Changes

Jump to navigation Jump to search

Emulation accuracy

15,633 bytes added, 27 February
no edit summary
;It's important to know that emulation accuracy and compatibility are two different things; while how closely an emulator mimics the original hardware is important, don't mistake that for compatibility. Whether games run properly is a separate concern, accuracy can sometimes influence it. See [[#Perfection.3F|"perfection"]] and [[#Controversy|"controversy"]] sections. ;In the world of computing, terms like "[[Hypervisors|hypervisors]]", "[[Simulators|simulators]]", "[[Compatibility_layer|compatibility layers]]", "[[Wrappers|wrappers]]", "[[FPGA|FPGA-based hardware cloning]]" and "[[:Category:Emulators|software emulators]]" are often used interchangeably, leading to confusion. While they share some similarities, each technology serves a distinct purpose and operates at different levels. 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 entire historical architecture. This digital reconstruction seeks to faithfully capture the instruction set, timing behaviors, hardware 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'Accuracy''' s intricate tapestry sometimes intertwines with threads of other technologies though. Notably, certain emulators leverage hypervisors for a more efficient handling of resource allocation and isolation. Additionally, some emulators employ compatibility layers as subcomponents, acting as translators for specific libraries or APIs that might otherwise be incompatible with the host environment. Think of these layers as linguistic bridges, allowing the emulated software to converse fluently with the modern system hardware. By strategically merging these techniques and the help of skilled use of [[High/Low_level_emulation|HLE and LLE or Hybrid]], [[Dynamic_recompilation|compiler techniques]] and using specific features such as Fast Memory Access[https://github.com/PCSX2/pcsx2/pull/5821][https://github.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 [https://whatcookie.github.io/posts/why-is how -avx-512-useful-for-rpcs3/ AVX-512 for RPCS3]) and other various optimizations[https://yuzu-emu.org/entry/yuzu-progress-report-dec-2023/#android-adventures-and-kernels-with-benefits], certain emulators achieve impressive levels of performance and compatibility, further unlocking the doors to historical software [[Preservation_projects|preservation]].[https://youtu.be/cCXri4yDHmU] So in summary, an accurate the emulator is when an instruction given to both the program and the original hardwareresults in both outputting the same result. Accuracy is most often achieved by tighter syncing. More accuracy That means less graphics accurate emulators produce much fewer audio and audio video glitches, usually at the cost of additional CPU more processing power required to run 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 game at fullspeedmore demanding it is. There are hopes Ironically, that less CPU power will aspect might at times be needed 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 more accuracy later consoles may be at odds with the emulator's usability, especially with the use 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 tighter programmingthe 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.
Low ===Medium accuracy===Medium accuracy finds itself in between, think of it as the middle ground. Emulators with medium-level accuracy emulators will have a large amount decent level of visual compatibility with commercially released games and audio glitchesshould be able to get the job done for the most part. They will typically use various speedhacks Emulators with medium accuracy don't cover some of the more advanced nuances of the hardware it seeks out to skip over problemsimitate, as but this shouldn't matter a result many games simply run due to whole lot for a variety good number of patches while others don't work at allgames. This can become very problematic when ROM hacks use these speedhacks to run by abusing the errors to create otherwise impossible behaviour. This means that the romhack can only be used in that one specific emulator. Such an issue has occured with [[ZSNES]]Most high-level emulators may fall into this category.
===Medium In summary, emulators with medium-level accuracy===Medium accuracy emulators will have fewer glitchesare passable. They aren't the worst, but will still have many problems. Most emulators fall into this categorythey aren't fantastic either, they sit in the middle.
