Reply To: Question about SNES sync drop


To my knowledge, there’s nothing the OSSC can do; whatever sync errors it receives, it passes on.

As for the problem itself (which happens with the NES as well), what happens is that, every other frame, the scanline preceding the first visible line gets cut short. That means that the horizontal sync pulses are not consistent, and a lot of contemporary hardware will have trouble accommodating it.

I think you’ll either have to install a dejitter mod and then hope that doesn’t invalidate speedruns (should probably lobby for its acceptability moving forward), or you’ll need to do your speedruns on a display that can handle the SNES’s sync jitter, like a CRT, or perhaps a known-compatible plasma or LCD.