This reads certain values from the CPU to essentially predict what it will be doing, and adjusts the clock accordingly. The more modern, unified (but still lackluster compared to pstate on the hardware side) approach. Really only okay to use on desktop computers, but it's wasteful. It's not usually required to use this profile in the context of Batocera, as Batocera has already worked around the shortcomings of using the other profiles. Runs all CPU cores at maximum clocks at all times. Certain gaming PC monitors will have this, and a few TV displays as well. This eliminates the problems mentioned above with digital displays, but the downside is that the display itself must explicitly have support for the technology. ![]() G-sync/Freesync/Variable Refresh Rate all refer to the same concept instead of sending frames to your display sixty times a second and having it wait until the next refresh, instead have the refresh rate dictated by the software. 1)īut through the wonders of modern technology, on certain displays this disadvantage exists no longer! In addition, digital displays typically only display in certain multiples (50, 60, 100, 120 Hz etc.) whereas game systems (especially handhelds and arcade) could have been running at any refresh rate, causing even more delay/frame judder. The emulator has the frame ready, but must wait for the display to be ready to “draw” a new frame before the image can actually appear, causing a bit of a delay (at least when V-sync is enabled, which is the default for Batocera). What this amounts to is that the display's refresh rate (how often it “draws” a frame) is independent of the machine sending the frames the computer running the emulator. One disadvantage that digital displays have when compared to traditional CRTs is that they run their own little computer micro-managing the display. For more details, refer to the libretro blog post about it. The frame delay setting value setting still comes into play, that will be the “baseline” setting from which RetroArch will start making its guesses from. If the frame or audio stutters at all, it will increase it automatically. If that sounds bothersome to do for all your games, turning on the AUTO-FRAME DELAY setting analyzes the current overhead and adjusts the frame delay during gameplay to be as low as it thinks your hardware can handle. This can only be set in RetroArch's Quick Menu. ![]() Every game behaves to this setting differently and has a different “optimal” audio delay setting before negative effects set in. ![]() Just keep in mind the closer the frame is rendered to when it's actually displayed, the less time the machine has to process other things such as audio and game logic, which can result in audio cutting out and/or lowered performance. But none the less, you can manually adjust this timing to reduce/increase the delay of the rendering of each frame in relation to the display's refresh. The thing is, we're only talking about 16 ms for a standard 60 Hz display, a unit of time that is almost imperceptible in most gameplay situations. Vice versa, if the machine is processing the input and rendering the frame just before the display refreshes, the input will have an effect almost instantaneously. This delay can be felt in the extreme cases, if the machine is processing the input and rendering the frame right as the display had just finished showing the previous frame then you'll have to wait for the remaining refresh rate time period while the old frame is still being held on-screen before your current input could have an effect. While your display renders frames, the machine in the background is processing the controller's inputs and rendering those frames independently. Write themes for batocera-emulationstation.Redirect upgrades from any board to my own builds. ![]() Latency reduction and optimizing performance.Raspberry Pi: Add power buttons/switches.Sync files across multiple devices (Syncthing).PCman built-in file manager (for Xorg-powered devices).
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