[QUOTE=bidinou;42111]Apparently there was some additional input lag specific to the (s)nes. There is one more frame of lag specific to opengl (you can work around it by using the dispmanx video driver but then you have no pixel shaders – btw, I’d love to know what good overlays you can use with it I tried a few but the result was not satisfying – and there seems to be one more frame of lag which is not understood for the time being.
Also I read this, is it relevant ? “Also, Lakka has now been modified upstream to apply the rt-kernel patch for more consistent scheduling with 1Khz tick rate, preemptible etc. (frame delay setting can be increased further)”
Finally, there is this frame_delay_setting that can help you get back up to one other frame of lag but you need a very fast CPU and this is super annoying to tweak. (different optimal value per system or even per game)
/me enjoys reading this thread even if he is just a dumb user
Edit : brunnis made a summary here : http://libretro.com/forums/showthread.php?t=5428&page=18 Without frame delay, there is up to 5 frames of delay while he only measures about 2 on a real SNES. I clearly see a huge difference between RetroPie on a Pi and the NES/PCE/… FPGA core on my MiST for instance. But FPGA computers are 1) very expensive 2) support few systems.[/QUOTE] Does the windows version have the dispmanx video driver? Which, has no shaders and has to use the blurry bilinear filter, right? Does that shave 1 frame off 5 frames of delay and thus you get 4 frame delay?