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| 0 users reading Fast forward lagging my keys | 1 bot |
| Main - General - Fast forward lagging my keys | Hide post layouts | New reply |
| KentoiBoi |
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Newcomer Normal user Level: 5 Posts: 3/4 EXP: 321 Next: 208 Since: 10-10-21 Last post: 1614 days ago Last view: 1599 days ago |
How do you fix this issue, like for some reason whenever I use fast forward, my input would be late and unresponsive this only happen sometimes tho, probably because my frames are too high. Any way to cap the fast forward frame rate? |
| GH0ST |
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Member A Bad Doggy <3 Level: 22
Posts: 11/125 EXP: 56249 Next: 2101 Since: 10-06-21 From: Netherlands Last post: 22 days ago Last view: 21 days ago |
I've done some digging in the settings. As you can see, there is an option to toggle FPS limit.
However, I expect this to lock the emulated system to a framerate its physical counterpart would be capped at. My suggestion would be Rivatuner. I use it to cap my Wii U emulation to 30FPS to reduce stutters. Perhaps it could help you in your problem. Here are some instructions on how to use Rivatuner: 1) After installing, Open the program.
2) It may look like nothing is happening, Instead, look for a small monitor with a "60" on it. Click on it. 5) You should now see a new window open. Make an instance where frame limiting should be applied by clicking "add". It will ask you to select an executable. Navigate to the folder where MelonDS.exe is, and select MelonDS.exe. 6) Set Application detection level to high, then the frame limit to what you think is best. 7) Minimize the GUI. 8) Open MelonDS and boot into a game. I hope this helps! If you have any questions, I'll try to respond as soon as possible. ========================== My Website - My BlueSky |
| KentoiBoi |
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Newcomer Normal user Level: 5 Posts: 4/4 EXP: 321 Next: 208 Since: 10-10-21 Last post: 1614 days ago Last view: 1599 days ago |
tysm, i can now grind my pokemon in peace |
| Javedplayz |
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Newcomer Normal user Level: 2 Posts: 1/1 EXP: 38 Next: 8 Since: 01-29-22 Last post: 1505 days ago Last view: 1443 days ago |
I'm having issues with the setup, I've done everything correctly and nothing seems to be working, any suggestions? |
| TheSlanderKK2 |
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Newcomer Normal user Level: 2 Posts: 1/1 EXP: 37 Next: 9 Since: 06-08-22 Last post: 1375 days ago Last view: 10 days ago |
why is my fast forward hotkey not working? i tried everything, it just wont work can someone help? |
| GH0ST |
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Member A Bad Doggy <3 Level: 22
Posts: 76/125 EXP: 56249 Next: 2101 Since: 10-06-21 From: Netherlands Last post: 22 days ago Last view: 21 days ago |
Posted by Javedplayz Can you explain the issues in more detail please? What exactly isn't working for you? Posted by TheSlanderKK2 My only suggestion would be to make sure that you saved the keybindings correctly. Make sure its a button you can remember easily, but isn't in the way so that you dont accidentally press it. It also wouldn't hurt to click "Save" a second time to make sure it actually saved. ========================== My Website - My BlueSky |
| LovelyDumpling |
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Newcomer Normal user Level: 4
Posts: 1/3 EXP: 188 Next: 91 Since: 08-04-22 Last post: 324 days ago Last view: 323 days ago |
I've been having issues with this as well. Fast forwarding completely destroys my inputs. If I fast forward while playing the game, then inputs are messed up EDIT: Seems like it's not just emulation side either, as hotkeys like F4 (Fullscreen) also have weird input issues sometimes. And the menus are slow to open. EDIT2: Checking Config>Limit Framerate appears to significantly help the situation. It happens less often, is less extreme when it does happen, and recovers much more quickly, although it's still a little wonky. It's mostly now just an issue using inputs while fastforwarding rather than after fastforwarding, where there's just a short delay before it's back to normal. EDIT3: Mm.... it can still get pretty bad. It was working well for a while now, but I just had a solid amount of large input delay again after ending fast forward. It's very unreliable. EDIT4: Okay apparently it's a known issue as early as 6 months ago. I guess there's nothing to do but wait for an update? EDITtoomany: Oops, I had both Limit Framerate and Audio Sync on, which I've read elsewhere is a bad. I've turned off Audio Sync, and it seems to be working more reliably. --- 3/25/2023 EDIT: Just as a heads up, it's still happening on 0.9.5. What I ended up doing in the end is switching to Desmume, but I'd rather stick with MelonDS if I could. |
