How to count number of frames of lag for Run Ahead using keyboard
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@mitu Hmm, that's essentially what I've been trying so far. I just tested this exact method again and I think the problem is that whenever the hotkey is held (either on the keyboard or on the controller) in order to Pause or Frame Advance, this nullifies the regular controller inputs, like jump. So when using the sequence you suggested, the character will never actually jump even though I'm holding the jump button when trying to advance frames.
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@EmergencyPoncho The keyboard itself - by default - doesn't have a hotkey assigned, so if you remove the gamepad, there's no hotkey at all.
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@mitu Right, but I need the hotkey to Pause and Frame Advance, so it's more convenient to add a hotkey to the keyboard so I don't need to hold select on my controller and press P on the keyboard, for example. In any case, it looks like the hotkey makes it impossible to count the frames of lag. Maybe someday there will be an option for the keyboard to function only as a keyboard and not as a gamepad.
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Seems to me like a self-inflicting problem - without a Hotkey on the KB, you'll be able to use it normally (as a keyboard).
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@mitu This problem still occurs without a hotkey assigned to the keyboard - you still need to hold the gamepad hotkey (ex: Select) in order to press P and K on the keyboard to Pause and Frame Advance.
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As long as you disconnect your gamepad, there's no Hotkey issue. I'm not going to repeat myself again.
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@mitu I've tested this before by removing the gamepad and I just tested it again - the keyboard functions as a gamepad by default and pressing P and K on the keyboard don't do anything without the hotkey. And I have reset the config file so there is no hotkey assigned to the keyboard.
I appreciate your suggestions and your efforts but my time is also worth something and I too have been repeating myself. I get the sense you haven't tested what you're suggesting.
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@EmergencyPoncho said in How to count number of frames of lag for Run Ahead using keyboard:
I appreciate your suggestions and your efforts but my time is also worth something and I too have been repeating myself. I get the sense you haven't tested what you're suggesting.
Actually I did, why would you assume I haven't ?
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@EmergencyPoncho I was trying to do the same thing shown in the video, and I've figured out how to do it on RetroPie. The point is that, in order to have the Hotkey Binds (like pause and frame advance) act without pressing the hotkey you have to unbind the
Hotkeys
function (usually bound to select on the gamepad). Removing the gamepad in not enough.- Launch the game you want to test, open the Retroarch menu and go to
Main Menu
->Settings
->User Interface
and setShow Advanced Settings
toON
. Then go to
Main Menu
->Settings
->Input
and setAutoconfig
toOFF
. Save the configuration and quit Retroarch. - Relaunch the game, open the Retroarch menu and go to
Main Menu
->Settings
->Input
->Hotkey Binds
Scroll down toHotkeys
and press the Y button on your gamepad. This will unbind theHotkeys
function. Step 1 is needed because ifAutoconfig
is set toON
the unbinding would resetHotkeys
to the autoconfiguration binding stored in/opt/retropie/configs/all/retroarch-joypads/
.
At this point there will be no
Hotkeys
set, so all the Hotkey Binds would work without the need of keeping pressed the hotkey. I suggest you to also unbind all other Hotkey Binds bound to gamepad buttons or dpad, otherwise pressing these would just run the corresponding Hotkey Bind. Now all the Hotkey Binds bound to keyboard keys would run just pressing the corresponding key, so you can pause withp
, keeping pressed the jump button on the gamepad, and pressk
to advance the frame. - Launch the game you want to test, open the Retroarch menu and go to
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Ive honestly never found the need to speed lag up better than original hardware. The original hardware had these limitations in mind when they where made and compensated for
I cant really tell the difference in most cases. Anyway the only real way to match original hardware would be to speed camera the hardware in question and match it up to that not to when your character starts moving when you press a button.
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@saccublenda Thanks so much for the reply, saccublenda!! I just tested your instructions, and this is exactly what I've been trying to do! After going through your steps, my gamepad no longer works for this lag text, but I'm able to use the keyboard as a gamepad (keyboard keys Z, X, A, S, etc) AS WELL as using the P and K keys for Retroarch shortcuts for Pause and Frame Advance. I just used this method to test Earthworm Jim 2 on the Genesis and there are 3 frames of lag. I previously played this game (and all other Genesis games so far) with Run Ahead set to 3 frames but now I'm glad I can measure this precisely. Thanks again!
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@grant2258 Its not that I'm looking for better lag than the original hardware, it's that I'm hoping to eliminate the lag added by the software emulation, especially since a Pi 4 is still a pretty low-powered device. 3 frames of lag is a lot, in my opinion, and, while you can get used to some latency, I suggest you try Earthwork Jim (or other Genesis games) with the default settings then try with Run Ahead set to 3 to see how sluggish the gameplay feels without Run Ahead.
I've become a stickler when it comes to input lag and I've set up my original consoles using an ultra low-latency video converter (a RetroTINK 2X), and, for me, the games are much more enjoyable with no additional lag (except for what my TV adds). But for the consoles I don't have, and for rom hacks, the Pi 4 + Run Ahead is now pretty much the ultimate retro emulator for me!
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@EmergencyPoncho said:
After going through your steps, my gamepad no longer works
I think this is due to the fact that your pad is set to the autoconfiguration binds, so once setting
Autoconfig
toOFF
the pad is not mapped anymore. You can just go to
Main Menu
->Settings
->Input
->Port 1 Binds
and map your pad binds, you can useBind All
to go through all the binds in sequence. In this way the pad will work also without the autoconfiguration. -
I was having the same issue. It’s good there is a workaround. However, what would be great is a list of popular games and related lag frames rather than everyone counting individually.
I would use it 🙂
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