shoober420 Wrote:You saying that HLE can be as accurate as LLE is making me question your knowledge on emulation. HLE will never be as accurate as LLE.
If HLE will
never be as accurate as LLE, then what about the points I've made so far? The GB BIOS, the DAA instruction in VBAM, the DSP-1 and DSP2-2 coprocessors, and DSP HLE audio in certain games? These are all cases were HLE matches LLE bit for bit. How is that never?
shoober420 Wrote:I have demonstrated that LLE is more accurate then HLE, by pointing out that no HLE SNES emulator can render Air Strike Patrol properly. Until someone makes a HLE emulator that can render Air Strike Patrol properly, you are wrong.
That's an informal fallacy, the
argument from silence. It's not logical or reasonal in a rational debate to use that type of argument. That something does not yet exist has no bearing on whether it can exist at all. Example: the fact that computers never existed in the past had no bearing whatsoever that computers eventually could (and do) exist. You still haven't
technically explained why it's impossible to emulate the shadow with HLE. I told you what would be valid answers (e.g.
some sort of reference to the SNES hardware) and you've yet to provide even that.
shoober420 Wrote:Exactly my point HLE fanboy, you can't emulate anything with 100% accuracy like you stated, even if its only the BIOS like you claimed. Although, LLE will always be more accurate then HLE.
Please read for context. I'm playing devil's advocate. I'm assuming that something can't be emulated 100% accurately, as you do. If that is true, I'm questioning why you're asking me to prove a CPU or GPU can be emulated 100% under HLE when it's just as impossible under LLE.
But it isn't true at all that
everything can't be emulated 100%. It depends on what it is and how fully its behavior is understood. The GB BIOS can be emulated 100%, as far as we know, because we've looked at everything it does, and we've broken down the code into individual bits of assembly. Again, there are situations where you can get 1:1 equivalence between HLE and LLE
shoober420 Wrote:When I say upscaling isn't interpolation, I mean upscaling isn't interpolation. If I can use interpolation on a texture without the need to upscale it, then upscaling is not interpolation. You saying this makes you look very ignorant.
When you say upscaling isn't interpolation, you're not looking at the definition of what interpolation covers. Again, as wikipedia said:
Wikipedia Wrote:interpolation is a method of constructing new data points within the range of a discrete set of known data points.
Upscaling is a method of constructing new data points (new pixels in its case) within a range of a discrete set of known data points (the existing pixels). What's there to argue against? Upscaling fits the definition of interpolation. Saying it doesn't is ignorant and shows a fundamental misunderstanding of both language use and mathematics.
shoober420 Wrote:Evidence
How does that prove that SNES9x is using HLE for the CPU? From that video, it's impossible to discern whether or not the issue is in fact with the CPU (as you claim), with the PPU, or any other component that affects SNES emulation (overall system timings, MMU, etc). RachelB provided you with the CPU code that actually runs on SNES9x, and you haven't proved that there is an instance of HLE there, as in no specific segments have been pinpointed (by you or by someone else).
shoober420 Wrote:Because HLE is the reason there is no shadow in Air Strike Patrol. HLE is being used to emulate the PPU with other emulators, which is why there is no shadow in the first place.
Again, prove it. Where exactly in the PPU emulation is high-level emulation causing the error? You have a habit of saying things, then reasoning them out with "because of HLE". That's not a complete response or explanation because there are actual reasons why HLE fails in certain instances (it doesn't read Register XYZ often enough, it doesn't update VRAM like it's supposed to, etc). You need to start providing those actual reasons, else you're just saying things online, which anyone with a keyboard can do.
shoober420 Wrote:I wouldn't consider those enhancements, as much as options. There is no way a true LLE emulator can increase internal resolution, and until you or someone else does it, you are wrong.
Your distinctions between enhancements and options are arbitrary at best. What makes internal resolution an enhancement, but being able to rewind gameplay, pause it at any moment, or apply scaling filters are somehow options? If there is no way for a true LLE emulator to increase the internal resolution, what are the technical limitations preventing this? Is it a limitation of 3D APIs such as OpenGL or D3D? Is it due to the fact that accounting for scaling somehow affects other parts of the rendering process, and if so which parts and how?
When you emulate a 3D engine (the DS for example), you'll get a bunch of data representing 3D objects (lists of vertices to make polygons, lighting position and intensity info, texture coordinates). If you LLE this component of the DS, all that data will be as accurate as you can make it. When you display it, all you have to do is proportionately scale the coordinate data. The result will still be accurate in comparison to the real hardware; it will just look like what the real hardware would have looked like at a high resolution. I've studied this and I've done some testing as well in Desmume.
shoober420 Wrote:Find a better source please. You must of had to dig pretty deep to have to find a website that claims upscaling is interpolation if its in a different language. Which makes sense, because when I googled it, I couldn't find a legit source that claimed upscaling is interpolation. When you upscale an image, it almost always uses Nearest-neighbor interpolation, not its own special interpolation method like you claim.
It was the 4th
result from my search. I already gave you 3 links your the other thread, and they all came from the
1st page of my search results. I've also already given you Wikipedia's definition of interpolation, which perfectly describes the behavior of upscaling.
shoober420 Wrote:When you upscale an image, it almost always uses Nearest-neighbor interpolation, not its own special interpolation method like you claim.
Not true. Many image editing programs (GIMP for example) let you choose between a few different interpolation methods (bicubic is one of them, off the top of my head. Many GUI APIs will render larger images with bilinear filtering by default (HTML5's canvas and GTK's GDK Pixbuf are two examples). Many HDTVs use their own methods of scaling (because nearest-neighbor is horrible for various types of content, especially movies).
shoober420 Wrote:Mupen64Plus is based off of Mupen64, which is a HLE emulator. Just because an emulator uses LLE interpreters, doesn't make it a full blown LLE emulator like you claim.
Don't try to change the topic. We were discussing whether or not the
CPU is HLE'd, not the whole emulator. Again, the CPU looks extensively LLE'd.