ferrarifan wrote:Can i tell you something?
terminento wrote:I myself am more thn happy to have the emulator operate over the technical limitations the games had at their release. Having seen a video by Abelardator, in which he plays Star Wars Trilogy, I was shocked to see the incredibly noticeable LOD popping distance during the trench run compared the one when playing it in the emu. I guess this is due to memory limitations in the original hardware forcing it to stream smaller chunks of data to the VRAM or something like that.
Consoles today have the ability to do larger polygons. SEGA should do Model 3 ports but since they haven't done it recently. That's the most part i'm concerned because many SEGA arcade exclusives haven't been released on other platforms.Ian wrote:ferrarifan wrote:Can i tell you something?
You just did ?
The question is kinda interesting. Currently the default is to run all games regardless of stepping at the same CPU frequency. To emulate this performance is consistent, and requires a set amount of CPU to emulate. To emulate a higher clock speed requires a faster CPU. I think my pc can handle 100mhz quite happily, but anything higher than that it starts to get slow.
Most games run happily at 50mhz, I think it's only emergency call ambulance that I've noticed that really needs a faster CPU. If you are running the emulator with a CPU speed below what it should be, the emulated games can run slower and start to drop frames. This is different to running the CPU with a higher clock speed and it going slow. In the former the emulator doesn't have enough CPU to run smoothly, in the latter its your own CPU which can't run the emulator at full speed.
The GPU is different. Its HLE or high level emulation. There are no clock speeds. It simply renders whatever you give it. To the emulator, it never drops frames or gets slow. The real hardware might struggle with certain scenes, either dropping frames or simply taking longer to render. These kinds of slow downs won't show up with our HLE emulation, because we aren't emulating at that level.
Bart wrote:1. I talked about meshes being uploaded but in fact, Model 3 had very limited memory for this. Only about a megabyte or so. Very few meshes are uploaded this way. The Scud Race and Daytona vehicles (but only the player's) are uploaded because they can be dynamically deformed. But nearly everything else is actually stored in VROM and the VROM is directly connected as a memory region to the Real3D. The CPU can't even see the VROM -- it just passes VROM addresses of meshes and textures to the Real3D, which then can fetch them directly when it needs them.
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