[RetroArch] Twinkle Star Sprites DX12 + FREESYNC + CRT easy-mode halation + RIS 4K Gameplay @Vans_WW
[RetroArch] Twinkle Star Sprites DX12 + FREESYNC + CRT easy-mode halation + RIS 4K Gameplay  @Vans_WW
Uploaded January 2020 | Updated September 2026, 20 hours ago
Gameplay resolution at 4K. DirectX12 back-end. Radeon Image Sharpening is on.

The NeoGeo is NOT a native 60hz machine. In every single commercial re-release of this game, the game is forced to either run at 60hz (faster) or v-sync AT 60 hz (frame-skips, judders, etc). This makes it EXTREMELY hard to react in any version that isn't running on a NeoGeo in a CRT. Enter RetroArch and the "sync to exact content framerate" option. With this enabled, my panel is drawing a game frame whenever the frame is complete. Yes, the game is now running at its native frame-rate, and is being displayed PERFECTLY on my panel. I cannot stress enough how difficult it is to play this game if the framerate is not correct. Emulation has come a long way, I am simply in love.

CPU: Ryzen 3700X
Mobo: MSI b450 Gaming PLUS
GPU: AMD Radeon VII @1750 MHz (-50 underclock), Memory clock: 1100 MHz @ 960mv. Custom fan curve.
RAM: Team Group TUF DDR4 3000 MT/s
Radeon Image Sharpening + HDR color space.

Gameplay recorded with Radeon Relive. Performance while recording decreases by some margin. Normally, the GPU power consumption sits between 40 and 60 watts. GPU utilization of this game is not very high. So this is not a hard game to run at max settings.
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Vans |

[RetroArch] Twinkle Star Sprites DX12 + FREESYNC + CRT easy-mode halation + RIS 4K Gameplay

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