In order to perform without input lag the emulator needs a beefy processor, beyond what the RPi can provide. Then, the emulator actually shows the third post-input frame (where Sonic first shows a visible reaction) timed for when the first post-input frame would naturally appear, cutting out the delay a player would usually see.*īefore anybody gets too excited, this functionality may never come to the RPi, in it's current form. 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. This means emulated games can run with less input lag than the original cartridges+system.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. The game is emulated X number of frames ahead behind the scenes, allowing the software to stay in sync with input, even at 60 frames per second. As I understand it, the method involves running the emulation ahead of what the use sees. The Libretro team is working on a way to have "lagless input" in emulation.
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June 2023
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