Run ahead inconsitency (Input lag / Latency) - Kaizo Mario

if there’s something inconsistent going on without changing anything in RetroArch, it’s probably not going to be fixed inside of RetroArch either. That is, there’s probably something going on externally, like driver/sync/power consumption stuff.

1 Like

yes, so thats what im thinking too. i troubleshooted so much within retroarch without results. as i said, the frame settings works fine for a lot of people including myself on my previous notebooks.

what external things could there be? i put it into the defender exception folder and even did a regedit-key so the retroarch priority is always set to high.

do you use a controller ? is the firmware etc. up to date ?

p3st i know you’re trying to be helpful, but this really hasnt helped at all. Nothing what you mentioned has anything to do woth my problem^^

i have the same original SNES-controller with an usb adapter for the last 3-4 years. this has NOTHING to do with the game having more input lag.

sry , sometimes its the small things thats overseen :laughing:

Unfortunately, a lot of this stuff is kinda voodoo. I will say: d3d11 video driver is usually the most optimized and consistent in Windows and plays nicer with fullscreen, etc. If you’re not using it, I would suggest trying it to see if it helps at all.

i play with that plugin and on full screen.

1 Like

I tried SMW with 3 frames of run-ahead, as expected, on jumping mario lose 1 frame of animation. This obviously makes 3 frames, not just bad, but also not legit for speedruns. Also the game sometimes seems funky with the inputs and frame pacing. Maybe you have some other problems as well but for sure 3 frames cause some kind of “instability”.

1 Like

did you read my opening post?

check out the video from valdio. plenty of people use 3 frames without issues, including me on my old notebooks.https://www.youtube.com/watch?v=3hfJj_VtR6c&ab_channel=Valdio

i guess none of you guys played kaizo mario world hacks, so it makes a huge difference wether you just play mario world or those tight kaizo hacks.

Does anyone have any ideas that are not switching back to 2 frames (which I already said around 10 times, did NOT fix the problem)?

The guy in the video is wrong, some people in the comment also told him. 3 frames in SMW are not correct, is not my opinion that’s how it is.

Untitled

As you can see with 3 frames of run-ahed you are not shaving frames of lag but a frame of actual animation.

4 Likes

And, of course, this will improve your performance on twitchy stuff because it’s compensating for latency from any source, including LEBKAC sources :stuck_out_tongue:

3 Likes

Yes, just like starting 1 second before the “bang” in a 100m race. it will improve your performance… :innocent:

1 Like

i asked 20 times not to ONLY consider the 3 frame thing.

I’ll say it one more time and i’m done then: changing it to 2 frames did NOT help with the problem.

just wondering. could it be the lack of ram, or should that not matter? (I’m having 8gb right now).

That shouldn’t matter, in general, but particularly for SNES, it should only need a few MBs.

so why does it only happen when i did something else prior to that? It feels like it’s performance-related…

@hunterk are you one of the devs of retroarch?

yes. i don’t do a ton of work on RetroArch itself, though.

can you forward me to someone who might know whats going on with my problem? (as i said, its the same thing with 2 frames, but everybody here ignored that fact.)

You can make a ticket at EDIT: fixed link https://github.com/libretro/retroarch/issues but if nobody can reproduce the behavior, there’s not much to be done, I’m afraid.

I agree that the 2-frame/3-frame thing is extraneous, so I wouldn’t bother mentioning it in the issue.