> Did you bother to do a forum search "input lag"
Yes. There was some moron who complained about input lag without providing any real details and then everything went into a flamewar. And? Does that mean that we can never talk about this topic anymore?
Especially since my intention is not to complain in general that MAME input apparently lags. I just want to talk about the different settings that can influence the amount of lag. So, I don't want to talk about input lag as an absolute thing, but about the amount of input lag that is relative to various options.
For example, if your monitor's Hertz rate equals the one of the game (like 60 Hz), then triple buffering will always produce lag. That's not flaming, that's not insulting or a subjective view, it's a fact: If MAME renders two more images in memory while displaying a scene, then the game will always be off by at least two frames. If in a game you run toward a cliff and jump in the last possible moment, with enabled triple buffering you will fall off the cliff. Because the image you see on the screen is the one that was rendered two frames ago and is only visibly shown now. That's why the input will always appear to be delayed. If you disable triple buffering, you won't get this because the current scene is drawn to the game instantly.
And now I wanted to talk about what other issues might influence the amount of lag. I even did some measurements about it and wanted to hear your opinions. So, I'm not just making things up, I actually tested the input lag with fairly objective, reproducable methods and I thought that maybe someone might be interested in it.
|