People on the internet keep saying things like "Adrenaline Bubble Manager is less laggy than Adrenaline", or "Chovy-sign/NoPspEmuDrm are less laggy than Adrenaline".
Nobody AFAIK bothered to test these rumors/claims.
I tested on my Vita while using a 480fps slow-motion recording. I made a quick tap on the dpad/face button, then while watching the recording, counted frame-by-frame to see how long for something onscreen to occur. The unit is an approximate number for the frames of lag.
(All plugins/graphics enhancements/filters are disabled. I didn't hook up any LEDs to my Vita's motherboard, so expect a ~.25 margin of error. Patapon and Project Diva are 30fps games, so 4 frames of lag in my data are technically not 4 ingame, but 2 (still ~67ms lag though).
```
--Adrenaline Bubble Manager--
Project Diva Extend (no ABM, menuing up/down): 4.125, 4.125, 3.75, 3.75, 3.625 [~3.875]
Project Diva Extend (menuing up/down): 4, 3.75, 3.75, 3.875, 3.875 [~3.85]
Patapon (menuing up/down): 4.125, 4.875, 4.125, 4.125, 4.25 [~4.3]
Maverick Hunter X (moving left/right): 3.625, 3.875, 3.75, 3.75, 3.875 [~3.775]
Maverick Hunter X (jumping): 2.25, 2.75, 2.75, 3, 2.875 [~2.725]
Crash Bandicoot (PS1, moving left/right): 4.875, 4.625, 5.125, 5.375, 4.875 [~4.975]
Crash Bandicoot (PS1, jumping): 5.125, 4.125, 4.25, 4.25, 4.25 [~4.4]
Megaman X4 (PS1, moving left/right): 3.75, 3.75, 3.75, 3.875, 3.625 [~3.75]
Megaman X4 (PS1, jumping): 3.5, 3.25, 3.5, 3.5, 3.25 [~3.4]
--NoPspEmuDrm--
Project Diva Extend (menuing up/down): 3.875, 3.75, 3.625, 3.625, 3.625 [~3.7]
Patapon (menuing up/down): 4.125, 4.5, 4.375, 4.75, 4.75, 4.375, 4.875, 3.875 [~4.453]
Maverick Hunter X (moving left/right): 3, 3.75, 4, 4, 3.5, 3.625, 3.875, 4 [~3.719]
Maverick Hunter X (jumping): 2.625, 2.875, 3, 3, 3, 2.875, 2.75, 3.125 [~2.906]
Crash Bandicoot (PS1, moving left/right): 4.375, 4.5, 5.25, 4.875, 4.625 [~4.725]
Crash Bandicoot (PS1, jumping): 4.125, 4.25, 4.375, 4.5, 4.125, 4.75 [~4.354]
Megaman X4 (PS1, moving left/right): 3.625, 4.125, 3.875, 3.625, 4 [~3.85]
Megaman X4 (PS1, jumping): 3.625, 3.625, 3.375, 3.625, 3.375 [~3.525]
```
These numbers average up to not even half a full frame's difference, in any of the games tested. If there was a difference beyond the margin of error, there is no way a human can discern 1/4 frames of input lag.
At the end of the day YMMV, and this isn't about Adrenaline vs. a real PSP; I don't have one to test with. But this data shows that:
ABM does NOT have less input lag than opening the game through Adrenaline, at least not with Project Diva Extend.
NoPspEmuDrm (and by extension, Chovy, since both do essentially the same thing) do NOT have less input lag than Adrenaline.
Nobody AFAIK bothered to test these rumors/claims.
I tested on my Vita while using a 480fps slow-motion recording. I made a quick tap on the dpad/face button, then while watching the recording, counted frame-by-frame to see how long for something onscreen to occur. The unit is an approximate number for the frames of lag.
(All plugins/graphics enhancements/filters are disabled. I didn't hook up any LEDs to my Vita's motherboard, so expect a ~.25 margin of error. Patapon and Project Diva are 30fps games, so 4 frames of lag in my data are technically not 4 ingame, but 2 (still ~67ms lag though).
```
--Adrenaline Bubble Manager--
Project Diva Extend (no ABM, menuing up/down): 4.125, 4.125, 3.75, 3.75, 3.625 [~3.875]
Project Diva Extend (menuing up/down): 4, 3.75, 3.75, 3.875, 3.875 [~3.85]
Patapon (menuing up/down): 4.125, 4.875, 4.125, 4.125, 4.25 [~4.3]
Maverick Hunter X (moving left/right): 3.625, 3.875, 3.75, 3.75, 3.875 [~3.775]
Maverick Hunter X (jumping): 2.25, 2.75, 2.75, 3, 2.875 [~2.725]
Crash Bandicoot (PS1, moving left/right): 4.875, 4.625, 5.125, 5.375, 4.875 [~4.975]
Crash Bandicoot (PS1, jumping): 5.125, 4.125, 4.25, 4.25, 4.25 [~4.4]
Megaman X4 (PS1, moving left/right): 3.75, 3.75, 3.75, 3.875, 3.625 [~3.75]
Megaman X4 (PS1, jumping): 3.5, 3.25, 3.5, 3.5, 3.25 [~3.4]
--NoPspEmuDrm--
Project Diva Extend (menuing up/down): 3.875, 3.75, 3.625, 3.625, 3.625 [~3.7]
Patapon (menuing up/down): 4.125, 4.5, 4.375, 4.75, 4.75, 4.375, 4.875, 3.875 [~4.453]
Maverick Hunter X (moving left/right): 3, 3.75, 4, 4, 3.5, 3.625, 3.875, 4 [~3.719]
Maverick Hunter X (jumping): 2.625, 2.875, 3, 3, 3, 2.875, 2.75, 3.125 [~2.906]
Crash Bandicoot (PS1, moving left/right): 4.375, 4.5, 5.25, 4.875, 4.625 [~4.725]
Crash Bandicoot (PS1, jumping): 4.125, 4.25, 4.375, 4.5, 4.125, 4.75 [~4.354]
Megaman X4 (PS1, moving left/right): 3.625, 4.125, 3.875, 3.625, 4 [~3.85]
Megaman X4 (PS1, jumping): 3.625, 3.625, 3.375, 3.625, 3.375 [~3.525]
```
These numbers average up to not even half a full frame's difference, in any of the games tested. If there was a difference beyond the margin of error, there is no way a human can discern 1/4 frames of input lag.
At the end of the day YMMV, and this isn't about Adrenaline vs. a real PSP; I don't have one to test with. But this data shows that:
ABM does NOT have less input lag than opening the game through Adrenaline, at least not with Project Diva Extend.
NoPspEmuDrm (and by extension, Chovy, since both do essentially the same thing) do NOT have less input lag than Adrenaline.
Last edited by iTheBeep,