For those playing on PPSSPP: Do you feel any input delay, and if you do, there's any way around it? Also did someone made a 60 FPS code for PSP2i?
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So far I could mitigate most of the lag, which was oddly caused by graphical niceties. Texture upscaling shouldn't cause INPUT lag, but it does to me. More graphical tweaks here and there gave me a good balance of fast and fancy.
I found some codes on PPSSPP thread for PSP2, but none of them worked.
Input lag in emulators comes from tons of sources, unfortunately. Any the controller or USB interface has (should be none unless wireless), any the core emulation has, any the graphical enhancement or post-processing have, any the operating system introduces (Windows Desktop Composition is a big one if a program doesn't use exclusive fullscreen, and CAN'T be disabled on Win8 or 10), any the graphics driver has (graphics cards have optimized for smoothness at the cost of latency up until recently so that they give better benchmarks), then any that your monitor has (and Dell ones - the most common monitors that I see - are atrocious for this).
Most of those have obvious solutions that may or may not involve buying better stuff, but running a supported emulator through Retroarch (which does have a PPSSPP core) can let you reduce it on the emulator and driver stages: hard GPU synch, force real fullscreen & composition off, and frame delay are the options to look for.
Frame delay is the most non-obvious; it's a count of how many milliseconds to wait before computing the emulator's next frame, within the normal range between frames. The LATER it does this, the closer to the actual display moment (which did not change) it actually is when your input is checked. It's quite system-intensive though, since if you have it wait say 15 out of 16.6 possible milliseconds, you're only giving it 1.6ms to do what it would have otherwise done in 16.6ms. Emulator developers (and usually game developers) never really think about this consideration, meaning that a fast system that happens to get a frame done in 1ms is keeping it for 15.6ms before it's used, increasing input delay by accident. That's as much as a bad monitor's delay.
Getting "perfect" emulation is a never-ending labyrinth sometimes; the pursuit basically only stops when you give up and say it's good enough for you.