![]() Thanks for testing! The results seem to be a bit all over the place, though. Also, more testing would certainly be helpful and can easily done by anyone with a camera capable of recording at high amounts of frames per seconds. This has been an interesting experiment and I hope this helps some of you with deciding what emulator to use with your games. This means that based on these results, FCEUmm at the moment is the only RetroArch core able to surpass kachikachi as regards input lag More importantly, using Nestopia with Run-ahead-latency enabled resulted in noticeable audio stutter and distortion in all tested games, unlike FCEUmm. Nestopia seemed to produce slightly higher input lag, but this would need to be tested more thoroughly. The input lag using kachikachi is actually lower when compared to RetroArch cores, but only when using default or few changed settingsĪll three recommended latency reduction settings in RetroArch have an impact on input lag, but only when combined with the new Run-ahead-latency option, FCEUmm has lower input lag than kachikachi So, what does all this tell us? My interpretations are the following:Ĭompared to more powerful devices like a PC or an Android phone from recent years, the NES Classic has higher input lag, but not terribly much Samsung Galaxy S7, FCEUmm (RetroArch), Hard GPU Sync enabled, Run-ahead-latency set to 1 frame, using Bluetooth controller: ![]() Samsung Galaxy S7, FCEUmm (RetroArch), Hard GPU Sync enabled, Run-ahead-latency set to 1 frame, using Touchscreen: Same computer, FCEUmm, Hard GPU Sync enabled, Audio delay "24ms", Run-ahead-lateny 1 frame (1 instance): on other devices: " Relatively competent gaming laptop" (i7-5500U 2,4GHz CPU, GTX 850M GPU), Nestopia (RetroArch), Hard GPU Sync enabled, Audio delay "24ms", Run-ahead-latency 1 frame (2 instances): I did a few more tests with only Super Mario Bros. ~75ms (noticeable audio stutter and distortion!) Nestopia, Hard GPU Sync enabled, Audio delay "24ms", Run-ahead-latency "1 frame": ~100ms (likely due to aforementioned testing inaccuracies)įCEUmm, Hard GPU Sync enabled, Audio delay "24ms", Run-ahead-latency "1 frame": So, let's get to it! Results were as follows: Super Mario Bros.:įCEUmm, Hard GPU Sync enabled, Audio delay "24ms": All the following tests were performed using a 2018 NES Classic on a several years old Samsung Smart TV, hacked with the most recent Hakchi CE v3.4.1, using RetroArch v1.7.3. I chose the median over the average for the results, although the numbers were always very similar. I've measured my results in frames, but will include the miliseconds here so frames in the video are not mistaken for actual frames in the game. ![]() At 120 frames per second, each frame of lag counted equals around 8,333 miliseconds. I didn't perform the same amount of actions on every game (between 4 and 22), but tried to have enough to have several easily evaluable results. NES games usually have 1 frame of built in lag, some have more frames that can be reduced this way. Run-ahead latency set to 1 frame ahead: This is a new feature of recent RetroArch versions that simply put reduces lag by the amount you choose, but only if the game has some form of input lag "built in". I mainly tested three "Latency" settings which are said to improve input lag in RetroArch against the default settings: Also, Punch-Out!! is included, as it seems to be the game that struck some controversy with the question whether or not it can be beaten on NES Classic with the inherent input lag, and if RetroArch improves that. But, I've also included Mega Man 2, as it has notable audio lag in kachikachi and I wanted to determine whether or not this also affects input lag. But, it's a simple, time-efficient method that produces very even, reproducible results. This method is far from perfectly precise, as it can be difficult to determine on which frame exactly the button was pressed and there will be slight timing inaccuracies. ![]() To test the input lag, I've used an Xperia Z1 Compact phone camera, recording video at 120 frames per second, laid the controller on a flat ground, performed various actions in different games and used the resulting video (via the program VirtualDub) to simply count how many frames it takes from the button press to the action. As there has been no consesus on whether using RetroArch with its popular NES cores Nestopia and FCEUmm is of benefit or not, I decided to try and clear it up a bit. Unfortunately, no such analysis has been conducted for the NES Classic default emulator, kachikachi, compared to RetroArch. unmodded NES/SNES Classic and Raspberry Pi on various TVs, leading to very interesting results, mainly that emulation is still no match to original hardware at input lag of around 35ms. Notably, u/chadaustin has tested original hardware NES and SNES on CRT vs. In recent years there have been input lag analyses for various platforms.
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