Changes

Jump to navigation Jump to search

Emulation accuracy

212 bytes removed, 20:49, 12 July 2014
More clean-up. Needs more loving.
Cycle accurate emulation is basically trying to perfectly emulate timings right down to per-cycle accesses. So each individual component is emulated at exactly the right time, and in perfect sync etc., which takes a performance hit. The size of the performance hit depends on the way cycle accuracy is implemented and the skill of the coder.
The accuracy of these emulators are close to perfectionvery accurate, but at a steep CPU cost. However, some people believe that the notion of 100% cycle-based accuracy being slow is a misconception, one that people believe because most attempts at a cycle emulator aren't as well-optimized as they could be. MarathonMan, developer of [[CEN64]], is one of the people who believes this. Whether or not this is the case remains to be seen.
===Chip accuracy===
===DICE===
This emulator needs 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 1970's. 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 the results are highly accurate (as in, very highly accurate) the results are quite system intensive. You you need a fast 64-bit gaming PC to run these early-1970's arcade games at full speed.
==Controversy==
There are basically two sides when it comes to the issue of accuracy. One side argues 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 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 emulating comes second to its overall ability to play games. The other side argues that an emulator should ultimately strive to simulate the hardware as much as possible, as that is the only way to achieve as much compatibility as possible, as well as the only way to preserve the hardware. Thus, 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 still 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 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.
330
edits

Navigation menu