Ok, I took the time to do some tests today and, once again, this feature is just eye-wateringly amazing! I never thought I’d see such an extreme responsiveness with such a small expense in terms of performance, so I’m really excited about this. Now, here are the results of my initial tests.
All of the following was observed on a Windows 10 x64 system (latest update), with an i7 4790K processor and an Nvidia GTX970 videocard with the latest drivers. I have Hard GPU Sync ON at all times and I kept the Secondary Instance option enabled anytime I would use Run-ahead functions.
MAME:
- I tried both mame2010 and the latest version. Both show no change in frame reaction, but I expected this outcome since these cores do not seem to support load/save states yet.
NX ENGINE (Cave Story):
- this core does not need the Run-ahead function, since it actually has next-frame reaction already. That’s neat!
FB Alpha (both the latest core and the 2012 variant): works really well, however it seems like there is something funky happening with the audio in some specific games. I have tested the following random sample of games:
- Dodonpachi: works flawlessly with 2-3 frames;
- Ketsui: works flawlessly with 2-3 frames;
- Battle Garegga: frame reaction works great and video is smooth, BUT music is slowed down by 50%. Sound effects are perfectly fine, just the music is affected.
- Salamander: frame reaction works great and video is smooth. Sound effects exhibit some minor artifacts, as if they were doubled.
- Gunbird 2: frame reaction works great and video is smooth. Music is fine, but the voices are sped up and noticeably higher-pitched (Marion has a chipmunk-like voice!)
MGBA: works flawlessly, without any hitch or issue whatsoever. I have tested the following games quite thoroughly:
- Metroid Fusion (with 2 frames maximum. If you select 3 frames, some graphics start disappearing as expected, like the flash that pops off Samus’ arm-cannon when you shoot);
- Castlevania Akatsuki no Minuet (perfect with 1 frame);
- Super Mario Advance (all games of the series with 2 frames maximum, especially for Super Mario World which has a slower reaction just like in the SNES version. Perfect once again);
- Minish Cap (perfect with 1 frame). I have performed all of the tests above with both the latest 0.6.1 core and a 0.4.1 build. The difference between the two is that the latter is much less resource-intensive and I could even lower the audio latency to 20ms - this is perfect for Mother 3 by the way.
BSNES Mercury Balanced: it works well overall, however with certain games I get some slowdown. Super Mario World works fine, but when trying Kirby Super Star or other graphically intensive titles, I either get some desyncing, stuttering or just slowdown overall. It does not play nicely with Frame Delay as well. I wonder if the same optimizations and speedups that Dwedit committed to snes9x can be implemented on this core too?
SNES9X: The latest core is blazingly fast. Run-ahead seems to perform very well on all the games I tested, which include:
- Super Mario World
- Kirby Super Star
- Aladdin
- The Legend of Zelda: A Link to the Past
ParaLLelN64 with Angrylion GFX Plugin: this core does not seem to produce any discernible effect at all. Activating or disabling Run-ahead does not change anything (Mario 64 reacts on jumps after 5-6 frames).
BeetlePSX: frame reaction is improved, but as someone previously reported there seems to be some noticeable video and audio stutter anytime you press a button. Also, it does not play nicely with Frame Delay at all. I have tried the following games and all exhibit the same issue:
- Final Fantasy from Final Fantasy Origins collection
- Crash Bandicoot
- Akumajou Dracula Gekka no Yasoukyoku (SOTN Japanese version).
I hope this information is useful somehow to further refine and improve this input lag compensation! Many thanks to everyone who contributed to this.