I thought the instructions say it's the number of frames minus 1. So if it takes two frames to advance, you set it to 1, not 2. docs.libretro.com/guides/runahead/
I was irritated with this video because it didn't work for me. A few days later I came back to the same video by accident. I tried it out exactly how you said. ANd it did work. My original issue was the emulator I was using. The snes9x works well with this latency fix Greatly appreciated.
Could someone explain better how to know the frames?! Please. Because on youtube, everyone says something. I did the procedure with Super Mario World (snes): - I pressed the "Q" key, Mario did NOT move. - I pressed the "Q" key a second time, Mario did NOT move. - I pressed the "Q" key for the third time, Mario moved. How many frames do I set on RETROARCH??? 2 or 3?!
Great feature and I like your videos. But you're adding one more frame than you need to, you're counting one extra frame when pressing K when you shouldn't count the first K press. That's why you're getting the garbled sound in Mega Man 2. See Smokemonster's video on the same topic to see how he count's the K presses.
Just used your method to test for input latency using a Logitec F310. In Megaman X in SNES9x I got 3 Frame latency! Before I saw this video i didn't know latency on an emulator was a thing!
Ok cool, still don't understand it but I take your word for it. So basically an emulator even emulates the input latency of the original system, is that what you're saying?
It has to if they want to be fully accurate to the original console. It's built into some games as well, Super Mario Bros has a forced 2 frame latency, for instance.
So if I understand correctly, you only can eliminate game input lag with this method, no the screen input lag, nor emulation base input lag, so maybe you can get the same results by summing the total input lag than a crt + original console becouse the final input lag in a normal emulator setup is equal to game + emulation + screen agains only game input lag in a crt + original console.
Input latency is the only reason I've held on to my original consoles and games. Now I can finally pitch all that garbage! Thanks Launchbox!! Seriously, tho, what an awesome tool. Thank you, ETA PRIME, for pointing this out.
wait... so the whole game skips 2 frames whenever you jump? that sounds kinda messy , like it's not gonna save you from being hit by something 2 frames away, because it will then teleport into your face , is this how it works?
Pretty new to this but I'm running an Nvidia shield and have done this in Mike Tyson's punch out and I feel like I'm not getting any results? Is this a NES specific prob?
Win10, i5 3.2ghz CPU, 16GB ram... the core is Snes9x 1.54.1. I'm pretty ignorant of retroarch performance tweaks, so I didn't really try clicking any of the other settings yet.
I understand that it's best to set this per game because each game varies, but can this be set per core or universally if you don't want to do this for hundreds of games and just want to take your chances?
Trying this out for multiple cores I found out, setting it to 1 universally, gave me the closest input latency as original hardware. At least I think it did. That's my goal. For every game I found out when I pause, hold one of action buttons (a, b, x, y) or directional (d-pad) and press frame advance key there was always at least one frame where nothing happened. Sometimes more for different actions in same game. This was true for every core I tried. I suppose every emulator needs one whole frame where key is pressed to take action in next one. If there's more frames of nothing happening, I assume that's the way game was programmed and I want that to be just like on original hardware.
If you experience any audio issues try Turing in use second instance. This will very by the hardware you are using.
what?
ETA PRIME thank you this worked for me
isnt work for RaspPi3B, issues stay
On raspberry pi 4 (4gb), *FBNEO* works well with runahead enabled???
Wow awesome! My biggest problem with emulation is now over! Thank you!
Dude this is so awesome! Thank you for making an easy how to video!
I thought the instructions say it's the number of frames minus 1. So if it takes two frames to advance, you set it to 1, not 2.
docs.libretro.com/guides/runahead/
I was irritated with this video because it didn't work for me. A few days later I came back to the same video by accident. I tried it out exactly how you said. ANd it did work. My original issue was the emulator I was using. The snes9x works well with this latency fix Greatly appreciated.
Could someone explain better how to know the frames?! Please. Because on youtube, everyone says something.
I did the procedure with Super Mario World (snes):
- I pressed the "Q" key, Mario did NOT move.
- I pressed the "Q" key a second time, Mario did NOT move.
- I pressed the "Q" key for the third time, Mario moved.
How many frames do I set on RETROARCH??? 2 or 3?!
8:15 lol its not working really well, now the audio is messed-up.
2nd instance fixes the audio issues!
Nice one Subscribed. Please keep it comin...
I’m going to test it :3 Thank you ETA PRIME
Cant wait to test this feature out with my pc -> steam link. Great video!
