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I didn't realize this back then, but the reason the emulation can sometimes slow down to a halt is simply because we're running the processor.step() in tandem with the display (which has v-sync). The simple solution is to just run the processor.step() in a new thread and keep the display and processor timelines separate. Once the processor has a frame to display, it should just poke a flag and the renderer should grab the last display buffer from memory.
The text was updated successfully, but these errors were encountered:
I didn't realize this back then, but the reason the emulation can sometimes slow down to a halt is simply because we're running the
processor.step()
in tandem with the display (which has v-sync). The simple solution is to just run theprocessor.step()
in a new thread and keep the display and processor timelines separate. Once the processor has a frame to display, it should just poke a flag and the renderer should grab the last display buffer from memory.The text was updated successfully, but these errors were encountered: