Emulator Latency
There are well-known methods of significantly reducing latency (well, usually the methods are exclusive to certain emulators), but often the implication is that you&#x27;re not sticking to faithful emulation of the hardware&#x2F;software any more.<p>FWIW:  I think byuu overreacted to the last few questions regarding latency-related issues.<p><a href="http:&#x2F;&#x2F;board.byuu.org&#x2F;phpbb3&#x2F;viewtopic.php?f=8&amp;t=1058&amp;start=60" rel="nofollow">http:&#x2F;&#x2F;board.byuu.org&#x2F;phpbb3&#x2F;viewtopic.php?f=8&amp;t=1058&amp;start=...</a><p>Apparently he won&#x27;t even look at the test results...<p>Besides all that, while I completely agree that the easiest way to reduce latency is by getting better hardware etc, in terms of competitive gaming 1f of lag is quite a big deal at high levels of play for <i>some</i> games.  For example, games often utilize the concept of &quot;just frame&quot; inputs, meaning that inputs are required on very a specific frame (the definition has been slightly relaxed in recent years).  Now there are two types of ways to do these:  Muscle Memory (the easiest, you just repeat the move non stop in practice mode till it becomes second nature), and using an external cue (eg. audio&#x2F;video).  When it comes to muscle memory, input lag isn&#x27;t that much of a deal breaker because once the first move is inputted, everything else will follow correctly, even if the entire sequence is 1f or 2f off.  However, when it comes to using external cues, even 1f latency can cause the sequence to fail.