Pokemon Snap intro stutters like hell on the real hardware too when the boy appears, but the audio plays fine.
It’s actually WRONG when the games runs at constant 60fps with Glide64, this is not proper emulation.
I think the “Display Framerate” is not there to show if the emulation drops in framerate but the general framerate, so it is not a reliable source of emulation performance.
A more reliable performance (stutter) indicator would be a system like in PCSX2, where it shows how much headroom is left for proper emulation of the PS2 CPU and GPU (EE, GS).
When 100% load is reached your real CPU/machine can’t cope with the emulation demands.
In example:
The game can stutter and play at 5 fps like on the real hardware, but the emulation (your real CPU) should still have plenty of headroom power, and the headroom indicator should NOT reach 100%.
Parallel N64 devs, if you read this;
Maybe it would be wise to include an option to run the Audio core at full 60fps but let the Video core skip frames like the hardware does?
Currently the emulation is referenced to 60fps Video speed and stutters (including audio) when it drops from 60fps, which is NOT what the hardware N64 is doing.
The hardware N64 is sssslllloooowwww… and it appears that it has some internal adaptive frame skipping permanently On, which drops frames if the N64 can’t handle the load (all the damn time
) but the audio is always in sync to 59.94Hz and stutter free.
Here is a 60fps capture of the hardware N64 of Pokemon Snap intro: