinging upon chip accuracy, some chips, such as the Commodore 64's [[wikipedia:MOS_Technology_SID|SID]] are part digital and part analog. The analog part can be emulated in a discrete fashion, but it is often desirable to take those discrete steps at a multiple of the clock rate. However, the difference is usually not observable to other components in the emulated machine so although this is subcycle accuracy as some part of the state of the chip is known as a precision of greater than one cycle, it doesn't tend to affect the design of the emulator as a whole.
Impinging upon chip accuracy, some chips, such as the Commodore 64's [[wikipedia:MOS_Technology_SID|SID]] are part digital and part analog. The analog part can be emulated in a discrete fashion, but it is often desirable to take those discrete steps at Example of a multiple of the clock rate. However the difference is usually not observable to other components in the emulated machine so although this is subcycle accuracy as some part of the state of the chip accurate emulator is known as a precision of greater than one cycle, it doesn't tend to affect the design of the emulator as a wholeBeesNES.
===Chip Gate-level accuracy===By simulating each logic chip Gate-level accuracy focuses on operating at the board individuallylevel of logical gates within a digital circuit. In this approach, this the focus is to replicate the behavior of the system by emulating the interactions and operations of logic gates. This level of abstraction allows for a more efficient imitation of digital circuits, as it does not only takes delve into the intricacies of individual transistors. This level of system emulation is suitable for scenarios where a tremendous amount higher-level understanding of circuit behavior is sufficient. This method of processing power or specialized hardware to run imitation should not be recommended for general purposes (for example, casual gaming), because of its rather poor performance as in, even emulating something from a result of the emulator mimicking the 1970s on desired machine at a chip accurate very low level would need AAA-level system requirements to run at a good speed), but it also and as such, requires an incredible amount loads of effort computational power to make, function. Examples of gate-level emulators are Breaknes and <u>it's also almost useless</u>GateBoy. Although it is  ===Transistor-level accuracy===Transistor-level accuracy represents a more granular emulation accuracy level that delves into the only way behavior of individual transistors within a digital circuit. This approach aims to achieve ''true'' hardware simulationreplicate the electrical characteristics and interactions of transistors, cycle accurate emulation can already achieve virtually indistinguishable offering a higher degree of accuracy from at the real hardwarecost of increased computational complexity, aside from a very negligible set way more than that of edge casesgate-level accuracy. In addition, cycle-This method is the most accurate emulators have much lower system requirements representation of the electrical characteristics and programming difficulty. The interactions within a machine's circuit, but due to its extremely demanding nature, it should not be recommended for most people looking to play their childhood video games not only chip accurate emulators that are currently usable run on Field Programmable Gate Arraysbecause of its abysmal performance, or FPGAs, which are essentially custom programmable chipsbut also because it requires way too much computational power to execute. Machines dedicated to this This type of hardware emulation exist, such as is great for hardware enthusiasts and homebrew developers who want to get a deep understanding of the Analogue NT Mini by kevtris or functionality and behavior of the RetroUSB AVS by bunnyboyhardware in question at a very detailed level. Other examples  Examples of chip accurate emulation can be found in flash carts such as the SD2SNES, where various addtransistor-on chips level emulators are emulated on the included FPGAMetalNES and Visualnes.
===DICE===
This type is unique in that its method, [http://sourceforge.net/projects/dice/ [DICE]], emulates arcade machines from the early 1970s. The architecture of these systems is different from a modern architecture, mostly because they don't have a CPU. DICE emulates the discrete logic components of the machines at a circuit level and, although the results are accurate, you need a fast 64-bit PC to run these arcade games at full speed. It's not as deep as chip-level emulation for other systems because chips are still treated as black boxes, though.
