Emulator Issues #10448
closedSavestates are not deterministic
0%
Description
As Stenzek told me the other night, a ton of things aren't saved to savestates meaning that when TASing, you may run into serious problems.
REALLY important stuff like:
- EFB Copies
- Perf Queries
- NAND
And all of that can cause desyncs. Even if all of those were added to savestates, there's no guarantee it'd work. When testing on netplay with RachelB's (RIP) branch, we determined there was a ~50% chance that a savestate even in a GC game with EFB Access/EFB2Tex, it would still desync. There's likely worse bugs out there.
Updated by JMC4789 about 7 years ago
- Has duplicate Emulator Issues #7219: 007 Agent Under Fire - Savestate Inaccuracies. added
Updated by JMC4789 about 7 years ago
- Has duplicate Emulator Issues #9573: Savestates created while recording a Wii game don't save whole filesystem state added
Updated by JosJuice about 7 years ago
This report is too wide to be useful. Making NAND deterministic is one thing, making GPU readback deterministic is another thing, and fixing the other various issues there seem to be is another thing (or several other things). I'd like to close this issue and re-open issue 7219 and issue 9573, but I'll wait 12-24 hours in case you want to offer an opinion on why this shouldn't be closed.
Updated by JosJuice about 7 years ago
- Has duplicate deleted (Emulator Issues #7219: 007 Agent Under Fire - Savestate Inaccuracies.)
Updated by JosJuice about 7 years ago
- Has duplicate deleted (Emulator Issues #9573: Savestates created while recording a Wii game don't save whole filesystem state)