Re:Implementing a NES Emulator in Rust
by boomlinde on Wednesday March 20, 2019 @09:11AM
(#19441691)
Yes, but their emulation needs to be performed in lockstep, normally per clock tick or at least externally visible state change, to accurately model their interaction with respect to timing.
Threading in that case would likely mean several orders of magnitude of performance degradation.
Threading in that case would likely mean several orders of magnitude of performance degradation.