==Perfection?==
While it may be theoretically possible to have a 100% perfect emulator, that feat is very rare (if not nearly impossible), even for some highly regarded emulators such as [[higan]] or kevtris's work on the various FPGA-based consoles by Analogue. Just because an emulator claims to be "cycle accurate" or "100% compatible" does not mean that said emulator is flawless. This even includes situations in which all emulator accuracy tests (iei.e. [[PS1 Tests]]) are passed, as these tests cannot cover every single edge case, and some of these tests may even fail on real hardware, leading to even more confusion. Some things are nearly impossible to perfectly emulate, such as some of the illegal opcodes of the [[wikipedia:MOS_Technology_6502|6502]], where the results are completely unpredictable on hardware, and different hardware revisions have different results and different illegal opcodes. The closest one could get to writing a perfect emulator would be if someone were to exactly copy an original ASIC map or a decap onto an FPGA, and even then, that isn't always a magic bullet.
While any given emulator may not be perfect, that does not mean that the emulator is bad by any means. Writing an accurate emulator is extremely hard work, and while perfection may be nearly impossible at the moment, that doesn't mean that games can't be enjoyed. Work on archival via emulation has come a very long way since the emulators of the 1990s, and things are only getting better from here, with excellent emulators such as the previously mentioned [[higan]] and kevtris's [[FPGA ]] cores being available to use right now. In other words, "good enough" goes a long way.
==Controversy==
The accuracy debate has very clearly split into two sides.
The ones that don't favor accuracy argue that emulators do not need to be as accurate as possible if it can play all the games they need. And because these games tend to be the most recognized alongside the console, there shouldn't really be an interest in making more games work since those ones do. A more compelling point is that as long as an emulator plays the majority of games at full speed on most computers and devices without too many obvious glitches, it doesn't matter how accurately it replicates the original hardware and its many quirks and functions. The faithfulness of the emulator to the console it's emulating comes second to its overall ability to play games.
The ones that favor accuracy explain their view in that when playing a game with inaccurate emulation the experience may sometimes be quite different to the real thing, particularly with games focused on split-second reactions. There is also an entirely different reason; : archival. Emulator projects should ultimately strive to recreate the hardware as much as possible; that's the only way for it to be compatible, and that's the only way to preserve the hardware. Speed and scalability to most devices is a lower priority to accuracy to the real console, both for purposes of compatibility and preservation.
Even within the second side, however, there is some disagreement as to just how much accuracy is actually needed. On most platforms, after obtaining a certain amount of accuracy, going further requires an exponential growth in system requirements, the results of which may not be noticeable to the vast majority of users. Cycle accuracy, in particular, has been hotly debated in regards regard to its usefulness, due to how such an extreme level of accuracy requires a lot of extra processing power for relatively few gains in compatibility.
Simply put, it's a disagreement between wanting 'good enough', 'good for all cases', and 'good for the future'.
==Console revisions==
Many consoles have different internal hardware revisions which degrade accuracy or change the consoles' behavior in another way, such as the SNES 1CHIP (various games have minor issues, such as a small mess of pixels at the top of the screen in games such as Super Ghouls 'n Ghosts or Demon's Crest), Genesis Model 3 (fixed a bug that some games such as Gargoyles used), various Commodore 64 revisions (fixed a useful bug that allowed for smooth horizontal scrolling), or PS2 SCPH-750XX (less compatibility with some PS2 games and PS1 games). These specific consoles are not generally emulated in their respective emulators, and those emulator developers tend to focus only on one revision. An exception to this is [[VICE]], which tries to emulate as many different revisions of the Commodore 64 as possible and as accurately as possible.
==Further reading==
*[http://arstechnica.com/gaming/2011/08/accuracy-takes-power-one-mans-3ghz-quest-to-build-a-perfect-snes-emulator/ Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulator] - Byuu (now known as Near) ([[higan]] developer), 2011
*[https://www.youtube.com/watch?v=oQZMVo_Fmrs Pokémon glitches and emulation accuracy] - TheZZAZZGlitch
*[[PS1 Tests]]
*[[GB/C Tests]]
*[[GBA Tests]]
===TASVideos===
*[http://tasvideos.org/EmulatorResources/SNESAccuracyTests.html SNES Accuracy Tests]
[[Category:FAQs]]
 
===Projects===
*[https://github.com/aappleby/MetroBoy GateBoy]
*[https://github.com/iaddis/metalnes MetalNES]
*[https://sourceforge.net/projects/dice/files/DICE/ DICE]
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