![]() I should mention I tried turning off shaders just to see if that would be enough to make hard sync run better with PSX, but it didn’t make a difference. RetroArch has so many more shaders available and does the 4:3 aspect ratio better, which is why I want to switch my PSX emulation over to it. Using esc on the keyboard works fine but that means I have. which has xinput controls and Id like to use start+select to exit the emulator back into LB the same way I did with retroarch. Removed all the old custom command-line parameters for every game in LB. According to Nintendo (via their official website), its technically unlawful to even keep backup copies of games you own. Maybe a triple buffered vsync? Hard sync is great since it lowers input lag to a level below proper mednafen, but I’d be happy if I could get at the same level without killing performance. Checked Start Fullscreen via the PCSX2 GUI. MAME - Extremely Rare (last undumped) Gamate Game, Mighty Boxer, has been found + dumped (+ a look at various, often obscure, Boxing games in MAME) Full talky video. I’m curious if there are any less intensive sync methods that could be implemented that would still reduce lag. Just dispatching GL calls doesn’t take much. This particular fork was originally heavily optimized for devices with ARM CPUs, hence the name, but we've added back in quite a few things to make it work well on typical PC hardware, as well. Non-hard sync doesn’t block, so emulation can take close to 16ms. PCSX ReARMed is part of a long line of emulators that includes PCSX-Reloaded, PCSX-df and, of course, the original PCSX. With hard sync, you have a frame timing like:Įmulate Game -> Dispatch GL calls -> Swap -> Wait till GPU has finished, so both emulation and rendering has to happen sequentially within 16ms (very demanding especially if you’re using shaders). ![]()
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