Editing Input lag
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 75: | Line 75: | ||
---- | ---- | ||
;Summary | ;Summary | ||
− | It cannot be understated how much system requirements increase the more lag reduction measures are employed. A computer or device that would normally be able to run an emulator or core at full speed with ease can suddenly find itself chugging with said measures implemented, especially once Run-Ahead and Frame Delay come into play, which may necessitate foregoing some of them. Some ways to alleviate the load and unlock more lag mitigation potential include making sure performance options are enabled, turning on speed hacks or dynarecs if applicable (to the extent that they don't hamper the game significantly, that is), or switching to faster, less | + | It cannot be understated how much system requirements increase the more lag reduction measures are employed. A computer or device that would normally be able to run an emulator or core at full speed with ease can suddenly find itself chugging with said measures implemented, especially once Run-Ahead and Frame Delay come into play, which may necessitate foregoing some of them. Some ways to alleviate the load and unlock more lag mitigation potential include making sure performance options are enabled, turning on speed hacks or dynarecs if applicable (to the extent that they don't hamper the game significantly, that is), or switching to faster, less accurate emulator/cores altogether, as the less CPU intensive an emulator is, the more performance overhead is left over for lag reduction. An example would be switching from bsnes to SNES9X, which trades cycle accuracy and compatibility with a handful of games for far greater performance and thus more room to reduce input lag. Also, as implied before, if you have to choose between Run-Ahead and Frame Delay, you should almost always choose Run-Ahead. Of course, if your system is powerful enough to run the most accurate emulators along with all the input lag reduction techniques all at once, go ahead and do so. |
==References== | ==References== |