Start with the TV: select the console’s input, turn on Game mode or its equivalent, and disable motion interpolation if controls still feel delayed. For an older console with analog video output, use a scaler that supports the console’s signal and the TV’s connection. These changes can reduce delay in parts of the setup, but no single setting or device guarantees zero lag across the complete console-to-screen chain.
What input lag means for a retro gaming setup
Input lag is the time between a source sending a signal and the TV displaying it. It is only one part of the delay a player experiences: the console, controller, any adapter or scaler, and the TV can all contribute. A TV’s published input-lag result therefore does not describe the complete controller-to-screen delay in your setup. RTINGS defines and measures TV input lag at specified signal formats and settings.
For context, RTINGS’ 2025 testing guidance gives a 60 Hz TV a minimum display refresh-cycle interval of 8.33 ms, and labels less than 15 ms “Good value” for 1080p at 60 Hz. Those are display-side testing references, not guarantees about total system latency or universal thresholds for every player and source. Check the measurement conditions and methodology before using a TV result to predict your own setup.
Reduce delay with TV settings
Enable Game mode on the console’s input
Choose the HDMI or other input connected to the console, then enable that TV input’s Game mode, Game Optimizer, or equivalent low-latency setting. The exact label and menu path depend on the make, model, and software version; some features are limited to select models. Consult the instructions for your specific TV rather than assuming a brand-wide path. Sony’s instructions vary by TV model, and LG notes Game Optimizer model limitations.
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Turn off demanding picture processing
If the picture still feels behind your button presses, test with motion interpolation and other demanding processing features disabled. Processing that analyzes or modifies the image can add delay; brightness controls generally do not. Game mode may disable some picture options automatically, so compare settings that are actually available on your model. RTINGS discusses processing and input-lag test results.
Check whether ALLM is actually active
Auto Low Latency Mode (ALLM) is intended to let compatible HDMI equipment switch the TV into a low-latency mode automatically. It depends on compatible devices and model-specific support. An older analog console or a converter may not provide the signaling the TV expects, so verify the TV’s status or Game mode indicator instead of assuming ALLM engaged. If in doubt, select Game mode manually. LG describes its model-dependent ALLM and Game Optimizer options; Sony explains source-triggered ALLM switching.
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Connect an analog console to an HDTV
First identify the console’s actual video output and every device between it and the TV. Retro consoles may output composite, S-Video, component, or SCART RGB; the cable and scaler must match the console’s output and the scaler’s input. A scaler can convert a compatible analog signal to a digital output the HDTV accepts, but it does not remove delay elsewhere in the chain. The RetroTINK-5X Pro manual documents these input families for that particular product; it is an example, not a universal recommendation for every console.
Understand a scaler’s buffering modes
Scaler design and mode affect latency and compatibility. The RetroTINK-5X Pro manual lists approximately 0.25 frames of lag in Frame Lock and approximately 0.25 to 1.25 frames in Triple Buffer. These are device- and mode-specific figures, not end-to-end console-to-screen measurements. The manual says Frame Lock may be incompatible with some TVs or capture cards; Triple Buffer can improve compatibility but may add lag and occasional judder. Choose a mode that works reliably with your display. See the manual’s mode details.
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RetroTINK’s 2021 announcement says the 5X Pro’s motion-adaptive deinterlacer adds no lag, a manufacturer claim about that feature rather than proof that the full setup has no delay. The announcement also describes Triple Buffer more simply as adding one frame; for the mode’s approximate range and tradeoffs, use the more detailed manual figures. Read RetroTINK’s product announcement.
Test the complete chain in a useful order
- Trace the video path. Note the console output, cable, any converter or scaler, the scaler’s selected mode, and the TV input. Confirm each connection supports the signal on either side.
- Set the TV input to Game mode. Use the TV’s model-specific instructions and confirm the setting applies to the input the console uses.
- Disable motion interpolation and other demanding processing. Compare the same game and controls with processing off, changing one setting at a time.
- Verify ALLM rather than relying on it. Check the TV’s mode/status display; manually select Game mode if automatic switching did not occur.
- Compare scaler modes if you use one. Try a compatible low-latency option, then check for reliable picture output, judder, or compatibility problems with your TV.
Testing the same game and input method after each change helps reveal which part of the chain affects responsiveness. The available sources do not establish one universal total-lag figure for a particular console, controller, scaler, TV, and set of settings.
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What to check when comparing TVs
Compare input-lag measurements taken at the resolution and refresh rate relevant to your console, and note whether the TV was in Game mode and whether image processing was enabled. RTINGS publishes results across signal formats and settings; a figure measured at a different refresh rate or with different processing may not predict your use. Remember that the TV-side measurement excludes other contributors such as the console and controller. Review the test conditions alongside the numbers.
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