James Rolfe / James D. Rolfe / Angry Video Game Nerd (AVGN) / Rex Viper and Cinemassacre / Screenwave - Now with not much grieving about a 41-year old man still making videos on YouTube. We're the balls on the dick.

Which videos do you like the most from Cinemassacre?

  • Angry Video Game Nerd

    Votes: 1,775 63.5%
  • You Know Whats Bullshit

    Votes: 140 5.0%
  • James and Mike Mondays

    Votes: 93 3.3%
  • Board James

    Votes: 429 15.4%
  • Monster Madness

    Votes: 267 9.6%
  • James' movie reviews

    Votes: 90 3.2%

  • Total voters
    2,794
Mac and Linux emulators don't have the same issues in most cases, so clearly, as always, using Microsoft products gives a shitty experience.
From speedrun.com’s Super Mario 64’s allowed emulators section:
“Note: If you are using OpenEmu, there is currently no way to remove emulated lag.”
 
For a small selection of games, input lag beyond what the original hardware had can make things either more difficult, or unplayable. If you don't play those games, it isn't an issue at all.
I can honestly in all the years I've emulated games, since the early 2000's say I've never noticed any kind of input lag that's affected any of them unless the emulator itself was lagging and I've played a lot of games in a lot of genres a ton of which require fairly precisely timed inputs. I'm sure for autistic shit like speed runs timed to the millisecond it's important but I really question average people who complain about this.
 
Check out your emulator inputs frame-by-frame, in most of them it's gonna be 1 frame at least. Not a big deal unless you've been playing the same game before on hardware and it's a game of reflexes, the way it's gonna mess with your muscle memory will be noticeable to you.
 
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Retro gaming inflation is most noticeable with consoles. I paid 50 USD for a Silver gamecube with one controller about 12ish years ago the same console now sells for 100. N64's which you used to be able to find everywhere used and cheap now go for 80 minimum generally more.

There's a cycle with every collectible toy where it explodes in value as the kids who played with it enter their thirties or forties and have enough disposable income to collect. It collapses back down again once that cohort gets old. If you were 11 years old when the Gamecube came out in 2001, 24 years ago, you're now 35, the perfect age to not really care what it costs to buy some of those games Mom & Dad refused to get you.
 
From speedrun.com’s Super Mario 64’s allowed emulators section:
“Note: If you are using OpenEmu, there is currently no way to remove emulated lag.”
OpenEmu is shit for most things and is really just for people who can't handle individual emulators.

I can honestly in all the years I've emulated games, since the early 2000's say I've never noticed any kind of input lag that's affected any of them unless the emulator itself was lagging and I've played a lot of games in a lot of genres a ton of which require fairly precisely timed inputs. I'm sure for autistic shit like speed runs timed to the millisecond it's important but I really question average people who complain about this.
It gets cargo culted by people new to emulation who don't realize video games were actually hard back in the day and who are looking for something to blame it on.

There are some things where lag really matters, like rhythm games and some bullet hell shmups, but most games that were coded well are fine with another frame or so of lag.
 
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There are some things where lag really matters, like rhythm games and some bullet hell shmups, but most games that were coded well are fine with another frame or so of lag.
I don't really like rhythm games much. My only real experience with them is guitar hero but I guess I could see them being a bit of a problem. I don't remember guitar hero's inputs being that exact though even on the hardest difficulties.

Gradius 3 is the only shmup I actually owned on snes and have also played in an emulator. They feel the same to me and I couldn't tell you the difference between them.
 
It's not "pooling" but the fact even in perfect conditions you'd described, emulation still leaves you with at least 1 frame of input lag. You won't care if you only played emulation but it will significantly affect your playing experience in games like Zelda 2 requiring precise platforming.

The biggest challenge in Linux emulation was fucking around with system-critical files to make that goddamn gamepad work. Nothing fucking works out-of-the-box under Linux.
Installing SDL2 and the "Joystick" packages have always made my gamepads work out of the box with literally everything. What kind of nigger Linux are you using? :story:
 
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I don't really like rhythm games much. My only real experience with them is guitar hero but I guess I could see them being a bit of a problem. I don't remember guitar hero's inputs being that exact though even on the hardest difficulties.

Gradius 3 is the only shmup I actually owned on snes and have also played in an emulator. They feel the same to me and I couldn't tell you the difference between them.
Higher-level Guitar Hero gets insane enough that there are some songs that are not technically possible to get 100% combo on because the notes come too fast fro screen refresh. The Buckethead song from GH2 is an example, on real hardware or emulation. Sloppy timing on GH makes it unplayable for anything but 1-star songs because it just feels off.

Gradius 3 on SNES, unless you are playing a FastROM hack, was plagued by absurd slowdown thanks to Nintendo's retarded hardware designers putting a 3.58MHz clock in the system, so it's actually laggy on real hardware if you play the original cart. It is also NOT a bullet hell.

Bullet Hell is stuff like DonPachi, ProGear and others from Cave and basically every arcade shmup since the mid-1990s, and in those games you have a 1-pixel hitbox and have to have precise input timing or you simply cannot survive against bosses or when things get hectic. SHMUPMAME is actually a MAME fork that uses a different video rendering pipeline that sacrifices some extra features to offer zero-lag play for insanely demanding games.
 
Higher-level Guitar Hero gets insane enough that there are some songs that are not technically possible to get 100% combo on because the notes come too fast fro screen refresh. The Buckethead song from GH2 is an example, on real hardware or emulation. Sloppy timing on GH makes it unplayable for anything but 1-star songs because it just feels off.
It always felt off to me compared to playing a real guitar honestly. I know how to play some of the songs that were in the one I tried and playing it in guitar hero was too different from the real thing. I never played the second one only the first one.
Gradius 3 on SNES, unless you are playing a FastROM hack,
This is what I play these days.
was plagued by absurd slowdown thanks to Nintendo's retarded hardware designers putting a 3.58MHz clock in the system, so it's actually laggy on real hardware if you play the original cart. It is also NOT a bullet hell.
That slowdown is not the same as input lag. The entire game slows down, not just your inputs. Megaman X has the same kind of slowdown in the armored armadillo stage. This slowdown is exactly the same on console and on emulation.
Bullet Hell is stuff like DonPachi, ProGear and others from Cave and basically every arcade shmup since the mid-1990s, and in those games you have a 1-pixel hitbox and have to have precise input timing or you simply cannot survive against bosses or when things get hectic.
I never said it was a bullet hell, I said it was a shmup I had played on both cartridge and emulation quite a bit. There are parts in the later part of gradius 3 that require very precise timing. I find these the same on both console and emulation. The fastrom version gets pretty brutal though.
SHMUPMAME is actually a MAME fork that uses a different video rendering pipeline that sacrifices some extra features to offer zero-lag play for insanely demanding games.
I mean, at this point we're not even talking about input lag any more and arcade games aren't even made to be played with a controller anyway.
 
All this talk about emulators makes me wish somebody could emulate a GOOD FUCKING NERD VIDEO!
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Stoner walrus playing Sweet Baby Spiderman game. They still going on about the fucking glitch gremlin episode and "AI Man" like it was James's magnum opus
The audience clearly doesn't give a shit. The James & Mike episodes would average around 150K views within about 24 hours. This one has 57K views 4 days later... They also missed an opportunity to play the old Spider-Man 2 to get more nostalgic clicks.
 
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