Differences in performance between RetroArch and Standalone emulators. #287
Replies: 5 comments 44 replies
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What device are you using? I have a PowKiddy Q90, and the performance difference was clear to see: Sonic 2 performed at about a third the speed it was supposed to, that it performs on the stock Miyoo PicoDrive. The movement and game speed was slow and the sound was stuttering (fighting to catch up).
This wasn't the only serious problem I've encountered with gpSP. Quite a few games crash during gameplay, including Batman Begins (at the fire scene on the first stage). But this is a gpSP problem, not a RetroArch one. I don't consider gpSP a stable emulator (yet). It needs a lot more work.
I see... :/ Remind me, again, why did we get rid of the VisualBoyAdvance (VBA-M) core? 🙄
Stock FBA was is on the borderline with this game -- just able to play it at normal speed. So this game is good for benchmarking performance. But the game was playable on stock MAME (MAME4All), and frame-by-frame slow on RetroArch MAME, unplayable. Huge difference in performance! |
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My question is a practical one: If RetroArch gives me all the same emulator options as the stock emulators for Miyoo, but with worse performance, what's the point of my using RetroArch on Miyoo (unless I am syncing between my PC and Miyoo RetroArch library)? At this point in development, I really don't see the practical use for RetroArch on Miyoo. |
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I've been trying to find out why RetroArch is quite a bit slower than standalone emulators. One that I've noticed is the audio resampler defaults to "nearest" (which is default on the RS-90 too, being a slow platform as well) but it isn't part of the build so I've submitted libretro/RetroArch#13694 to fix that. |
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Yes I believe the retroarch frontend has a lot less overhead than most of people would think, especially if you think of rgui menu interface (which is very well optimized for those low-end devices, just check the official support list). There are stripped down revisions of retroarch's frontends ready to be ported, but from my knowledge they only simplify things (for ease of use, or for test purpouses) and you can check them here: https://docs.libretro.com/development/frontends/ + another one here: https://github.com/soarqin/sdlretro |
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I might got to the bottom of the main topic (mostly in favor of the standalone). Magic word would be PGO (Profile-Guided Optimization), which has been done for many emulators: FCEUX, GpSp, PCSXReARMed,
It would be hard (if even possible) to implement these profiled optimizations to RetroArch cores, as the stress (to generate *.gcda files) needs to be done on real environement (platform) before compiling AFAIK. Adding to that automated nightly builds, I don't think the RetroArch team will ever implement those. Here is an example of such profiling: I've based my PGO test builds of that commit, and I'll admit that benefits are worth the effort! Instructions:
You might want to consider adding to GCC flags: -Ofast -fno-unroll-loop |
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#279 (reply in thread)
@Rezzy-dev
"Use Sonic 2 as a benchmark for PicoDrive -- you'll see the speed difference quite clearly. For MAME/FBA, try Pretty Soldier Sailor Moon (this is an advanced arcade title, quite heavy in graphics and sound). For mGBA and gPSP, Teen Titans."
Hi, regarding does differences between RetroArch and stock emulators:
The Sonic 2 [MD] (Picodrive) - I did not see difference in performance during gameplay (at least not in first level)
Teen Titans [GBA] (gpSP) - it seems a problem with an engine in the emulator itself, stock nor RA work at all with this game (it would be a good idea to post an issue on gpSP's github)
Teen Titans [GBA] (mGBA libretro) - not recommend to play GBA games on that core if you go for performance (see updated wiki's page, so it is nono for this game on Miyoos)
Pretty Soldier Sailor Moon [MAME libretro] - this core is least optimazed of all available cores for Miyoo-arm32, did you try stock FBA? Would recommend to play 8-bit titles with MAME cores if any (Bosconian runned quited well).
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