I signed up specifically to comment here and I'm not use to typing on forums so I type the way I'd talk, no disrespect was meant. Sorry if my first message (or this one) came across as harsh or closed minded. Additionally, this build also has a faster processor.
I'm also assuming as I didn't set any SLI settings that it may only be using one of the cards. It can play at the 60fps with the hack with no issue. My other build, with two Titan X cards in SLI doesn't have the issue at all.
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Even moreso, download lsnes and have a look at how it runs.Įmulation takes a lot more power to compute than traditional gaming for instance my R9-285 can run any of the Call of Duty games (tried to pick a series with a big area of reference) really well, maintaining well over 60fps on relatively high settings 1080p - but it suffers from the same issue that the original poster described. If you don't believe me, try getting Bizhawk (using the bsnes core) to play games at 4x speed. Higan, Bizhawk and lsnes all have much higher requirements as they use this more accurate emulation core. An older emulator like ZSNES runs on both older and newer builds very easily. A good example of this is the bsnes core for SNES emulation. Just because your build can run a recent game doesn't necessarily mean it can handle emulation though. I'm just not sold on the fact it's not a hardware issue (maybe even partially) and I am glad that this is still being investigated!
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I think this should be either closed as it's not so much an issue as an unfortunate case of the software superseding your hardware, even though you do have a very good build. Additionally, a single gpu (isn't the 295x dual?) would be better in this situation, and I believe an Nvidia card would be more stable than AMD in this case also. It's the type of thing where it'd be better off making it slow and accurate (so that future hardware could accommodate it) rather than putting together hacky fixes in order to please individual users. In order for GlideN64 to look as good as it does and to be as accurate as it is, it requires a massive build.
Disabling the frame buffer helps because the frame buffer uses a lot of system resources to be emulated properly (but it's also a crucial part of many visual effects in n64 games and that's why the game looks like it does when you disable it - it requires it).
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The frame rate code itself is not the issue - it's the fact it's rendering twice as many (60 as opposed to 30) and your system simply can't maintain twice the frame rate. Syncing it to audio forces it to render whatever frame the audio is currently up to - meaning it'll skip frames here and there. If you have to do this though, it means your computer doesn't have enough power to render all the frames it needs to. Syncing the game to the audio is a good temporary solution.