@GemaH game consoles prior to the 5th gen (saturn, psx, n64) lacked full video frame buffers and hence were able to output frames to the display faster. for most 60fps based games 1 additional frame of latency is to be expected for these newer consoles. mednafen saturn has 2 additional frames of latency, however this extra frame may be unavoidable as it’s probably inherent to the hardware, but i’m not sure, for all i know it could be a design decision in mednafen a la how the snes cores used to be, or an error causing additional frame buffering, etc. from what i know of the saturn’s hardware, which apart from how vdp1 operates is limited, i always assumed that the saturn wasn’t inherently any laggy-er than the psx, but i’m clearly not the expert here and am personally willing to trust mednafen author’s call on this one, though it would def be nice if she or someone else could confirm this for us. i did try to confirm this fact myself but after 30 mins or so of looking thru the source and some tech docs i gave up as it would’ve required more time to investigate than i have available atm. idk, maybe vdp2 adds a frame of latency on top of what vdp1 already adds when it pushes the complete frame to the display, if that’s the case then there’s nothing that can be done about it.
edit: i’m an idiot, it could just as well be software (ie the game), which if that’s the case then there’s def nothing that can be done about it. as i said before many pages back in this thread, to understand where latency is coming from you need to have knowledge of A. how the hardware works, B. how the emulator works (both core and retroarch), and C. how the game works. i completely forgot C, i made the above post under the assumption that the source of 1 extra frame of latency for most games (compared to direct ports on the psx, like rockman 8 for example) is either in the hardware or in mednafen’s implementation, but that’s only true if games made on the saturn follow the same programming patterns as games on psx or other similar hardware, and while i think that’s likely i have no basis for that claim. the standard gfx libs that sega provided (that i’d assume most games used) could be adding a frame of latency over what similar games on the psx had. however, as of right now i’ve yet to come across a game that has a minimum response time of less than 4 frames via frame stepping mednafen saturn, where as on the psx i know for a fact that many 60 fps games were programmed in a way that gave them a minimum response time of 3 frames on both actual hardware and frame stepping mednafen psx.
TLDR: no clue but it’s def worth investigating or at least prodding some more knowledgable ppl on.
also, i just checked sonic jam and wow, you’re right, it’s pretty laggy. sonic 1 has a min response time of 2 frames both on hardware and also via frame stepping in genesis_plus_gx (via retroarch) sonic 1 in sonic jam via frame stepping in mednafen saturn (via retroarch) has a minimum response time of 5 frames! i can’t say for certain, but i believe 1 of the extra frames is from emulated hardware (double buffering), 1 from either emulated hardware (maybe vdp2?) or the emulator (vblank/active ordering or extra buffering? this is the only case that could possibly be eliminated) or software (gfx lib?), and 1 from software. basically no matter what happens the game is always going to be quite a bit laggy-er on the saturn, now add in the extra frames of latency associated with emulating a saturn on pc hardware and you’re getting into no man’s land lag territory.