Editing RetroArch
Jump to navigation
Jump to search
Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.
The edit can be undone.
Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 53: | Line 53: | ||
*Gamepad auto-configuration profiles, so that gamepads are mapped automatically when connected. XInput controller autoconfig is built into the application, with other controller types available as external profiles. | *Gamepad auto-configuration profiles, so that gamepads are mapped automatically when connected. XInput controller autoconfig is built into the application, with other controller types available as external profiles. | ||
*Per-core and per-game configuration overrides | *Per-core and per-game configuration overrides | ||
− | *Built-in [https://docs.libretro.com/guides/crtswitchres/ <abbr title="On Windows OS you need CRT Emudriver OR EDID | + | *Built-in [https://docs.libretro.com/guides/crtswitchres/ <abbr title="On Windows OS you need CRT Emudriver OR CRT Modeline editor/EDID generator tool as well.">Custom resolution/CRTSwitchRes</abbr>] and refresh rate for video output, with exclusive fullscreen mode and monitor index for multi-monitor setups. |
*Dynamic rate control for smooth audio and video, even when the game's output rate differs from your system's. Especially obvious with systems like GBA that do not run 60Hz. | *Dynamic rate control for smooth audio and video, even when the game's output rate differs from your system's. Especially obvious with systems like GBA that do not run 60Hz. | ||
*Basic fast-forward, SRAM saving, savestate, etc. It supports serialization of the emulation state, which is used to provide real-time rewind and netplay. | *Basic fast-forward, SRAM saving, savestate, etc. It supports serialization of the emulation state, which is used to provide real-time rewind and netplay. |