Author Topic: Run-Ahead Latency Reduction Discussion  (Read 1589 times)


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Run-Ahead Latency Reduction Discussion
« on: May 18, 2019, 11:30:30 PM »
Have anyone played with the run-ahead latency reduction feature in Retroarch? I am curious to hear thoughts.

I was actually blown away... first by how much of a lag there was to start with (sometimes 4 or 5 frames!), and then how much more enjoyable many games were once I eliminated or reduced the lag. If you are like me and sort of dismissed the idea that lag mattered that much, I encourage you to try it out. Games like Joust really benefit from this feature, but its noticeable in almost every game I've tried it on.

(There is a good ETA Prime YouTube video on the topic that should walk you through set up.)

It really changed how I am approaching my current arcade project, to the point I am switching from MAME to FBA cores everywhere I can get away with it, because FBA supports the feature and MAME mostly doesn't. MAME 2000+ sort of supports it but it seems glitchy to me. Heck, I was inclined not to use Retroarch at all and instead use straight emulators, but this feature was such a game changer (pun?) I can't picture myself not using it anymore.

It also makes me less interested in MISTer/FPGA stuff honestly. That is really cool, but I don't see why I need to get into it when I can get pretty good emulation with virtually no input lag without buying any specialized hardware. I can do it on the same computer I use for a hundred other things and would own anyway.

Anyone else try it? I haven't seen any discussion. I am interested in hearing any config tips and tricks for different cores that support it (basically the cores that support save-states). Or maybe even problems/drawbacks I haven't thought of or encountered yet.