I've heard about this and have been wondering, honestly, why is this a good thing and why doesn't anyone else seem to be picking up on it? _ĪTTN GameDevs: Easily make BULLET HELL patterns visually with VariaBULLET2D! Really low-level stuff and I've gotten it all to work without any frame drops (max 50% CPU usage) on even the most demanding emulations pre-2010's era. everything.Īlso, I run it on an old dual-core system with a 6450HD AMD graphics card. So you can use on FinalBurn, Mame, SNES, GBA, PS1. I'll also add that this works across ALL emulation in Retroarch. Now that I've discovered this I can't go back to the emulation alternatives (my go-to was Shmupmame). I will update this posting with some instructions/guides if you guys want (there is a bit of setup involved, including per-game settings but it's easy). On my 5ms Asus 1080p monitor I have <1 frame of total lag which is way less than you'd get on CRT + Original Hardware. I can blaze through Guwange much easier (not that it was all that difficult before, but now it's even better and noticeable immediately). You can easily find this out using the tools in Retroarch. In the most convincing cases I looked at Guwange and Metal Slug 3, both have 3 frames of built-in lag. I looked into it this weekend thinking it was too good to be true but, indeed all of my favorite games were reduced to zero lag. Your inputs get read on frame 1 and sent to frame 1. I mean, less lag than the original hardware. What I'm referring to is 100% lagless emulation in the recent version of Retroarch.įor those that don't know: I'm not meaning zero ADDED input lag. I thought this 'development' would be ALL around this forum. I'm really not sure why I'm not seeing much talk about this.
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