Great feature and I like your videos. But you're adding one more frame than you need to, you're counting one extra frame when pressing K when you shouldn't count the first K press. That's why you're getting the garbled sound in Mega Man 2.
See Smokemonster's video on the same topic to see how he count's the K presses.
6:09 well, if you say so
What if I accidently saved for the core, not the game. How do I revert that?
Just used your method to test for input latency using a Logitec F310. In Megaman X in SNES9x I got 3 Frame latency! Before I saw this video i didn't know latency on an emulator was a thing!
This function is not related to latency caused by the emulator, in fact it removes the latency the original console has.
Ok cool, still don't understand it but I take your word for it. So basically an emulator even emulates the input latency of the original system, is that what you're saying?
It has to if they want to be fully accurate to the original console. It's built into some games as well, Super Mario Bros has a forced 2 frame latency, for instance.
I only get lag on software emulation with bluetooth. With a wired controller it is negligible to functionally non-existent.
On raspberry pi 4 (4gb), *FBNEO* works well with runahead enabled???
So if I understand correctly, you only can eliminate game input lag with this method, no the screen input lag, nor emulation base input lag, so maybe you can get the same results by summing the total input lag than a crt + original console becouse the final input lag in a normal emulator setup is equal to game + emulation + screen agains only game input lag in a crt + original console.
I cant pause the game with P, cant pause at all. Is there someting wrong i did?
Would be helpful if there where a file with latency settings for a bunch of games
Thank you for this nice video and how to configure per game.
Its not work on 1.7.3 on RaspBi3B. Monstrous freezes, speed and sound and issues with ANY configuration of this options
you better turn on frame counter, go to settings > onscreen display > onscreen notifications > display framerate
Is there a Database where you can see what to set the RunAhead At per Game?
Input latency is the only reason I've held on to my original consoles and games. Now I can finally pitch all that garbage! Thanks Launchbox!! Seriously, tho, what an awesome tool. Thank you, ETA PRIME, for pointing this out.
I think the devs of Retroarch are responsible for this feature. Launchbox is just a frontend
^ he thanked for pointing it out, not implementing it. He also mentions it in the video :p
wait... so the whole game skips 2 frames whenever you jump? that sounds kinda messy , like it's not gonna save you from being hit by something 2 frames away, because it will then teleport into your face , is this how it works?
Yes. That's why you need the second instance to correct the sounds
ok ..but soundproblems when i use the gamboy-Emulator
Turn on "run ahead using second instance".
THX ..it works ...!!!!!
Pretty new to this but I'm running an Nvidia shield and have done this in Mike Tyson's punch out and I feel like I'm not getting any results? Is this a NES specific prob?
The real question is there an option to do this is the Pi?
There is now.
my audio sounds really bad when i turn the latency option on, idk why
it worked, thx :)
Alfredo Canas its not working for me. RetroArch v 1.7.3, raspPi3B
freaking video i love this world big box
Does the Run ahead settings also remove the input lag from MAME? ... I wanna build my own arcade cabinet.
I just tried this on the same snes game and it worked as far as input latency. However, audio immediately became garbled.
Win10, i5 3.2ghz CPU, 16GB ram... the core is Snes9x 1.54.1. I'm pretty ignorant of retroarch performance tweaks, so I didn't really try clicking any of the other settings yet.
"runahead second instance" did the trick. Awesome!
It will help my mario bros game for sure
Nice! Good stuff...
Great video! Is this just for PC or is it also available in RetroArch on the Raspberry Pi?
Desmume core is laggy ? Worked for me with Snes, Genesis, Psx and GBA Cores. But NDS it's too laggy. Thanks for the video.
Sweet. Thanks
I understand that it's best to set this per game because each game varies, but can this be set per core or universally if you don't want to do this for hundreds of games and just want to take your chances?
Yes you can , just choose save core override. It will be set for each game using that core.
Trying this out for multiple cores I found out, setting it to 1 universally, gave me the closest input latency as original hardware. At least I think it did. That's my goal. For every game I found out when I pause, hold one of action buttons (a, b, x, y) or directional (d-pad) and press frame advance key there was always at least one frame where nothing happened. Sometimes more for different actions in same game. This was true for every core I tried. I suppose every emulator needs one whole frame where key is pressed to take action in next one. If there's more frames of nothing happening, I assume that's the way game was programmed and I want that to be just like on original hardware.
I found out on Libretro forum that one frame of delay actually happens on real hardware too so I'm not using this any more.
Tutoriales en español por favor
You have to learn to read and speak English my friend. It's a universal language.