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Description
S32X Core version:
Release 20220607
Hi!
I recorded a couple of videos to show how the S32X core performs side-by-side with a real Genesis 32X setup in attract modes.
Some games run a bit slower than on real hardware (ex: Star Wars Arcade (see: #36), Space Harrier), but others have quite less slowdown (Mortal Kombat II, Virtua Fighter); so I thought it could be helpful to record such live comparisons.
I'm aware that ultimate accuracy is not the priority right now (though Processing/Rendering speed accuracy is also important for homebrew developers to be able to have in the S32X core a reliable performance reference since the existing emulators are completely unreliable in such aspects) but I believe these comparisons can be useful to understand some other issues as well.
Real Hardware (Left) | S32X Core (Right)
Virtua Fighter - There's a big performance gap in close-up camera angles; the S32X core is running them much faster than the real hardware.
https://youtu.be/QUrTnOcW5Q4
Mortal Kombat II - The title screen animation seems to slow down quite a bit more on real hardware. If you play the game, the Dead Pool stage has quite a different performance, with far fewer performance issues on the S32X Core, especially when hitting the opponent with uppercuts.
https://youtu.be/WS1Z5Zgaw8A
After Burner Complete - This is an interesting one. Despite the attract mode gameplay sequences being scripted, the end result seems to differ depending on the rendering speed.
While the first gameplay sequence goes identical, in the second one (around 2:00) the projectiles seem to hit different objects due to the scrolling speed and aircraft movement speed being different between real hardware and the S32X core; with the attract sequence having a fixed duration.
The attract sequence around 7:15 also shows a bit different partial outcomes; they seem to de-synchronize especially when the game has to render explosions.
https://youtu.be/Nu2XZxi1oV4
Space Harrier - Real Hardware is a tad faster with this one; the S32X core seems to be more prone to exhibit a bit of flickering when changing the priority of the sprites to go behind the score table.
https://youtu.be/z27mp21R9ys