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Input lag

1 byte added, 12:43, 10 October 2017
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Some graphic drivers enforce excessive frame buffering, which may be eliminated with GPU commands<ref>https://www.twentymilliseconds.com/post/latency-mitigation-strategies/#toc_7</ref>. [[RetroArch]]'s Hard Sync does this.
[[:File:Vsync and Predictive waitingWaiting.png]]
Some emulator frontends like [[RetroArch]] or [[GroovyMAME]] have the option to delay processing of emulation for a few milliseconds until right before a vsync occurs, which causes inputs to be polled quickly before your display refreshes instead at the beginning of the 16.7ms (for 60 fps) vsync period. The amount of time you can use frame delay without dropping frames is dependent on the performance of the emulator on your machine. Predictive waiting may also be forced with any DirectX based program through GeDoSaTo<ref>http://blog.metaclassofnil.com/?p=715</ref>.
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