Batocera Tuning
Performance: why the frontend or a game runs slow, and how to fix it. Assumes
the connection pattern and batocera.conf model from batocera-ops. The theme
throughout: diagnose the machine state before blaming config, themes, or
gamelists. Most "it got slow" reports are a throttle or a leak, not the thing
the user suspects.
Diagnostic order for "the frontend is slow"
Work down this list; each step is one command and rules out a whole class:
- CPU governor. A frontend that is laggy from cold boot and stays laggy
through a reboot is almost always the CPU stuck in
powersave:
If it saysSSHB "cat /sys/devices/system/cpu/cpu0/cpufreq/scaling_governor"powersavedespitesystem.cpu.governor=performance, see the governor fix below. This is step 1 because it's the most common cause and the cheapest check. - ES event hooks. Lag that gets progressively worse as you navigate, and
is cured only by an ES restart, points at a slow/leaky ES event hook. ES runs
every executable in its scripts dirs on menu events — a
system-selectedhook fires on every carousel tile change and can add permanent per-frame cost. Audit/userdata/system/scripts/and/userdata/system/configs/emulationstation/scripts/. Because hooks are global (not theme-scoped), this masquerades as a "theme-independent ES bug" — the tell is that it accumulates per tile visited. See below. - Texture cache. Lag that's fine at first and worsens with a large media set,
with revisits staying fast, can be ES texture-cache eviction thrash. Raising
MaxVRAMines_settings.cfg(e.g. to 1024) can help, but measure — on some builds the GPU floor and MaxVRAM make no difference and the real cause is #1 or #2. - GPU clock floor. Only chase this after 1–3. On a vsync-paced frontend the GPU often won't upclock on its own, but pinning a higher floor frequently makes no measurable difference — A/B it before persisting anything.
Measure, don't assume: a framerate overlay (DrawFramerate=true in
es_settings.cfg) plus the batocera-ops screenshot loop lets you read fps on
a specific tile remotely. Turn it back off when done.
Do not drive these tests with synthetic input (see batocera-ops doctrine).
Ask the human to navigate, and read results from logs / screenshots / /proc.
Also note: a governor re-assert (below) may fire ~60–90s after boot, so the first
minute can feel slow even when fixed — don't let anyone judge inside that window.
The v43 governor-at-boot failure
On some v43 builds, system.cpu.governor=performance fails to apply at every
boot: the init script (/etc/init.d/S18governor) runs but its sysfs write
silently fails (redirected to /dev/null), leaving intel_pstate's default
powersave (~1.5 GHz vs the chip's ~3.4 GHz). A reboot does not fix it — every
boot lands in powersave.
Fix: re-assert the governor from a boot service after userspace is up, and
periodically thereafter. In /userdata/system/services/custom_service (the v43
replacement for custom.sh; see batocera-maintenance), add a loop that runs
/etc/init.d/S18governor start ~60s after boot and then hourly. Verify across a
reboot:
SSHB "cat /sys/devices/system/cpu/cpu0/cpufreq/scaling_governor" # after ~90s uptime
Bonus hazard covered by the same hourly re-assert: batocera-shutdown's
fake-suspend can save the governor state such that a repeated fake-suspend strands
the machine in powersave permanently. The periodic re-assert covers that too.
The overclock / CPU-speed scoping trap
Overclock and CPU-speed core options are keyed on the emulator/core context,
which is not always the rom directory you think you're affecting. Example: a
fbneo.fbneo-cpu-speed-adjust=200% key applies to launches in the fbneo core
context — it does not reach games launched out of a different rom directory
(e.g. neogeo) even though they run on the same underlying core. If Neo Geo games
still run at 100% after you "set the fbneo overclock," that's why: they need a
neogeo.<key> of their own.
To find the right scope, launch the game and read
/userdata/system/logs/es_launch_stdout.log for the system/emulator/core it
actually used, then key the override on that name. And remember the .opt
exception (batocera-ops → batocera-conf): a per-game .opt replaces global
core options, so a game with an .opt takes its CPU value from inside the .opt,
not from batocera.conf — set it there for that game.
ES event-hook frame cost
Expanding on step 2: an installed ES event hook (say, a home-automation
integration that pings a server on system-selected) executes on every carousel
move. Even a fast-looking script can leave a couple of milliseconds of permanent
per-frame cost that accumulates per tile visited until ES is restarted, dragging
a 60 fps menu down to single digits after a while. Diagnosing it:
- Symptom shape: per-visit accumulation (revisiting two tiles 50 times degrades as much as visiting 50 different tiles), cured only by ES restart.
- Confirm with ES debug logging (
es.customsargs=--debuginbatocera.conf, picked up on a plainkill -9restart of ES, no reboot needed): you'll see the hookfireEvent → executing:line on every tile change. - Fix: remove the hook. If you want the integration, poll from the other side instead of installing an ES event hook. Trap: some agents/services rewrite their hooks on every boot/start — remove the service/agent that installs them, not just the hook files, or they reappear next boot.
Tuning 3D-heavy games (PSX, PS2, Dreamcast, N64 class)
Graphics tuning only pays off on 3D systems whose emulators expose rendering levers. 8/16-bit libretro systems render native-res for pennies — they have no resolution or backend knobs worth touching, and "tuning" them means frameskip or the overclock keys above. Don't burn a session tuning a 2D system.
Know the hardware before proposing values. One command each:
SSHB "batocera-info" # CPU model/cores, RAM, display resolution
SSHB "batocera-vulkan hasVulkan; batocera-vulkan hasDiscrete; batocera-vulkan listDevices"
An iGPU-only box (hasDiscrete false) and a discrete-GPU box want different
defaults; find out which you're on before copying settings from a forum post.
The two levers, in order:
- Internal resolution scale — the dominant cost knob on 3D emulators
(
duckstation_resolution_scale,pcsx2_resolution,flycast_render_resolution, …). Each step multiplies fill-rate cost; on an iGPU, 1x-2x native is realistic and forum-copied 4x+ is not. - Graphics backend — Vulkan vs OpenGL. On Intel iGPUs Vulkan is a common stability problem, not just a performance choice (see the table below).
Discover the exact key names and accepted values per emulator in
es_features.cfg (batocera-ops → batocera-conf reference) rather than
guessing — values can be opaque enums (PCSX2 OpenGL is
ps2.pcsx2_gfxbackend=12).
Crash and slowdown patterns in the emulator logs under
/userdata/system/logs/ (read es_launch_stdout.log first to see which
emulator/core actually ran):
| Log pattern | Likely cause | First fix |
|---|---|---|
VK_ERROR_*, vkQueueSubmit failure, device lost |
Vulkan instability, esp. on Intel iGPUs | Switch that emulator's backend to OpenGL |
std::bad_alloc, OOM-killer hit in dmesg |
Resolution scale / texture cost beyond memory | Drop resolution scale one step |
| Slowdown or audio crackle, no crash | GPU fill-rate saturated | Drop resolution scale before reaching for frameskip |
Scope fixes per game where one heavy title is the problem
(psx["Game (USA).chd"].duckstation_gfxbackend=…) rather than degrading the
whole system for it.
Run-ahead and input latency
Run-ahead hides emulation input latency by simulating N frames ahead each frame —
great feel, but it multiplies CPU cost (each run-ahead frame is a full re-emulate)
and needs a core that supports save-states. Enable modestly
(<system>.retroarch.run_ahead_frames=1) on systems where the CPU has headroom;
back off if it introduces audio crackle or drops frames. On a weak cabinet iGPU,
prefer 1 frame and reserve it for the systems where latency matters most (fighters,
shmups) rather than globally.