nestopia vs quicknes

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I tested genesis gx lag test on my laptop plugged to a hdtv with 2-3 frame delay and I mostly get excellent reflexes below 0.5 frames delay with vsync off.

Anyone up for the challenge? For consoles I don’t believe this is too big of an issue but for arcade games it can be a much more serious issue as those games ran at much larger variety of refresh rates. I didn’t care about the actual lag test results within the program, but rather wanted to record the time from the controller’s LED lighting up until the result appearing on the screen, i.e. Its a little bit simpler setup than yours.After a few test in the past I get around 2.0 frames / 34 ms (with and w/o the use of crt shaders, makes no difference for me). RetroArch has the ability to pause a core and advance it frame by frame. Given the fact that a PC running Linux under KMS can’t shave off more than 1 frame of input lag compared to the current version of RetroPie, I’m not overly optimistic regarding this particular use case.Have you tried few other emulators? Maybe it is becaue there are so many computer setups out there. However, this should be good enough to determine if there’s any meaningful difference in input lag between the two consoles. So approximately 5 ms will be needed for fully changing from one color to another. The aim of this post is to:The input lag tests were carried out by recording the screen and the LED (connected to the controller’s B button), while repeatedly pressing the button to make the character jump. Mini PC, PC or Raspberry Pi*?except for the fact that all three are exactly 5 frames quicker in the absolute sense. The average time until we see what we want to see will be half a frame interval, i.e. Do not expect it to … Dispmanx already improves by one frame over OpenGL, and with Dispmanx it’s as fast as the PC (the one used in this test) running RetroArch under Ubuntu in KMS mode (this was tested in a previous post). No changes to the input driver settings were made, i.e. I recorded while jumping repeatedly (approximately 30 times for each test) and then analyzed the film clips frame by frame to get the average input lag.There are a few conclusions we can draw from these tests. According to PRAD, it takes 5 ms for each transition. Most of the emu users are just lucky if they where able to play the game since they have no alternative.Arount 10 years I also just played them on an emu. Tried using lr-fecumm, lr-nestopia and lr-quicknes. However, testing on Windows suggests that bsnes-mercury-balanced is quicker than snes9x-next. Does anyone have any other theories?Do you have real hardware and crt for testing? It helps a lot for me, despite getting tearing.I still wonder about the Hard sync Linux case… could it work on your main i7 PC with a second boot Linux system?Thank you for doing this, I would also like to see if the results varied much if at all with different controllers and if vsync on / off has any effect. I’ve been laying low lately, due to several things. I’ll see what I can do about that.Sorry for the double post but for some reason I cannot make a post without everything running into a single paragraph and becoming a wall of text. With Vsync on to both my laptop (with its own display) and my desktop (pc monitor) adds latency to it, and hard sync somewhat helps, but not as fast as without vsync. Again, though, I’m not holding my breath for any improvements here.

However, while doing frame-by-frame analysis of a video recording, a change is visible far sooner than that. Out of those 3.25 frames, 2 come from Nestopia itself. The time between the LED lighting up and the character on the screen jumping is the input lag. The result would be two frames of lag, such as in the case of Nestopia. Is there a way to archieve non-tearing scrolls in LR/RA without vsync? These delays cannot be avoided.When the frame has been rendered it needs to be output to the display. Since the uses LAG values are the g/g ones imo:Actually, 10 ms is for a full transition from one color to a second one and back to the first (they specifically separate the rise and fall times). Integrated HD Graphics 5500 I don’t know how current standalone MAME works, but in the past it used to have these horrible hiccups all emulators had due to refresh rate differences between the games and the physical screen. So, I set out comparing RetroPie on the Raspberry Pi 3 to RetroArch on the PC (both Windows and Linux), to see whether there are any significant platform differences. For the sake of this analysis, it effectively eliminates a big part of the response time. Nintendo - NES / Famicom (QuickNES) Whilst a total lag of five to six milliseconds was established via photo receiver, including the response time of the panel, it takes just 0.6 milliseconds until a pixel changes its condition in a measurable manner.

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nestopia vs quicknes

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