===High accuracy===
High accuracy emulators try to replicate is a level of precision that emulator developers strive for when achieving [[#Cycle_accuracy|cycle accuracy]] or even [[#Partial cycle-accuracy|partial-cycle accuracy]] is not practical or necessary. This approach focuses on replicating the original system 's components as closely as possible, and for that reason take aiming to faithfully reproduce its behavior while staying mindful of hardware demands. Though it may demand more CPU processing power compared to do so. They will have lowly accurate emulators, pursuing a more accurate emulation experience can pay off in the form of fewer audio and /visual glitchesand better handling of niche scenarios that creative programmers often implement. High Though they don't mimic every clock cycle as precisely as cycle-accuracy , highly accurate emulators may or may not be cycle accuratecapture the essence of the original hardware very well.===100% Game compatibility===Some high accuracy emulators can achieve 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===
Cycle accurate accuracy is a more stringent form of emulation is basically trying accuracy that seeks to perfectly emulate timings right down precisely replicate the timing and execution of each individual cycle of the original hardware. This type of emulation accuracy aims to permatch the appropriate timing and execution of each cycle. The authenticity and performance of the emulator in question depends in how cycle accuracy is implemented. Typically, emulators with this level of accuracy ensure that situations where precise timing is required are properly dealt with. So, in summary, we can talk about three types of cycle emulation: "partial cycle-accuracy", "cycle-based accuracy" and "full cycle accesses-accuracy". So each individual component is emulated at exactly 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 right timespecific requirements. Mesen, BlastEm, NanoBoyAdvance, Azayaka, MartyPC and in perfect sync etcStella are recognized for their cycle-accurate emulation, 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, which takes a performance hitwhile simplifying or skipping some less critical details. The size of This can lower the performance hit depends on the way requirements compared to full cycle accuracy . Remember, just because an emulator is implemented partially 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 skill other hand Simple64 is more accurate in terms of timing for specific tasks like certain DMA transfers, even though it doesn't achieve partially cycle-accurate emulation.:Examples of the coderpartially cycle-accurate emulators are [https://old.reddit.com/r/emulation/comments/vy8cg7/ares_v129_has_been_released_crossplatform/ig4da06/ bsnes] and [https://discord.com/channels/976404869386747954/976463759935696977/1106700321222299762 CEN64].
The ====Cycle-based accuracy ====This type of these emulators are close emulation accuracy aims to perfection, but at reproduce the system's functional behavior within a steep CPU costspecified number of cycles without necessarily adhering to the exact timing of each individual cycle. HoweverSince this method doesn't go out of its way to mimic the precise timing and execution of each cycle, some people believe that the notion it may not be able to handle all hardware edge cases.:An example of 100% a cycle-based accuracy being slow emulator is a misconception, one that people believe because most attempts at a jgnes with its cycle emulator aren't as well-optimized as they could be. MarathonMan, developer of [[CEN64]], is one based emulation of the people who believes this. Whether or not this is the case remains to be seenRicoh 2A03 and PPU.
===Chip =Full cycle-accuracy====Chip This aims to mimic every aspect of the CPU's timing 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 emulation works by simulating each logic 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 board individuallyfinal falling clock — 0.5 cycles before the end of the machine cycle. Not 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 does this take 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 tremendous amount net error of four or more cycles. Using the broad brush of power 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 (as 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 inwhole-cycle steps, even emulating something they will observably trigger interrupts a cycle late from the 70point 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 on [[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. Example of a subcycle accurate emulator is BeesNES. ===Gate-level would need Dolphinaccuracy===Gate-level accuracy focuses on operating at the level of logical gates within a digital circuit. In this approach, 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 delve into the intricacies of individual transistors. This level of system requirements to run at emulation is suitable for scenarios where a good speedhigher-level understanding of circuit behavior is sufficient.This method of hardware imitation should not be recommended for general purposes (for example, casual gaming), but they also require because of its rather poor performance as a incredible amount result of effort the emulator mimicking the desired machine at a very low level, and money as such, requires loads of computational power to makefunction. Examples of gate-level emulators are Breaknes and GateBoy. ===Transistor-level accuracy===Transistor-level accuracy represents a more granular emulation accuracy level that delves into the behavior of individual transistors within a digital circuit. This approach aims to replicate the electrical characteristics and interactions of transistors, offering a higher degree of accuracy at the cost of increased computational complexity, way more than that of gate-level accuracy . This method is pretty much useless. Although the most accurate representation of the electrical characteristics and interactions within a machine's circuit, but due to its extremely demanding nature, it is technically the should not be recommended for most people looking to play their childhood video games not only because of its abysmal performance, but also because it requires way too much computational power to achieve true 100% execute. This type of hardware simulation, cycle accurate emulation can already achieve accuracy which is virtually indistinguishable from great for hardware enthusiasts and homebrew developers who want to get a deep understanding of the functionality and behavior of the real hardwarein question at a very detailed level. Not only that, but cycle Examples of transistor-accurate level emulators have much lower system requirements and programming difficulty. There are currently no publicly-released chip accurate video game emulators in existence, MetalNES and there will most likely never be oneVisualnes.
