You can effectively run all SNES titles on this emulator. It is now down to around 6, but we are talking native hardware, and a game that is heavily influenced by timing. SNES 9x can run without any heating or lag issues on low end hardware versions. Until a recent patch bringing it down a bit, Street Fighter V on PSV had around 8 frames of input lag. Modern gaming is actually notoriously bad in many games. Non-scientific testing seems to show the SNES mini comparable to the framemeister which is indeed better than can be done on a PC alone. However, if we turn up the run ahead to the maximum allowable value, you can. I would honestly love to see ACTUAL tests done on the SNES mini hardware and the Wii Virtual Console as well to see if either if these platforms offer an improvement over Windows 10 non-windowed full screen video hard sync setup. They exist but you need to seek them out.įinally, in almost every situation input lag is actually an overblown issue and the truth is unless you have teenage reflexes, the minor input lag we have is imperceptible outside of strict timing base games like rhythm titles (not really a genre that is emulated often), and input timing games like PunchOut!. Keep in mind that HDTV technology will likely be adding additional lag and only certain sets will offer a nice low 1-2 frame delay. If your computer lags behind in the performance race, there is a version for low-end computer called Snes9x. The NES NT mini happens to use that mythical FPGA technology (thanks Kevtris) and is actually moddable to use other 8bit era software so if you don't need to slip into the 16bit era (SNES/Genesis) the future is now and you have your solution. Unless you want to use a CRT with your actual hardware, you are stuck waiting for FPGA solutions to reduce it any further. DWM (the windows compositor) gets disabled when not needed so you can have vsync off and tearing. I would assume that would be the fastest. Windows 10 has a new mode that works like borderless but without lag. OSSC would get you there without any frame buffer but I am not sure if there have been tests to compare its lag vs other options. It returns to the Qt GUI that it abandoned before its merger with higan and has a much faster multi-threaded PPU renderer, giving it the performance of the old bsnes-balanced core while retaining the accuracy of the bsnes-accurate core. I believe we are around the 4-5 frame lag stage at this point, where using a framemeister will improve that to around 2-3 frames using actual hardware at HD resolution. bsnes is a subset project of higan, and focuses on performance, features, and ease of use.
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