Hi everyone! First of all, I would like to express my utmost appreciation for the hard work poured into the latest versions of Retroarch. I’m always at awe seeing such remarkable technical and artistic talent and the new 1.2 versions really shine in quality and refinement. So thank you for all your work.
Unfortunately I’m experiencing an issue that is not even strictly related to 1.2 versions, since it occurred with previous versions too, but I suppose it would be interesting to bring it up here and evaluate if it can be corrected or at least alleviated.
Basically, regardless entirely of the controller, screen or general setup that I use, I’m experiencing an evident form of input lag with all of the SFC / SNES cores so far available: bSNES, SNES 9X Next or any other alternative. This is very apparent by doing multiple tests with several games that boast precise reaction times and verifying the time the emulator takes to register a certain input and translate it into the action.
Super Mario World is a perfect game to sample the overall amount of input lag, since it features very precise and immediate timings, and it appears as though it may have (especially on bSNES, all versions of it) between 2-3 frames of lag on top of whatever latency may be introduced by other peripherals. This becomes even clearer if you compare the input lag with other cores pertaining to other systems, within the same exact conditions. I have tested NES, GB, GBA, N64, PS1 cores with all sorts of games and they all feel much more responsive than the SNES cores, once again by testing them within the same conditions and using the same devices. I understand it’s most likely something to do with the emulator cores themselves, but I wonder whether this can be addressed or improved somewhat.
Another thing I’d like to mention in this occasion is that, at least on my Windows 7 system, it appears as though the “Disable Windows Composition” option doesn’t work correctly (or at least it doesn’t work as it did on versions 1.0.x). When activated from the corresponding menu it flashes the screen briefly, but then you can see Aero is still unchanged and as active as always.
Thanks in advance for any help. Any insight, especially on the SNES core latency issue, will be extremely appreciated.