I’m not familar with Windows 10 and whether there is a similar input lag issue as with Windows 7. Run-Ahead should work as intended, as you can confirm in quick Retroarch test with the method:
pause game > press & hold action/jump button > press frame advance until the action is displayed
That’s a good idea to test Frame Delay in addition, so I just did that with the above mentioned “low input lag modes” #2, #3 and #5. The requirement for an acceptable frame delay value is absolutely no stutter/audio crackling.
First test is with Nestopia, so a low CPU-intensive core. Run-Ahead = 1 and Second Instance = ON. The results show barely a difference:
- #2 GL + Hard GPU Sync = 12ms
- #3 D3D11 - mode A = 13ms
- #5 D3D11 + RTSS Sync = 13ms
There is a noticable difference when using a much higher CPU intensive core, Beetle PSX HW (in software render mode). I ran the test in a game scene where the fast-forward overhead was 88FPS:
- #2 GL + Hard GPU Sync = 2ms
- #3 D3D11 - mode A = 3ms
- #5 D3D11 + RTSS Sync = 5ms
So combined with Frame Delay, the RTTS scanline sync method can offer the lowerst average input lag on my system.