===DICE===
This emulator needs type is unique in that its own section on accuracy, because its accuracy method is unlike any other. Basically, what [http://sourceforge.net/projects/dice/ [DICE] does is emulate ], emulates arcade machines from the early 70's1970s. The architecture of these systems is very different from a modern architecture, mostly since because they don't have a CPU. So the emulator instead DICE emulates the discrete logic components of the machines at a circuit level. Although and, although the results are highly accurate (as in, very highly accurate) the results are quite system intensive. You you need a pretty nice fast 64-bit gaming PC to run these early-70's 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 (i.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==
There are basically The accuracy debate has very clearly split into two camps when sides. The ones that don't favor accuracy argue that emulators do not need to be as accurate as possible if it comes can play all the games they need. And because these games tend to be the most recognized alongside the issue of accuracyconsole, there shouldn't really be an interest in making more games work since those do. One side argues 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 does not doesn't matter how accurately it actually replicates the original hardware and its many quirks and functions. The faithfulness of the emulator to the console it is 's emulating comes second to its overall ability to play games.  The other side argues 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 emulator entirely different reason: archival. Emulator projects should ultimately strive to simulate recreate the hardware as much as possible, as ; that is 's the only way for it to achieve as much compatibility as possiblebe compatible, as well as and that's the only way to preserve the hardware. Thus, speed Speed and scalability to most devices takes is a backseat 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 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.
Even within the second campSimply put, however, there is some it's a disagreement as to just how much accuracy is actually needed. On most platformsbetween wanting 'good enough', after obtaining a certain amount of accuracy, going further still requires an exponential growth in system requirements'good for all cases', and 'good for the results of which may not be noticeable to the vast majority of users. Cycle accuracy in particular has been hotly debated in regards to its usefulness, due to how such an extreme level of accuracy requires a lot of extra processing power for relatively few gains in compatibilityfuture'.
Simply put==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, itsuch 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 battle between those who feel 'good enough' is the goal bug that some games such as Gargoyles used), 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 who want nothing but the pinnacle of perfection no matter the costemulator developers tend to focus only on one revision.
==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
===Accuracy Tests===*[[http:PS1 Tests]]*[[GB//tasvideos.org/EmulatorResources/NESAccuracyTests.html NES Accuracy C Tests]]*[[GBA Tests]]
===TASVideos===*[http://tasvideos.org/EmulatorResources/NESAccuracyTests.html NES Accuracy Tests]*[http://tasvideos.org/EmulatorResources/GBAccuracyTests.html Game Boy Accuracy Tests]*[http://tasvideos.org/EmulatorResources/SNESAccuracyTests.html SNES Accuracy Tests][[Category:FAQs]]
===Projects===*[httphttps://tasvideosgithub.orgcom/aappleby/MetroBoy GateBoy]*[https:/EmulatorResources/SNESAccuracyTestsgithub.html SNES Accuracy Testscom/iaddis/metalnes MetalNES]*[[Categoryhttps:FAQs]//sourceforge.net/projects/dice/files/DICE/ DICE]
11,336
edits

Navigation menu