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Compatibility. It's possible to compile it with either profile.
I think.....therefore I am not Barry Burton
creaothceann
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Zeikcied wrote:
Since then I've switched to the performance core, and it's worked a lot better, but I honestly have no idea what the trade-offs are in terms of emulation accuracy and all that stuff.
Performance core is old and not very accurate. Maybe halfway between "proper" bsnes (compatibility core) and SNES9x/ZSNES?
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The only emulator that got the timing matching is missing something painfully obvious. The sword is missing at the four minute mark (and again at 8:40). That's a major accuracy failure.
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Location: Onett, Eagleland
Sword? I tried to see what you're talking about but don't notice it.
I think.....therefore I am not Barry Burton
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Joined: 3/4/2006
Posts: 341
Exor (the sword) appears there only if you have a saved game. It's kind of a spoiler for an event which occurs shortly before you reach the first save point.
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Location: Onett, Eagleland
Ohhhh~ I was looking at the Zelda clip! I never even noticed that....wow! Learned something new about that game, thanks Nitrodon, haha.
I think.....therefore I am not Barry Burton
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Posts: 502
Location: Onett, Eagleland
Here's Actraiser 2. Probably the last comparison I'll do. I used Snes9x 1.51, because 1.52 has major graphical glitches during the fight with Tanzra in the intro. Link to video
I think.....therefore I am not Barry Burton
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So did all those environments (Console, BizHawk, and the two Snes9xes) have the same saved game? Do BizHawk and lsnes just not show the sword on the Mario RPG title screen?
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Location: Onett, Eagleland
I think I had a SRAM for snes9x, and my cartridge also had a save. I never loaded the game in bizhawk before. I'm not going to bother to re-do, because the emulators that didn't match had a save and bsnes still matched the timing without it. I don't think it affects any thing.
I think.....therefore I am not Barry Burton
Joined: 1/23/2012
Posts: 82
creaothceann wrote:
Zeikcied wrote:
Since then I've switched to the performance core, and it's worked a lot better, but I honestly have no idea what the trade-offs are in terms of emulation accuracy and all that stuff.
Performance core is old and not very accurate. Maybe halfway between "proper" bsnes (compatibility core) and SNES9x/ZSNES?
But the difference for the common user is negligible when it comes to noting the difference between this and the other cores. Plus it would be preferred among those who can't run the Bsnes compatibility core without repercussions (skipping audio issues, audio not synchronizing with video). Are there instructions on compiling BizHawk with the Bsnes performance core?
creaothceann
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the_randomizer wrote:
But the difference for the common user is negligible
No, it's really not. - bsnes is a stable platform, unlike SNES9x where every new version could lead to desyncs - it's closer to the hardware (some may feel that incorrect emulation adds a flair of 'fake' to runs) - being able to play back runs on the console is almost a certainty. If you want a correct emulator, use bsnes' compatibility core. If you want a fast emulator, use SNES9x. The performance core is neither.
Joined: 1/23/2012
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creaothceann wrote:
the_randomizer wrote:
But the difference for the common user is negligible
No, it's really not. - bsnes is a stable platform, unlike SNES9x where every new version could lead to desyncs - it's closer to the hardware (some may feel that incorrect emulation adds a flair of 'fake' to runs) - being able to play back runs on the console is almost a certainty. If you want a correct emulator, use bsnes' compatibility core. If you want a fast emulator, use SNES9x. The performance core is neither.
Alright, I retract what I said, but perhaps if someone could explain why Bsnes Compat. core runs like s**t on more Core i7 2670QM, I'd be more than willing to use it. Are there at least instructions on compiling a BizHawk build with the performance core, and if so, why aren't said instructions on this site?
creaothceann
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I dunno, are you running it in GDI+ mode?
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Turn off rewind and all features that can take additional powers. I got nes and snes running at 60.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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creaothceann wrote:
I dunno, are you running it in GDI+ mode?
Nope, OpenGL.
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That's amazing, considering Bizhawk uses SlimDX.
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with "runs like s**t" being all we have to go on, you cant expect anyone to be accurately understanding your issue. at least, it would be helpful to know what fps you get unthrottled.
Joined: 1/23/2012
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zeromus wrote:
with "runs like s**t" being all we have to go on, you cant expect anyone to be accurately understanding your issue. at least, it would be helpful to know what fps you get unthrottled.
