![]() ![]() While I consider myself screen-flicker sensitive, I personally don't have issues with BFI during long emulation sessions, although I also disable the monitor's BFI when I'm not using the emulator – as is recommended. BFI doesn't create screen flickering that many people are sensitive to, but it does have its own low frequency pulsing. Mario for example can appear to be in multiple parts of the screen, blurred.ĬRTs do a great job of eliminating this, and while CRT emulation is around the corner, there are options to greatly reduce motion blur available now.Ī 240hz+ monitor with its own 'BFI technology' (varies by manufacturer, examples: ULMB, LightBoost, DyAc, ELMB) combined with RetroArch's own Black Frame Insertion option creates an incredibly clear display, close to CRT, for 60FPS retro games like SMW. A monitor's own input lag and refresh rate can make this worse (60hz on a 60 fps game means there are always pixels transition-blurring from one frame to the next). We perceive this affect due to a combination of refresh rates, pixel transitions, and fast on-screen movement. I'm addressing this first, because it has made the most impact for removing lag in my own setup. Typically referred to as input lag – apparent lag in emulation is a sum of a few factors that I'll be concisely describing here. ![]() This guide applies to RetroArch with the snes9x core (for Lunar Magic creators: running emulation in Lunar Magic won't have the same benefits, but switching to RetroArch to playtest longer sections might be useful with these improvements). First, while this write-up is my opinion, and comes from my own experience, I've shared it here as a small way to give back to a community that has offered so much. ![]()
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