Updated Getting optimal vsync performance (markdown)

Hans-Kristian Arntzen 2013-05-04 13:28:40 -07:00
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@ -14,6 +14,18 @@ If you're unsure about the result, run this test several times and see if the re
You can use this value in `video_refresh_rate` and the video and audio should ideally be butter smooth if the game's FPS and monitor FPS are relatively close to each other (playing a PAL game on 60 Hz monitor won't be perfect no matter what you do ...)
## Input latency
There have been cases reported on excessive input lag in Windows for some users.
It's not really input latency, but video driver latency. Some video drivers tend to buffer way too much in the name of increased performance. This problem is explained by Carmack [here](http://www.altdevblogaday.com/2013/02/22/latency-mitigation-strategies/).
RetroArch recently got an option to use a swap/fence sync method in OpenGL driver, which is reported to greatly lower input latency ([thread](http://forum.themaister.net/viewtopic.php?id=495)).
To enable it, set `video_hard_sync = true` in config. To ensure that this sync method is actually used, make sure that you see this in the log:
RetroArch: Querying GL extension: ARB_sync => exists
RetroArch: [GL]: Using ARB_sync to reduce latency.
Do note that this sync method can greatly reduce performance, and can turn smooth 60 fps into crawling 30 fps if there was not enough headroom in the performance.
## Threaded video fallback
If your video driver has very bad performance, it is possible to run it on a thread to avoid almost all video driver overhead. Set `video_threaded = true` in config. Butter smooth VSync behavior in this case is impossible however, and latency might increase slighly. Use only if you cannot obtain full speed otherwise.