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Input Lag #200
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I would like to add to this that when you spam click a button it will ignore those inputs. Its not input lag but rather just not accepting input for certain frames. For example if you quickly tap the B button in Pokemon Emerald while moving your character will only sprint for 1/5 of the button presses. On 1.8 your character will sprint after every button press. |
Yeah I was noticing this in Metroid Zero Mission aswell |
expect great things, including fixing input delay in next release or so... |
guys kindly test this test build if it helps your lag issues. take note that it would also help if you reduce as low as possible without causing stuttering |
retro-wertz, I tried the build you provided, but I'm getting skipped frames and can't tell if the input lag is gone. The skipped frames ignore inputs (like supadoom's comment) and also do not render. |
to be honest, 1.8.0 and 2.0.1 has no difference as to when inputs are read. so if you are getting weird input-related issues with 2.0.1 or higher, probably something to do with current config, there shouldnt be much performance issues in windows compared to other issues in linux. anyways find where vbam.conf is saved and delete this (or rename this file) so a new config is created. im on linux though so you have to find where this is on windows. |
I tried deleting the config, but I'm still getting skipped frames, possibly like issue 86. Did the build you provided include the fix for 86? |
the test build i posted is not based on latest commit, but on windows, there's really no major performance difference between those versions. can you try using the latest official release? also decreasing audio buffers as low as possible without causing stuttering (may need to close and launch vbam again). try also if different audio driver has difference. xaudio2 seems to work mostly in my case. |
OK, so the skipped frames issue I was having was due to me having vsync turned off on my graphics card. This did not affect 1.8.0, but it made later versions choppy. I compared 1.8.0, 2.0.1, and 2.1.0-fix. It's really hard to tell, but it seems like 2.1.0-fix may have less input lag than 2.0.1. However, it does not have zero input lag like 1.8.0. You may have got the issue halfway fixed but not all the way. |
upload the separate vbam.conf for both 1.8.0 and 2.0.x making sure that each .conf is deleted and created fresh between each version so we can compare (im assusing both are running on the same video and audio drivers, and the same audio latency) you may also link the 1.8.0 version you are using so i can do a live test. from what i know input-related code for these versions hasn't change since (unless this is a modified 1.8.0 from retroarch which i added reduced input lag too) so something else is causing these input delays in your system. |
ok thanks for the link. im not on windows so i wont be able to do a live test this using these configs you provided till later. also, may try to test by disabling Sound Interpolation if this helps. try also if using SImple display driver works better as far as input reaction goes(yeah it has slower framerates). |
Neither disabling sound interpolation nor using simple display appears to make a difference. I'm using an Nvidia GTX 970 and a wired gamepad. |
apparently, its very hard to distinguish the input lag on this, as i have said as i have said the input related-code is the same. the modified version of vbam i linked above adjusts this input reading so that input are read before the start of the frame instead of what it used be (read input and render video during vblank). i tried to duplicate as much as what vbam1.8.0 was configured and i cant get to see these skip frames you are talking about, and this is running both vbam180 and vbam210 at the same time using an onboard gpu. im keeping this thread open for more possible scenario that this can be properly tested and duplicated easily. |
Here is a short clip comparing 1.8.0 and 2.1.0-fix on my computer. Have you tried a side-by-side comparison like this on your computer? |
Hey I think I found your issue. Load up VBA M and go to options<video<configure then make sure you're on the "Basic tab" and then switch the output module to simple. |
Input lag is still present in simple output mode. |
there's some changes in the main libretro code of vba-m that I'll see about eventually implementing in the main app that should help reduce input lag. |
That commit is here for reference: |
@Tatsuya79 I know where it is, it's a matter of finding time and get it done globally and not just libretro specific |
2.1.4 still has input delay. It's about 12-15 frames of delay. Tested on 2 machines, both with minimum audio buffer. Game tested: Sonic Advance 3, both trimmed and untrimmed. Desktop: Ryzen 1800X, GTX 1080TI, 16GB 3000MHz RAM, Windows 10 Laptop also has severe audio stuttering at minimum audio buffer settings, meaning I have to increase the buffer, thus causing more input delay. Tested my DS (GBA slot) just to make sure, and it has exactly 1 frame of input delay, assuming I'm counting frames correctly. |
Expected behavior
Games should should respond instantly to inputs.
Actual behavior
There is a very brief delay between you pressing a button and the game responding. It's so small it's hard to see, but it's large enough to disrupt gameplay.
Steps to reproduce the behavior
Watch your character closely as you press buttons. I recommend jumping around with Samus and comparing to the original VisualBoyAdvance.
ROM details
I tested this in Metroid: Zero Mission, Mario & Luigi: Superstar Saga, and Super Mario Advance 4: Super Mario Bros 3.
Option details
I tried every video and sound option that I could, and they are all affected.
Build details
Windows 7.
The issue is present in 2.0.1. It works normally in 1.8.0-SVN.
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