Anema86 said:
I wonder, though, with the way hardware has progressed in the past few years (64-bit architecture, multi-core CPUs, and 4+ GB of DDR3 becoming standard), if it still has that effect? I'm not questioning you; I just am curious.
Let's just say that entry level hardware bought on the cheap won't cut it for the framebuffer to RDRAM thing. My quad-core laptop runs it fine, but a dual core 4 year old desktop PC I'm using still struggles on key-moments such as on that pause screen with the option enabled, or in MK64, every time the screen on top of the tunnel in Luigi Raceway has to display the duplicate image of the race, if you know what I mean. It still stutters on those points, but very recent hardware does not struggle that much anymore with that option. In general, Mupen 64 with the same option enabled does not have the slowdown at all, because it pulls it off a different way, but that emulator isn't the best out the for OoT in particular, it misses certain other effects.
Having a 64-bit CPU doesn't help for n64 emulation for the reason that games for the system barely ever used 64-bit instructions and thus emulators usually ignore altogether the rare 64-bit instructions used sparsely in certain games (Rareware games sometimes throw exceptions saying "unsupported R4100i microcode op" or stuff like that so the option to catch and display exceptions has to be turned off, and it usually is by default, unless it's an instruction that's needed to continue running the game, such as in Factor 5 games). Not having those 64-bit instructions makes you lose accuracy, yes, but helps gaining in performance. There exist, to my knowledge, no version of any N64 emulator out there that's compiled in a 64-bit version, and to be frank, PC N64 emulators aren't updated that much anymore.
( Edited 11.07.2015 09:28 by RudyC3 )