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Frames per second

885 bytes added, 08:48, 13 November 2019
Overclocking: redundancy in a sentence.
There are two kinds of "frames per second".
The first is the virtual FPS. If this is running at 60/60 then the emulator is running at full speed. The second is the real internal FPS, which is whatever the game actually ran aton real hardware. Most consoles use the following internal FPS based on region:*[[wikipedia:NTSC|NTSC ]] (USA, Japan): 60FPS*[[wikipedia:PAL_region|PAL ]] (Europe, Australia): 50FPSNote that in more recent consoles, such as the [[GameCubeemulators|GameCube]]/[[Wii emulators|Wii]], PAL can also run in 60FPS.
With the move to 3D, however, it took much more CPU power to run games at 60FPS. So few Most early 3D games actually ran run at that30FPS. Most ran at 30FPS, and some Some run at 20FPS, or even lowerframe rates. The Legend of Zelda : Ocarina of Time , for instance , runs at 20FPSin NTSC regions, or 17 FPS in PAL regions. Star Fox ran runs below that.
==Slowdown==
If you are experiencing a slowdown, it may be that the emulation is too intense for your system. When this happens, both the video and the sound experience slowdown. To counter act counteract this, you can enable speed hacks, use a less intensive emulator/settings or get a new CPU. However, the slowdown may be part of the original game, and will be emulated. As such there is nothing that can be really done, short of reprogramming the game itself or emulating an overclock. When this slowdown occurs, the video will slowdown slow down but the audio will often continue at full speed. An example of a game with real slowdown like this is Metal Gear Solid (PS1).
==Overclocking==
{{Main|Overclocking}}
A way to counter real internal slowdown is to overclock the CPU of the emulated system. This, of course, requires a faster CPU to run the emulator. It may result in a smoother frame rate or unintended effects such as speeding up the entire game. It is very game and system dependent. Emulators that support this:
*[[FinalBurn Alpha]]
*[[RetroArch|Snes9x-Next]]
*[[blueMSX]]
*[[Mupen64Plus]] libretro core
*[[Dolphin]]
*bsnes-mercury
*[[1964]]
A way ==Speed Hacks==Using speed hacks can affect '''both''' types of FPS in emulators. Most of these are used to counter real alter emulation, sacrificing accuracy for speed to help achieve 60/60FPS. Some speed hacks, however, can lower the internal slowdown FPS to raise the emulator's FPS; an example of this is to overclock in [[PCSX2]], known as EE cycle stealing, which reduces the cpu clock speed of the emualted systemvirtual CPU used, the Emotion Engine. This of course requires  There are a faster CPU few game hacks that optimize game code in order to run the emulator remove possible instances of coursein-game slowdown. It may result in There also exist a few speed hacks that increase a smoother game's internal frame rate, or unintended effects such as speeding up . They only function properly in emulators with overclocked hardware. ==60 FPS Cheat Codes=={{Main|60 FPS Cheat Codes}} These are speed hacks in the form of cheat codes affecting the entire game's internal FPS for games running at 30 FPS to get them to play at 60 FPS. It is very However, these are often game -specific and system depdententvery prone to bugs considering many of the games weren't made with 60 FPS in mind. Emulators that support thisNotably, the walking speed and animations might play at double speed, which can cause some gameplay problems like for example, making a mission impossible to beat in Metal Gear Solid:*[[Final Burn Alpha]]*[[RetroArch|Snes9x-Next]]*1964Peace Walker because the enemies are too fast.
==Speedhacks==Using speedhacks can affect '''both''' types of FPS in emulators. Most of the time it only affects the emulator's speed though, to help achieve 60/60FPS. Some speedhacks, however, can lower the internal FPS to raise the emulator's FPS; an example of this is in [[PCSX2Category:FAQs]], known as EE cycle stealing, which reduces the clock speed of the virtual CPU used, the Emotion Engine. No speedhacks raise the internal FPS, as this should always be at maximum unless altered as previously mentioned.
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