mirror of https://github.com/bsnes-emu/bsnes.git
284 lines
10 KiB
Markdown
284 lines
10 KiB
Markdown
I see "tearing" when a game scrolls. How can I enable vsync?
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------------------------------------------------------------
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higan supports synchronising video output
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to the display's vertical-synchronisation (or "vsync") signal,
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but the option is hidden
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because it often causes more problems than it solves
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(see the next question).
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To enable video synchronisation:
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- Open higan's configuration file, `settings.bml`
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- On Windows, look in `%LOCALAPPDATA%\higan`
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or beside `higan.exe`
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- On Linux, look in `~/.local/share/higan`
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- Open it in your favourite text editor
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(Windows Notepad will corrupt the file,
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use WordPad if you don't have anything better)
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- Find the line that says "Video"
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- Somewhere below that, find an indented line
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that says "Synchronize:false".
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- Change "false" to "true"
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- Save your changes to `settings.bml`
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and restart higan
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Why is video synchronisation a problem for higan?
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-------------------------------------------------
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**The short version:**
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Turning on video synchronisation
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cleans up video tearing,
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turning on audio synchronisation
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cleans up audio glitches,
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but turning on both
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makes audio glitches worse.
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**The long version:**
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Enabling video synchronisation
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locks the frame-rate of the emulated console
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to the frame-rate of your computer's display.
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If your display's refresh rate exactly matches
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the emulated console's,
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games play at the correct speed
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and everything's fine.
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However,
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modern 60Hz displays do not always match
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the emulated console's refresh rate:
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- The Super Famicom usually runs a little faster than 60Hz
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- the PAL variants of most consoles run at 50Hz
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- the WonderSwan runs at 75Hz
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- While the Game Boy does run its LCD at 60Hz,
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games can turn the LCD off and on at any time,
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requiring emulation to pause
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until it can get back in sync
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with the computer display.
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Because of these frame-rate differences,
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enabling video synchronisation
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can force games to run
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faster or slower than intended.
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The consoles that higan emulates
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produce video frames and audio samples at a particular rate.
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If video synchronisation causes
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the emulated console to run, say, 5% faster than intended,
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that means audio samples are also being produced 5% faster.
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You might not notice the changed game speed,
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but you'll almost certainly notice
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the game's audio glitching constantly
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as your sound card tries to keep up.
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Enabling
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[audio synchronisation](interface/higan.md#the-settings-menu)
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normally fixes this kind of audio glitching,
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but with video synchronisation it makes things worse:
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audio is likely to glitch
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while higan waits for a video frame to be shown,
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and video is likely to stutter
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while higan waits for an audio buffer to complete.
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Games run too fast
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------------------
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higan runs as fast as it can,
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but it will pause and wait
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for the audio and video drivers to catch up
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if [audio synchronisation](interface/higan.md#the-settings-menu)
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and [video synchronisation][vsync]
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are enabled, respectively.
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If games are running way too fast, here are some things to check:
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- Make sure "Synchronize Audio" is ticked in
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[the Settings menu](interface/higan.md#the-settings-menu)
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- Make sure the Audio driver is not set to "None"
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in [the Advanced settings](interface/higan-settings.md#advanced)
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(remember to restart higan if you change driver settings)
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- Make sure your computer has speakers or headphones connected
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(some computers disable all audio if no outputs are available)
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- If you want the game to be silent,
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tick "Mute Audio" in
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[the Settings menu](interface/higan.md#the-settings-menu)
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- If you can't connect speakers or headphones to your computer,
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or you did but it didn't help,
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try enabling the secret [video synchronisation][vsync] option.
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[vsync]: #i-see-tearing-when-a-game-scrolls-how-can-i-enable-vsync
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Games run too slow
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------------------
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Of all the consoles higan can emulate,
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higan's Super Famicom emulation
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is the most resource intensive.
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Full-speed emulation for the Super Famicom base unit
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requires an Intel Core 2 Duo (or AMD equivalent),
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full-speed for games with the SuperFX chip
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requires an Intel Ivy Bridge (or equivalent),
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full-speed for the wire-frame animations in *Mega Man X2*
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requires an even faster computer.
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Low-power CPUs like ARM chips,
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or Intel Atom and Celeron CPUs
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generally aren't fast enough to emulate the Super Famicom with higan,
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although other emulated consoles may work.
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If your computer meets the general speed requirements
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but games run too slowly,
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try choosing a different
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[audio driver](interface/higan-settings.md#advanced),
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since that's usually what drives higan's timing.
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On some computers,
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the operating system's power-management system
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may be confused by higan's unusual pattern of CPU usage
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(it runs furiously to calculate the next video frame
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and the next few milliseconds of audio,
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then stops dead as it waits for output to complete).
