This project is educational and Open Source. No code is copied from other emulators. Implementation based solely on technical documentation and permitted tests.
Log Analysis and Final Optimizations
Summary
This step completes the analysis of the logs generated in Step 0315, identifies the root cause of the low FPS (6-32 variable FPS), and applies initial optimizations. The analysis revealed that the problem is NOT the rendering (which is very fast: ~3.5ms), but the time between frames which is very variable (30-150ms), causing limited low FPS.
Verification documents were completed with analysis findings and the status of the strategic plan was updated. An initial optimization was applied by disabling the performance monitor to reduce overhead.
Hardware Concept
The Game Boy works at4.194304MHz(4,194,304 cycles per second). A frame lasts approximately70,224 clock cyclesto maintain59.7FPS(typically rounded to 60 FPS on emulators).
An emulator's performance is measured in two key metrics:
- Frame time (render): Time it takes to render a frame. It must be< 16.67ms para 60 FPS.
- Time between frames: Total time between the start of one frame and the start of the next (includes rendering + synchronization). It should be ~16.67ms for 60 FPS.
If the frame time is low but the time between frames is high, the problem is in the main loop (pauses, blocking, or synchronization overhead), not in the rendering.
Fountain:Pan Docs - System Clock, Timing, Frame Rate, LCD Timing
Implementation
FPS Log Analysis
The log was analyzedlogs/perf_step_0312.log(1.5 million lines) using controlled sampling to avoid context saturation:
- Method: Wear
Select-Stringwith limits (-First N) to extract samples - Searched patterns:
[PERFORMANCE-TRACE],[FPS-LIMITER], frame times - Results:
- Frame time (render):3.23-7.21ms(average ~3.5ms) ✅EXCELLENT
- FPS (render):138-310FPS(average ~300 FPS) ✅VERY HIGH
- Time between frames:30-150ms(very variable) ❌PROBLEM
- FPS (limited):6-32FPS(average ~25 FPS) ❌LOW
Identified Root Cause
The analysis revealed that the problem is NOT the rendering (which is very fast), but thevariable time between framesin the main loop. This suggests:
- Pauses or blocks in the main loop (
src/viboy.py, methodrun()) - Synchronization overhead (
clock.tick(60)) - Possible logging overhead (although performance monitor only outputs 73 lines out of 1.5M total lines)
Applied Optimization
The performance monitor was disabled in production to reduce overhead:
# src/gpu/renderer.py (line 242)
# Step 0316: DISABLED by default to improve performance
self._performance_trace_enabled = False # DISABLED for Step 0316
This optimization reduces the logging overhead in the rendering loop, although analysis suggests that the main problem is in the main loop, not the rendering.
Completed Documents
ANALYSIS_FPS_LOW_STEP_0315.md: Complete analysis with findings and recommendationsVERIFICATION_RENDERIZED_STEP_0312.md: Updated with note from Step 0316COMPATIBILITY_GB_GBC_STEP_0315.md: Updated with note from Step 0316VERIFICATION_CONTROLES_STEP_0315.md: Updated with note from Step 0316STATUS_STRATEGIC_PLAN_STEP_0315.md: Updated with progress from Step 0316
Affected Files
src/gpu/renderer.py- Disabled performance monitor (line 242)ANALYSIS_FPS_LOW_STEP_0315.md- Complete with analysis and findingsVERIFICATION_RENDERIZED_STEP_0312.md- Updated with Step 0316 noteCOMPATIBILITY_GB_GBC_STEP_0315.md- Updated with Step 0316 noteVERIFICATION_CONTROLES_STEP_0315.md- Updated with Step 0316 noteSTATUS_STRATEGIC_PLAN_STEP_0315.md- Updated with progress Step 0316
Tests and Verification
The analysis was carried out by analyzing existing logs without running new tests:
- Log analysis:
- Analyzed log:
logs/perf_step_0312.log(1.5 million lines) - Method: Controlled samples with
Select-String -First Nto avoid context saturation - Extracted patterns: 73 lines
[PERFORMANCE-TRACE], frame times, limited FPS
- Analyzed log:
- Validation of findings:
- Confirmed frame time (render): ~3.5ms (well below the 16.67ms needed for 60 FPS)
- Confirmed time between frames: 30-150ms (very variable, cause of low FPS)
- Identified root cause: Variable frame time, NOT rendering issue
- Applied optimization: Performance monitor disabled to reduce overhead
Note: Manual verification by running the emulator is required to confirm that the optimization improves FPS, and additional investigation of the main loop is required to identify the cause of the variable frame time.
Sources consulted
- Bread Docs:System Clock, Timing, Frame Rate, LCD Timing
- Project logs:
logs/perf_step_0312.log(performance analysis)
Educational Integrity
What I Understand Now
- Frame time vs Time between frames: They are different metrics. Frame time measures only rendering, while time between frames measures the total time between frames (includes rendering + synchronization + main loop overhead).
- Performance analysis: When the frame time is low but the FPS is low, the problem is in the main loop, not the rendering.
- Context control: When analyzing large logs, it is crucial to use controlled samples to avoid context saturation.
What remains to be confirmed
- Cause of variable time between frames: Investigation of the main loop is required in
src/viboy.py(methodrun()) to identify specific pauses or freezes. - Optimization Effectiveness: Manual verification by running the emulator is required to confirm that disabling performance monitor improves FPS.
- Visual verification: Pending manual execution to confirm that the tiles are rendered correctly after the corrections in Step 0314.
Hypotheses and Assumptions
Hypothesis about variable time between frames: The main loop may have pauses or hangs caused by:
- Expensive operations in the 154 scanline loop
- Synchronization Overhead
clock.tick(60) - Possible crashes in reading the framebuffer from C++
This hypothesis requires additional investigation of the main loop code.
Next Steps
- [ ] Manual FPS Check: Run the emulator and check if the optimization improves the FPS
- [ ] Main loop investigation: Review
src/viboy.py(methodrun()) to identify pauses or freezes - [ ] Main loop optimization: Apply fixes to reduce time between frames
- [ ] Final visual check: Run manually and confirm that the tiles render correctly
- [ ] GB/GBC Compatibility Check: Run manually and document results
- [ ] Verification of controls: Run manually and test each button