Run-ahead input lag reduction
Many games react to a button press one or more frames late, even on original hardware. Run-ahead emulates ahead and rolls back each frame to hide 1–2 frames of that delay.
Available on: All systems except Nintendo 64, Dreamcast, PSP, GameCube and Wii. Allowed but not recommended on the Nintendo DS.
Related systems: NES, SNES, PlayStation
Written by vivusk, Nostyra maintainer Last reviewed Based on the Nostyra README and release notes
How to use
- Set Run-ahead to 1 or 2 frames in the pause menu Options or Settings → Gameplay defaults (
latency.run_ahead_frames). - Save it for one game ("Save for this game") or for all games ("Save as default").
- It uses a single emulator instance and is paused during fast-forward, rewind and the pause menu.
Known limits
- On the Nintendo DS one run-ahead frame costs about 18 ms, more than a whole 60 Hz frame, so most PCs drop frames.
Other features
CRT and LCD shaders
Shaders change how the picture is drawn, for example to imitate the scanlines of a CRT TV or the pixel grid of a handheld screen.
Resume
When you quit a game, Nostyra saves a resume point. The next time you press Play, it asks whether to continue from there or start fresh.
Library and ROM scanning
Add one or more ROM folders, organised however you like. Nostyra classifies each file by its content and builds one library for all systems.
Download Nostyra
Free and open source. Portable zip, no installer, no account.
Download for Windows
macOS (planned)
Linux (planned)
iOS (planned)
Android (planned)
Version 0.1.0 · 25.9 MB zip · Windows 10 / 11, 64-bit
Hosted on GitHub Releases. First time? Read the install guide.