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  sudo apt-get update
 
  sudo apt-get update
 
   
 
   
  sudo apt-get install retroarch
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  sudo apt-get install retroarch retroarch-assets retroarch-joypad-autoconfig
 
   
 
   
 
  sudo apt-get install <corename>
 
  sudo apt-get install <corename>
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If you are going to play in a system that needs a BIOS (e.g. PS1), place the [[Emulator_Files#Multi-System|BIOS files]] in RetroArch's 'system' directory.
 
If you are going to play in a system that needs a BIOS (e.g. PS1), place the [[Emulator_Files#Multi-System|BIOS files]] in RetroArch's 'system' directory.
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Mednafen is very picky about which BIOS to use. The ones that you might need are:
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<ul>
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<li class="de2"><code>scph5500.bin</code></li>
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<li class="de2"><code>scph5501.bin</code></li>
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<li class="de2"><code>scph5502.bin</code></li>
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</ul>
  
 
===Disc images===
 
===Disc images===
  
RetroArch requires you to load games through CUE sheets. Ensure that the CUE sheet is properly set up in order for the game to run. See the [[Cue sheet (.cue)]] for more.
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[[Mednafen]] requires you to load games through CUE sheets. Ensure that the CUE sheet is properly set up in order for the game to run. See the [[Cue sheet (.cue)]] for more.
  
 
===Mupen64Plus===
 
===Mupen64Plus===
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*Angrylion is ultra accurate, but is too slow for most people to use. Requires the CXD4 RSP to work. Resolution must be set to 640x480 or higher.
 
*Angrylion is ultra accurate, but is too slow for most people to use. Requires the CXD4 RSP to work. Resolution must be set to 640x480 or higher.
 
*paraLLEl is a Vulkan renderer based on Angrylion. It is much faster than Angrylion, but is still incomplete and has more issues. Turning Synchronous RDP off results in a speed boost, but also breaks many things.
 
  
 
*The HLE RSP plugin is very fast and will work fine for most games.
 
*The HLE RSP plugin is very fast and will work fine for most games.
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===Transfer PS1 Memory Card Files===
 
===Transfer PS1 Memory Card Files===
RetroArch creates memory card files for each individual game, in contrast to PCSX-R/ePSXe where all game saves are stored into 2 memory card files. To transfer memory card files from PCSX-R/ePSXe to RetroArch:
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Mednafen creates memory card files for each individual game, in contrast to PCSX-R/ePSXe where all game saves are stored into 2 memory card files. To transfer memory card files from PCSX-R/ePSXe to RetroArch:
  
 
*Start game in RetroArch.
 
*Start game in RetroArch.
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===SoftFilters===
 
===SoftFilters===
Classic emulator filters like SuperEagle or Blargg's NTSC have been available as bsnes filter plugins in the past, which is no longer supported in bsnes/higan but was still available in RetroArch. However, this filter format was recently replaced with the SoftFilter spec, which has been upgraded to support more platforms, multi-threading and SIMD usage. The filters are dynamic libraries which are loaded in the menu under Settings>Video>Video Filter, which will apply the filter before any shaders are applied.  
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Classic emulator filters like SuperEagle or Blargg's NTSC have been available as bSNES filter plugins in the past, which is no longer supported in bSNES/higan but was still available in RetroArch. However, this filter format was recently replaced with the SoftFilter spec, which has been upgraded to support more platforms, multi-threading and SIMD usage. The filters are dynamic libraries which are loaded in the menu under Settings>Video>Video Filter, which will apply the filter before any shaders are applied.  
  
 
The filters are found [https://github.com/libretro/RetroArch/tree/master/gfx/video_filters here], which can be built for your platform with the makefile.  These files should be included in nightly builds from the buildbot.
 
The filters are found [https://github.com/libretro/RetroArch/tree/master/gfx/video_filters here], which can be built for your platform with the makefile.  These files should be included in nightly builds from the buildbot.
  
Note that these filters are WIP and may not work with all cores as they need to have codepaths for the pixel format the core uses (either 32bpp XRGB8888 or 16bpp RGB565). Blargg's NTSC is currently limited to 16bpp cores for example (bsnes is 32bpp so it won't work, but Snes9x is 16bpp so it works there). Cores that use Libretro GL for 3D like Mupen64Plus can not use these filters.
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Note that these filters are WIP and may not work with all cores as they need to have codepaths for the pixel format the core uses (either 32bpp XRGB8888 or 16bpp RGB565). Blargg's NTSC is currently limited to 16bpp cores for example (bSNES is 32bpp so it won't work, but SNES9x is 16bpp so it works there). Cores that use Libretro GL for 3D like Mupen64plus can not use these filters.
  
 
===Outputting log to a file===
 
===Outputting log to a file===
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===Performance issues while using the GL driver===
 
===Performance issues while using the GL driver===
  
Windows users with Nvidia hardware may find that even while idle, RetroArch CPU usage is upwards of 12% or above while using the GL video driver. If this is the case, go into the Nvidia Control Panel, and under Manage 3D Settings, check to see if the Threaded Optimizations option is set to Auto or On. If so, add retroarch.exe to the list of programs, and then toggle it to Off. This should lower CPU usage drastically.
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Nvidia users may find that even while idle, RetroArch CPU usage is upwards of 12% or above while using the GL video driver. If this is the case, go into the Nvidia Control Panel, and under Manage 3D Settings, check to see if the Threaded Optimizations option is set to Auto or On. If so, add retroarch.exe to the list of programs, and then toggle it to Off. This should lower CPU usage drastically.
  
 
===Stuttering due to inaccurate refresh rate estimation===
 
===Stuttering due to inaccurate refresh rate estimation===
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The refresh rate given there should be very accurate, and you can copy it into <code>video_refresh_rate</code> in your config file.
 
The refresh rate given there should be very accurate, and you can copy it into <code>video_refresh_rate</code> in your config file.
 
===Stuttering on multi-monitor setups===
 
 
Further testing is needed, but on multi-monitor setups on Windows using the GL driver, it appears RetroArch will only sync smoothly when outputting to the Windows-designated primary monitor. Outputting to a secondary monitor will often result in occasional stutter, even in exclusive fullscreen and after accurate refresh rate estimation, [https://mollyrocket.com/casey/blog_0032.html possibly due to a WGL oversight]. Short of switching primary and secondary designations prior to opening RetroArch, increasing audio latency and/or using only video sync seems to help mitigate this to an extent. Switching to either the D3D or Vulkan (if available) driver appears to eliminate this problem completely.
 
  
 
==External links==
 
==External links==

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