To elaborate, skipping audio and video that can't be synchronized without the audio going to hell despite running on a Core i7 2670Q]M what I would define as "running like s**t" To summarize, I can't use the Bsnes core on BizHawk because... - Audio tends to skip frequently popping - Video can't be synced without noticeable decrease in performance (down to 53-55 frames per second) Therefore, if this list of issues is to be believed, it must run like s**t.
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the_randomizer wrote:
To elaborate, skipping audio and video that can't be synchronized without the audio going to hell despite running on a Core i7 2670QM
Can you give names of some games you have tried (some games have slow-to-emulate enhancement chips[1] or may be in some other way nasty)? [1] Even if I don't think any chip except S-Z80 a.k.a. ICD2 a.k.a. Super Game Boy is slow enough to explain what you are seeing...
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I'm sure its definitely not the emu but his own problems causing it seeing as how he's running it in openGL and all.
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Pasky13 wrote:
I'm sure its definitely not the emu but his own problems causing it seeing as how he's running it in openGL and all.
Is D3D a better API to use, or would GDI be better instead? I haven't tried special chip games, but all games I tried have noticeable screen tearing, and I also noticed that there's still no option to force bilinear filtering in the filters options in 1.2.0 (other filters kill performance), neither are there options to sync the video that I can see. Sound seems to be fine in this version, but the screen tearing makes my eyes bleed. I must be doing something wrong. Bilinear filtering was added back in 1.1.0, but all I see is 2xSA1, which isn't bilinear, but it's close and not very intensive on the CPU; screen tearing I can't fix since there's no options in the emulator.
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the_randomizer wrote:
Is D3D a better API to use, or would GDI be better instead?
1. Why would you ask a question like that? Use whichever one works better. If neither of them work better, then it doesnt matter. 2. This is beside the point. Pasky is expressing deep skepticism that you have any clue what youre talking about at all, since you seem to have invented the concept of openGL being involved in this emulator from no evidence whatsoever. Troubleshooting people who are making things up.. can you see why this might be a problem?
the_randomizer wrote:
Video can't be synced without noticeable decrease in performance (down to 53-55 frames per second)
the_randomizer wrote:
neither are there options to sync the video that I can see
Which is it?
the_randomizer wrote:
there's still no option to force bilinear filtering in the filters options in 1.2.0
One thing at a time. If everyone filled up their threads requesting support with an exhaustive list of every old unrelated thing they nagged about which hadnt been fixed yet, then the threads would get very noisy.
the_randomizer wrote:
I must be doing something wrong. Bilinear filtering was added back in 1.1.0, but all I see is 2xSA1, which isn't bilinear, but it's close and not very intensive on the CPU
config > gui > use bilinear filtering I believe you should stop talking about synchronization. You're not making much sense. Here are some statements which do make sense, which you might agree with. You can try crafting your own, but you run the risk of them not making any sense. 1. The emulator never ever runs > 60 fps unthrottled. 2. Since it never runs > 60 fps, the sound is pretty bad. But obviously, I'm not going to complain about that, since one can't expect the sound to be good if the emulator isn't running full speed. 3. Even when I enable vsync, I get tearing 4. When I enable vsync, my unthrottled framerate decreases from X to Y
creaothceann
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the_randomizer wrote:
Is D3D a better API to use, or would GDI be better instead?
No, GDI is much slower and only a fallback if you don't have hardware acceleration for some reason. I don't see how you can use OpenGL when the emulator doesn't offer it (from what I've seen).
the_randomizer wrote:
I haven't tried special chip games, but all games I tried have noticeable screen tearing
Do you have VSync forcefully disabled in your graphics card's video driver options?
and I also noticed that there's still no option to force bilinear filtering in the filters options
Joined: 1/23/2012
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Can you please stop treating me like a damn noob? I'm not an idiot, you know. I'll just stop my bitching and experiment with the settings and see what happens. If I have issues, I won't post them here. My only complaint left is having to select the ROM file type whenever I load a ROM. Why it doesn't remember the type you used last is beyond me.
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[quote="the_randomizer"there's still no option to force bilinear filtering in the filters options in 1.2.0 [/quote] Config -> GUI -> Use Bilinear Filtering. Also, Bolding something as if it is egregious that one of your requests hasn't been implemented isn't going to make you likable. Your attitude across BizHawk threads has been pretty bogus overall
It's hard to look this good. My TAS projects