| Generic aka RSDuck |
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![]() Big fire melon Administrator Level: 49
Posts: 533/669 EXP: 837919 Next: 45964 Since: 10-12-19 Last post: 4 days ago Last view: 7 hours ago |
are all renderers affected? When using the software renderer does using OpenGL display make a difference? ____________________ Take me to your heart / never let me go! "clearly you need to mow more lawns and buy a better pc" - Hydr8gon |
| ImjusthereIguess |
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Newcomer Normal user Level: 2 Posts: 1/1 EXP: 22 Next: 24 Since: 10-17-24 Last post: 512 days ago Last view: 512 days ago |
Started having this issue with Melon lately and it was getting so bad that I was reloading save states after full exiting the program and still having input lag/not registering keys properly. Even the menu keys on Melon itself weren't working when running a game. I noticed that when using the fast forward key I would hike up to 200-300FPS due to either my computer being too good or the key registering the fast forward several times since I bound it to a key on my controller maybe?
I fixed it by switching to OpenGL, turning up to 4x resolution, and changing aspect ratio to 3DS. Makes my game look way better and less crunchy. More importantly no more lost inputs and the fast forward key only hikes FPS to 90-100 which is way more stable. Essentially being on default settings is too good for performance that it makes the game unstable with uncapped FPS even if for only a few seconds. MelonDS could probably fix this with an FPS cap option for fast forward instead of just making it uncapped fps while button is pressed. I remember emulating PS2 games and uncapping the FPS and watching it go up to like 1000fps for grinding in Final Fantasy games without any stability issues. Guess DS games don't scale with FPS as well. |
| LovelyDumpling |
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Newcomer Normal user Level: 4
Posts: 2/3 EXP: 188 Next: 91 Since: 08-04-22 Last post: 324 days ago Last view: 323 days ago |
Posted by LovelyDumpling I just wanted to update that, after updating to 1.0RC I wasn't having this issue for a while, but at some point something I did brought the issue back. I'm not sure what did, but I've found using the new "OpenGL (Compute shader)" option solves this issue for me entirely. As long as I'm using that, there is no wonky input lag during or after fast forwarding. Some other things I noticed prior to fixing it with the compute shader: Back when I was still using the Software renderer, turning off Limit Framerate and Audio Sync, having it run full speed on Pokemon Platinum's title screen, the emulator locked up completely trying to run at 560+ FPS and the program was not responding, and never came back. I had to end the task. I had missed Generic's response here (oops, sorry), but back on the original thread I linked to they mentioned "it's an issue due to how the main thread and the emu thread fight for resources." I think that's starting to make sense to me now. Since the software renderer is entirely on the CPU, I'd imagine fast forwarding is maxing out the CPU running the game and leaving no room for the emulator to do things like parse inputs. While I was experiencing the issue this time around, I noticed I could not interact with any of the emulator's menus, or toggle fullscreen with F4, or anything for a while after fast forwarding, and I assume this is because it had to catch up before it could use new inputs. So it'd make sense that the OpenGL renderers would solve such a problem as I imagine offsetting the rendering work to the GPU allows for the emulator to maintain the resources it needs from the CPU. I don't really know much about computers and rendering and processes and all that but this is what I'm inferring from this information. I avoided the OpenGL renderer before because of graphical bugs, but the new compute shader option fixes that entirely for me as well. So a definite win there. Long story short, if you're having this issue try using the "OpenGL (Compute shader)" option as your 3D renderer, which is available on melonDS 1.0 RC. |
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