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'''5.''' Some graphics drivers enforce excessive frame buffering, which may be eliminated with GPU commands. RetroArch's [[Vsync#Hard_GPU_Sync|Synchronization Fences/Hard Sync]] for OpenGL does this. If you're using Vulkan backend, be sure to set the [https://arm-software.github.io/vulkan_best_practice_for_mobile_developers/samples/performance/swapchain_images/swapchain_images_tutorial.html max swapchain images] parameter to 2, though weaker GPUs (especially Intel iGPUs), can struggle with this, particularly if using intensive [[Shader_Presets|shader presets]] or increasing [[Resolution|internal or rendering resolution]].
 
'''5.''' Some graphics drivers enforce excessive frame buffering, which may be eliminated with GPU commands. RetroArch's [[Vsync#Hard_GPU_Sync|Synchronization Fences/Hard Sync]] for OpenGL does this. If you're using Vulkan backend, be sure to set the [https://arm-software.github.io/vulkan_best_practice_for_mobile_developers/samples/performance/swapchain_images/swapchain_images_tutorial.html max swapchain images] parameter to 2, though weaker GPUs (especially Intel iGPUs), can struggle with this, particularly if using intensive [[Shader_Presets|shader presets]] or increasing [[Resolution|internal or rendering resolution]].
 
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:'''5.1.''' Some emulator frontends like [[RetroArch]] or [[GroovyMAME]] have the option named "[https://www.libretro.com/index.php/retroarch-1-9-13-automatic-frame-delay/ Frame Delay]" to delay the processing of emulation for a few milliseconds until right before the given V-SYNC frame period is over, which causes inputs to be polled quickly before your display refreshes instead at the beginning of the newer V-SYNC frame period. The amount of time you can use Frame Delay without dropping frames is dependent on the performance of the emulator on your machine. Use [https://www.libretro.com/index.php/retroarch-1-9-13-automatic-frame-delay/ Automatic Frame Delay] if you don't want to manually give a value for Frame Delay. Keep in mind that realistically, Frame Delay is the last thing to configure, after all other "sync and buffer settings" and "Input lag mitigation techniques" have been configured for your system's performance, as it gives the least lag reduction bang for your CPU load buck. ''Also "Predictive waiting" may also be forced with any DirectX based program through'' [https://community.pcgamingwiki.com/files/file/897-gedosato/ GeDoSaTo].
'''6.''' Some emulator frontends like [[RetroArch]] or [[GroovyMAME]] have the option named "[https://www.libretro.com/index.php/retroarch-1-9-13-automatic-frame-delay/ Frame Delay]" to delay the processing of emulation for a few milliseconds until right before the given V-SYNC frame period is over, which causes inputs to be polled quickly before your display refreshes instead at the beginning of the newer V-SYNC frame period. The amount of time you can use Frame Delay without dropping frames is dependent on the performance of the emulator on your machine. Use [https://www.libretro.com/index.php/retroarch-1-9-13-automatic-frame-delay/ Automatic Frame Delay] if you don't want to manually give a value for Frame Delay. Keep in mind that realistically, Frame Delay is the last thing to configure, after all other "sync and buffer settings" and "Input lag mitigation techniques" have been configured for your system's performance, as it gives the least lag reduction bang for your CPU load buck. ''Also "Predictive waiting" may also be forced with any DirectX based program through'' [https://community.pcgamingwiki.com/files/file/897-gedosato/ GeDoSaTo].
 
 
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