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Frames per second

872 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 CPU of the emualted emulated system. This , of course , requires a faster CPU to run the emulator of course. It may result in a smoother frame rate, or unintended effects such as speeding up the entire game. It is very game and system depdententdependent. Emulators that support this:*[[Final Burn FinalBurn Alpha]]
*[[RetroArch|Snes9x-Next]]
*[[blueMSX]]
*[[Mupen64Plus]] libretro core*[[Dolphin]]*bsnes-mercury*[[1964]] ==Speed Hacks==Using speed hacks can affect '''both''' types of FPS in emulators. Most of these are used to alter emulation, sacrificing accuracy for speed to help achieve 60/60FPS. Some speed hacks, however, can lower the internal FPS to raise the emulator's FPS; an example of this is in [[PCSX2]], known as EE cycle stealing, which reduces the clock speed of the virtual CPU used, the Emotion Engine.  There are a few game hacks that optimize game code in order to remove possible instances of in-game slowdown. There also exist a few speed hacks that increase a game's internal frame rate. 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 game's internal FPS for games running at 30 FPS to get them to play at 60 FPS. However, these are often game-specific and very prone to bugs considering many of the games weren't made with 60 FPS in mind. Notably, 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: Peace 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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