QUOTE(bd2003 @ Feb 5 2007, 10:34 PM)

Then those two things are out of the equation.
I can guarantee you disabling vsync will cause tearing. It doesnt bother me, but other people seem to really hate it. But if it can solve the lag issue, I'd at least enjoy the option to use it in games that really need the precision.
I will look into providing an option to disable vsync even though I suspect most users will not use it due to the tearing.
QUOTE
When you set it to use "none" as filtering, does that skip an entire block of code that could be somehow causing the delay, or is none a "separate but equal" codepath?
Filters are mapped as function pointers, so it calls the function for the filter you select. in the case of "none" is calls the noFilter() function. So execution time through the code is the same but the code in the function is less with no filter selected.
QUOTE
Theres an option that I cant figure out...what is the "old style mode 2" option all about?
Not sure. You'd probablly want to research that one on the ZSNES boards as it's internal to ZSNES and not my code.
QUOTE
Also, superscale2x + HRM7 doesnt work correctly - it superscales, but no HRM7.
Are you sure? Here's a good test. Play Super mario Kart (for about a lap) with just Superscale2x with the FPS turned on. Notice that the FPS should stay at 60. Now exit to the video options menu and switch to Superscale2x + HRM7. It should drop by 10-15FPS. If it doesn't then I'll look into it.
If you really want to help narrow this down, can you download ZsnexBox 1.0 and test this input issue?
1.0 was using my old input code and it only supported 1 player so there is much less overhead between frames.
Also try 1.3 as that was the first release to use all my new input code.
I would test it myself but I don't know what to look for.