(04-12-2015, 01:56 AM)sonicdude13 Wrote: Thanks for just saying that one thing about the GHz btw, also I just think its incorrect to say atom sucks I'm sick of people saying that, and the thing is is that half the time it doesn't even matter what your PC specs are it can be the emulator itself like one time I tried playing sa2b on dolphin from my desktop and it was laggy and the sound was buggy but when I went and installed the PC HD version it ran PERFECTLY, and I went to several benchmarking websites trying to see if my PC could run sonic gens and they all said my specs wouldn't be enough to run it yet I went and installed the game ANYWAYS and it ran fine although I had to run it on low graphical settings...and the atom processor is fine for dolphin if you look at videos of dolphin being played on atom devices the games being played runs perfectly fine besides the sound its just annoying how people can say something sucks and think that what they're saying is a fact then when some says its actually good they say "please don't say that atom is good" as if that persons opinion doesn't matter., also I'm not that much of a tech person but I'm not fake as well I'm not going to go and pretend I'm bill gates and all that cause I'm not but at the end I know the truth about things.
Then you understand the immense difference between running a game compiled native for your platform (the PC HD version) vs trying to run a game through an emulator? I have a very high-end PC (due to my work) and it can play most Wii games smoothly in emulation. But think about that for a moment... A $2000 PC is barely powerful enough to play games designed for a $200 console? Yes, because the rule of thumb for emulation is 10x the performance of the native device. To put this in completely non-technical terms, imaging trying to talk to someone who speaks a completely different language than you. Every time one of you speaks, the interpreter in the middle has to translate it. Now, you're impatient because you have to wait for that interpreter to repeat your question to the other person, wait for the response, and have that response translated back to you. That is exactly how emulation works. JIT would be like telling the other person that every time they say "venstre" to instead say "left". HLE works by recognizing key phrases like "Ta til venstre i neste lys" and replacing them with "Turn left at the next light". It's faster than word-by-word translation, but introduces other issues like incorrect translations.
As SonicAdvance covered in another thread, also keep in mind that each architecture has different features. The Wii has no real use for PIC (Position Independent Code), but modern architecutres do, which makes JIT and HLE more difficult. Multiple cores helps when there is more than one piece of emulation occurring at the same time. For instance, the audio chip on the Wii needs to be emulated, as does the core CPU. If each of these is running on a different core, you get benefits. But this is limited by the need for multi-chip emulation. You can only emulate as many items simultaneously as the native platform (the Wii in this case) has running simultaneously. So you quickly max out how many threads can benefit the emulator, and the slowest component (usually emulating the CPU or GPU) will drag down the performance of everything else. While audio stuttering may seem like an audio issue, it's usually a problem of emulating the CPU or GPU fast enough. The reason is that games expect everything to run in real-time. So they don't give the next audio clip until they've finished a frame loop. But if that takes longer than the last audio clip had, the audio will stop before the next clip is ready. They don't play audio via a simple MP3 file that can continue without the rest of the game. When you jump, you expect to hear a jump sound. And they feed that in pieces based on the current frame.
Atom processors are lower-powered Intel processors. Because the mobile Android Atom processors use PIC, it's very difficult to gauge performance. Two aspects of a processor affect its performance: Clock speed and cycles per instruction. Most people know about clock speed. But what can be equally important is how many of those clocks it takes to do a particular instruction. Some instructions are nearly free, like to increment a register by 1. That takes one clock cycle. But dividing 64-bit numbers takes many clock cycles. And different processors have different numbers of cycles per instruction for each instruction. So this adds to the complexity of both emulation timing and benchmarking.