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If holding down
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the [fast forward hotkey](interface/higan-settings.md#hotkeys)
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runs too fast but the game normally runs too slow,
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try disabling "power saver" mode
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or enabling "performance" mode.
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On Linux specifically,
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if your desktop environment doesn't provide a way
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to change the CPU usage governor,
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you can temporarily force your CPUs to run at full-speed
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by running the following command in a terminal:
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echo "performance" | sudo tee /sys/devices/system/cpu/cpu*/cpufreq/scaling_governor
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To put things back to normal,
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reboot the computer, or run this command instead:
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echo "ondemand" | sudo tee /sys/devices/system/cpu/cpu*/cpufreq/scaling_governor
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Why is higan so much slower than other emulators?
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-------------------------------------------------
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The consoles higan emulates
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generally contain different devices
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(say, a CPU, an audio chip and a video chip)
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that do their own thing,
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but can interrupt each other at any time.
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Games can and do depend on timing details like
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"when the audio chip is done playing this sound,
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it will interrupt the CPU at exactly the right time
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for the CPU to fiddle with the video chip".
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higan is therefore very cautious about timing:
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while it's emulating the CPU (for example),
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at every point the emulated audio chip *might* interrupt
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the emulated CPU,
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higan switches to emulating the audio chip up to the same point
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to find out whether it *will* interrupt the CPU.
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In this way,
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higan is a little bit like
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an office-worker trying to do the jobs of three other people
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by running from desk to desk,
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sending the same emails
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that those three people would send to each other,
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leaving itself a note at each desk to remind it
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where it was up to when it comes back.
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Although this constant switching
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is slow and inefficient,
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higan does it
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to ensure the emulated console
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always matches the behaviour
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of the original.
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Other emulators,
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especially ones that are popular on phones and tablets,
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typically work differently.
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Although emulated devices *can* interrupt each other at any time,
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usually they don't,
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and often the only exceptions are a handful of unpopular games.
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So it's pretty safe
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(and much, much more efficient)
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to let certain devices run "ahead" of the others.
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For example,
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letting the video chip render an entire scanline at a time
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instead of working pixel-by-pixel.
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The downside is that some games don't work properly
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in these emulators,
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with game-breaking bugs,
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minor visual glitches,
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or anything in between.
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Some emulators try to recognise
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when the user loads a specific problematic game,
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and will adjust the shortcuts the emulator takes
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so that the game runs correctly.
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This is a good way to increase game compatibility
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without losing efficiency,
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but it means the emulator does not accurately reflect
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how the original console worked,
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and it requires the emulator authors to diagnose and work around
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each individual supported game,
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instead of having one emulator that works for everything.
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Why can't higan use multiple CPU cores?
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---------------------------------------
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These days,
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most computers contain multiple CPU cores,
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allowing them to run different programs
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(or different parts of the same program)
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at the same time.
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Since higan requires high CPU performance,
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sometimes people suggest that it should split its work
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into multiple threads
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so it can run across multiple cores
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instead of stressing one core while the others lie idle.
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After all,
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the original consoles higan emulates
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had separate devices running independently,
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so why not run each emulated device in a separate thread?
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The big problem with this approach is timing.
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The devices in a physical Super Famicom (for example)
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run at whatever speed they run at,
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and talk to each other whenever they feel like.
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Because every Super Famicom uses the exact same components,
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every Super Famicom runs compatible games at the exact same speed,
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and games can blindly assume that
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when operation X is complete on device A,
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device B will have finished operation Y
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and be ready to do something new.
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Meanwhile, higan's emulated components
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take an unpredictable amount of time to do their work,
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so without deliberate synchronisation
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things would break almost immediately.
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It's not practical to make higan's emulated devices
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do their work in exactly the same amount of time
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as their hardware counterparts.
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The problem is forty years of technology
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designed to make programs run as fast as possible:
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optimising compilers
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and super-scalar, out-of-order CPU architectures
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change programs to make them faster,
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speeding up some programs more than others
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in ways that are very difficult to understand and predict.
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Even if higan's emulated devices
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ran at the exact, correct speed
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on one particular computer,
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they'd still run differently on
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a computer with a smarter CPU,
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or when compiled with a smarter compiler.
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Since higan needs its emulated components
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to run at particular speeds,
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and it's not practical
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to make them run at those speeds naturally,
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it must force them manually.
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An emulated device runs for a little while,
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then all the others are run until they catch up.
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It's this careful management,
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regular stopping and starting,
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that makes higan slow,
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not the actual emulation of each device.
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Having multiple CPU cores waiting on each other
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would not help them wait any faster.
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