![]() The game mentioned most of the time in the debate is Punch-Out. If Nestopia/FCEUmm actually produce higher or lower input lag than kachikachi is debated. Generally, the NES Classic seems to produce comparatively little input lag, given how rarely that point is brought up and from my own experience. #Retroarch nestopia core tvFirstly, using an emulation device on a modern digital TV will absolutely always produce more input lag than original hardware via analog connection to a CRT. Input lag now is the one point that is surprisingly controversially discussed. But, there may be several that don't, in which case Nestopia or FCEUmm are unavoidable. To my knowledge most well-known games should run. Game compatibility, as you noted yourself, is limited on kachikachi. Again, not being very familiar with the games on original hardware/accurate emulation I wouldn't have noticed, but it's another factor where other emulators are at a clear advantage. The severity subjective again, as in my experience there aren't any clearly distorted or entirely wrong sounds, but mostly inaccurate emulation as with the "noise channel". Audio emulation accuracy is also an undebatable issue, as u/8Bits1132 has noted. For example, I haven't played these games much in the past and probably wouldn't have noticed myself, and now that I know it still doesn't bother me much. How much it bothers you, or if at all, is subjective and probably mostly depends on how well you know the affected games. As regards this, Nestopia/FCEUmm will be at a clear advantage, they should exhibit no audio lag at all. Note that this is only audio lagging behind, gameplay is unaffected. Audio delay definitely exists using the original emulator (kachikachi), it is notable mostly or only in few games, commonly cited are Super Mario Bros. but say if you have one frame of tv lag, removing the one frame of baked in game lag will counteract it, getting an experience the same as console on crt.I haven't yet modded my NESC, but I can give you a little review of what has been posted in this community, as I've also wondered about the same questions: It is also cheating if you successfully reduce total latency to more than the real hardware. If you set the lookahead too far, you would skip up in the air during a jump. if unthrottled emulation is many times the throttled one, you have enough cpu power to spare to do this, and done right it is completely seamless. but you need enough cpu to do the rewind/fast forward. If the response time of the game is consistent, this works. the rewind, send input,fast forward is never rendered, and you just end up with a in theory clean input received one frame earlier, and the current picture and sound as if it was pressed earlier. So what we do is when input changes, during vblank we rewind one frame, apply the input change on the previous frame, then advance one frame, and load that state to the main screen.Įffectively it tries to send the input back in time. you press the button and enter new frame is rendered after that, then the next frame the character leaves the ground. We assume that nes games have 1 extra frame of latency. it can't correct for anything more than that. What this is is a way to remove ingame latency. ![]()
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