Hello to all, I hope do not take me wrong, I insist on a subject which previously made me have a slight shock with someone at the time. We had discussed regarding frameskip in the game as an option. He explained his opinion and I did mine, and although we did not agree, I was thinking something that I do not know if it is applicable because I am not a programming area technician, I am a simple user. If monitor synchronization is currently used to search for better performance, is it not possible for this same function to be responsible for fps being constant? Something symilar to “dynamic frameskip”. The truth is that I do not know if it makes sense what I raise, I only expose it out of curiosity and because I would like to read your opinions or correct me. Without anyone making fun of what I’m going to say, many of us can not change toasters to better emulate games, I rely only on that approach. From already thank you very much!
RetroArch, as a frontend, simply can’t do frameskip in a core-agnostic way to reduce requirements, it has to exist in the cores themselves. I know there’s at least one core that has frameskip as a core option (I don’t recall which one it is at the moment) but it’s not something we have any interest in implementing ourselves in individual cores.
It’s a pity, but I understand … thanks for the answer