Originally Posted by Bickle2
What they gloss over since DZf is obcessed with graphics, is thst th x86 code undergoes static binary translation (a fancy way of saying “find and replace”), as emulating the PPC on even a top end gaming PC is a system buster. This is precisely the method Apple used to port their PPC apps over to x86 when they dropped out of the CELL group, when Jobs threw a fit Microsoft had joined up. Since the GPU in the 360 is just an ancestor of the ones they use today, the emulation layer is mostly a traffic cop. It’s emulating an environment, it’s not emulating hardware. As they got more experienced with doing then ports, the translator became more sophisticated and much less code had to be hand tweaked so output got faster and better.
I’ve been telling people,this since it was announced. Too bad it took the dips over at DF to finally get access to “prove it”
I don't think what's said in the video really comes down to static recompilation (and calling static recomplilation "find and replace" is also pretty far off). Static recompilation is not done in emulators on the PC today as lots of game code modifies itself at runtime which is not compatible with static recompilation. So in all likelihood Microsoft isn't really statically recompiling either.
Given that we have a rather nicely working WiiU emulator in CEMU today, which also emulates PPC using dynamic recompilation, which mainly runs into issues when it needs to recompile shaders this too doesn't seem to hint towards static recompilation.
Where Microsoft really is ahead of the PC emulator scene (aside from better documentation of the hardware and resources in general) is that they managed to scale the emulation over multiple cores. The reason why emulators on PC have such high demands is that they mostly run single threaded to keep everything in sync. One possible advantage there might be that the emulator on Xbox One has 6 cores all to itself, so that more fine grained scheduling is possible then on a regular desktop version of Windows.
Where Microsoft has baked support into the hardware (and that's something we knew before this video) is supporting all Xbox 360 texture/color modes - so textures can be used as is without the need for conversion. It seems to be the same when it comes to the hardware support for audio processing.