![]() So in a game like Sonic the Hedgehog, which has two frames of input lag, the game will quickly emulate two additional, hidden frames after every new input. ![]() In some games, the actual delay can be two to four frames (or more), which can start to be a noticeable lag at the usual 60 frames per second (or about 17ms per frame).Īn experimental Input Lag Compensation mode being rolled out in new versions of RetroArch fixes this issue by basically fast-forwarding a few hidden frames behind the scenes before displaying that first "reaction" frame in the expected spot. That means the game doesn't output its reaction to a new input until the next frame after the button is pressed at earliest. Further Reading Accuracy takes power: one man’s 3GHz quest to build a perfect SNES emulatorWhile early game consoles like the Atari 2600 sample and process user inputs between frames, consoles since the NES usually run that game logic while a frame is rendering.
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