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High/Low level emulation

1,739 bytes added, 00:31, 3 July 2019
rewrote the lead to be clearer
'''High-level emulation''' ('''HLE''') and '''Lowlow-level emulation''' ('''LLE''') are refer to methods used when emulating components or entire systems. They're used to differentiate approaches to system implementations by how each emulator handles a given component; a higher-level emulator abstracts the construction component with the goal of video game console emulatorsimproving performance on the host, sacrificing the thorough measures needed to guarantee [[Emulation Accuracy|the correct behavior]]. The simplicity of most classic consoles allow low-level emulation to be feasible, but the exponential increase of processing power in newer consoles has necessitated the need for abstraction. Because high-level emulation can often be seen as a simulation, BIOS dumps and other machine-specific code that would normally enter the legal gray area of backups are usually not required.
LLE just translates As an example, a console has a 3D graphics chip called by the CPU to render games. An accurate low-level emulator would use a software renderer to ensure that the native code and runs it and component's output is 1:1 with the traditional way of emulatingoriginal console. HLEHowever, the software renderer runs on the host's CPU, which isn't designed for 3D applications; performance will be sluggish if the CPU isn't powerful enough to handle accurate 3D rendering in contrastrealtime. Fortunately, attempts modern 3D APIs can alleviate this problem by redirecting 3D computations to simulate the response host's GPU, so a high-level emulator will make calls to the host's graphics chip in order to render the game faster. And HLE doesn't just speed up 3D rendering, it can also act like components that don't require accurate emulation for the original software to properly use it. As another example, a console has a system management interface separate from the rest of the hardware that programs will call to in order to interact with the system rather than accurately recreating its internal design, ranging from save files to configuration settings. HLE rewrites Accurately emulating this as a discrete component would slow down the functions using native c/++ codeemulation severely for no real benefit, and then hooks into calls because this data can easily be given to the software without having to jump through all the hurdles taken by the original hardware. These two respective examples are demonstrated by most graphics-accelerated [[Nintendo 64 emulators|Nintendo 64]] emulator plugins that functiontarget the Reality Display Processor, and runs the HLE version instead [[Dolphin]]'s handling of the native code[[Wii emulators|Wii]]'s Starlet co-processor.
Instead of trying Contrary to accurately create or recreate popular belief, the hardware gate by gate, in idea behind HLE a software platform is created on which has been around for longer than N64 emulator [[UltraHLE]] first premiered. Some systems of the emulated code past can only be run in a host computer having different simulated on computers today as they were not designed with conventional hardware and (i.e. a different instruction setCPU, memory bank, video chip, etc. The effort focuses on recreating the appropriate ''functionality'' provided by the system emulated), but instead [[Discrete Circuitry-Based Arcade Games|discrete circuits]]. Thus, the emphasis is shifted from UltraHLE did begin the most efficient ''method'' discussion of processing data to getting the same (whether or comparable) ''results'' as if the native platform was usednot HLE is a good approach for preserving hardware and how it responds. By contrastToday, the traditional way of emulating is termed. HLE also does not require a console's BIOS file in order to rundebate continues.
== Comparison to traditional models ==
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