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Emulator Issues #10448

closed

Savestates are not deterministic

Added by JMC4789 about 7 years ago. Updated about 7 years ago.

Status:
Invalid
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

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.

Actions #1

Updated by JMC4789 about 7 years ago

Actions #2

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
Actions #3

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.

Actions #4

Updated by JosJuice about 7 years ago

Actions #5

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)
Actions #6

Updated by JosJuice about 7 years ago

  • Status changed from New to Invalid
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