Changes

Jump to navigation Jump to search

Frames per second

165 bytes removed, 11 January
no edit summary
There are two kinds of "frames per second".
The first is the virtual/output FPS. If this is running at 60/60 then and the emulator is running at full speed. The second is the '''real internal FPS''', which is whatever the game actually ran at on real hardware.  Most consoles use the following internal output FPS based on region:;
*[[wikipedia:NTSC|NTSC]] (USA, Japan): 60FPS
*[[wikipedia:PAL_region|PAL]] (Europe, Australia): 50FPS
Note that in more recent consoles, such as the [[GameCube emulators|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. Most internally, most early 3D games run at 30FPS. Some run at even lower frame rates. The Legend of Zelda: Ocarina of Time, for instance, runs at 20FPS in NTSC regions, or 17 FPS in PAL regions. Star Fox runs below that.
==Slowdown==
 If you are experiencing a slowdownon emulation speed (lesser than 100%), it may be that the emulation is too intense for your system. When this happens, both the video and the sound experience slowdown. To counteract this, you can enable speed hacks, use a less intensive emulator/settings or get new hardwareparticularly the CPU. However, if the slowdown may be part of only affects the internal FPS (frames processed per second within the emulated system), it likely reflects the original game 's behavior and will be emulatedaccurately represents the limitations of the original hardware. As In such cases, there is nothing that can be really donefor this, short of other than emulating a virtual hardware [[Overclocking|overclock]] or [[Game_engine_recreations_and_source_ports|reprogramming the game itself or emulating an overclock]]. When this This type of slowdown occursoften affects video while audio remains unaffected, and the video displayed emulation speed will slow down but the audio will often continue at full speedstill be 100%.
==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]]
==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 6030FPS/60FPS60VPS. Some speed hacks, however, can lower the internal FPS to raise the emulator's output 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.
10,923
edits

Navigation menu