> An emulator (MAME or any other) will have at least 1 video frame of latency, and at > least 2 if you enable triple buffering. This is on top of any latency that the game's > original hardware/software have, of course. It's well known that modern consoles tend > to have quite a bit, and even back in the 1980s games often had at least a couple of > frames of joystick-to-eyeball latency. Space Invaders runs slower when all the > invaders are alive, for instance, but that works well with the gameplay since you get > better latency when you need it, towards the end of each stage
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> You don't need to measure it. On an arcade board the CPU can sit in a loop monitoring > your button presses. When you run that in MAME the inputs are only updated every > frame. > > On seeing you press that button it could change a palette register which will be > output instantly. In MAME it's not only had to wait up to a frame to get the input > but the frame can only be output once it's fully generated. Which can add up to > another frame. > > This is before you get into vsync/triple buffer/display driver issues which can add > more latencies.
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Interesting posts. Do you guys think that is the reason why the Ms Pac-Man games seem so difficult to control? I'm often making tons of mistakes because I can't the bitch go where I want her to.
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