![]() The way retroarch fixes the audio crackling is by changing the NTSC game audio pitch by dynamically adjusting/stretching the audio pitch to be in sync with the GPU refreshrate. Since the refreshrate in HZ of the GPU timting is fixed we want to synchronize the NTSC game to it (vsync) thus making the game run several 1/100 of Hz faster, and then fix the resulting audio crackling. In sync with the GPU refreshrate but the audio will be out of sync and crackle when the drift is to large. ![]() In sync with NTSC audio which will be in perfect pitch in 59.94Hz but the video will be out of sync and stutter.There are two ways we can run the emulation: Lets assume the GPU runs the desktop in 60.01Hz but NTSC games are still 59.94Hz, as you can see there is our problem we are trying to fix. Playing at 120hz might have enough of an input lag reduction by itself that hard sync off could be ok.Behold a small guide/faq of the sync options in retroarch for silky smooth console experience.Ī game console is always in perfect sync with the TV (usually CRT) because the console itself generates the video signal, meanning NTSC games are native in 59.94Hz (audio & video) and that is exactly what the console outputs to the TV.Įmulators on the other hand do NOT have control over the refresh rate of the TV because the GPU of your device generates the video timing and it might not be perfect 59.94Hz as the console outputs. I’ll probably try turning off hard sync for those two cores to see if I feel enough of a difference now that I can play without video stutters at 120hz thanks to the swap interval 2 option. I have to use hard sync frames 1 for PSX or it will crackle all the time. I barely have any background processes running, though I haven’t checked CPU utilization while running those cores. I do still get minor crackles sometimes in the BSNES balanced core as well as Mednafen PSX. This is on my i5 2500k running at stock 3.3ghz paired with a GTX 570. I found out switching to 64bit RetroArch was enough of a performance boost to fix that without having to turn on threaded video or sacrificing hard sync frames 0. Both of those crackled a lot with threaded video off and using hard sync frames 0. That game has a few parts that seem to be more resource intensive than SuperFX games the title screen when he shoots a charged shot after pressing start and the stage select screen. I did some testing with Mega Man X2 in BSNES balanced recently. Maybe not though, it could just be my system. You might have to do this every time you toggle threaded video on or off. To fix it switch video backend (to d3d9 or SDL) load retroarch, and then quit and switch back to opengl. Also I noticed a weird glitch sometimes when messing with settings where video would slow down weirdly when it shouldn’t be, mainly when I turned threaded video on and then off. Also if nothing else works, try using the d3d9 video backend. So try threaded video only as a last resort. You generally want to use hard sync if possible though since it reduces input lag.Īlso the reason you want to avoid threaded video is becuase it could cause increased input lag and some screen tearing even with v sync on. If so that could also really be it, try setting it to 1 if so, this has shown to be a lot less taxing on my system. See if hard gpu sync is on and if it is, check if it is set to sync at 0 frames (the option right underneath it). Also check in rgui (f1) during gameplay and go to your video settings. If you have a weak graphics solution and powerful shaders running it could drop fps. What about your graphics card and shaders. Its better than mine and mine does not have this issue. Your processor should definitely be able to handle this without threaded video on.
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