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==Installing RetroArch on Linux==
 
==Installing RetroArch on Linux==
===Ubuntu based===
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===Debian based===
 
First, add the PPA for <code>ppa:libretro/stable</code> or <code>ppa:libretro/testing</code> for stable builds and dev builds respectively (instructions [[Emulation on Ubuntu|here]]), then type the following into a terminal:
 
First, add the PPA for <code>ppa:libretro/stable</code> or <code>ppa:libretro/testing</code> for stable builds and dev builds respectively (instructions [[Emulation on Ubuntu|here]]), then type the following into a terminal:
 
  sudo apt-get update
 
  sudo apt-get update
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===Mupen64Plus===
 
===Mupen64Plus===
This core has the option to choose between four graphics plugins and two RSP plugins:
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The following file need to be placed in the System folder to use the Rice plugin:
  
*Glide64 is the most recommended general use graphics plugin, as it is very compatible and reasonably accurate while still being decently fast.
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*<code>RiceVideoLinux.ini</code>
  
*Rice is much faster than Glide64, but it also suffers from a lot more issues. Only use if your device is too slow to handle Glide64.
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Download it [http://www.mediafire.com/?au459fbk8r86jat here].
  
*gln64 has even more problems than Rice, while not being much faster. Not recommended. Will likely be replaced with GLideN64 in the near future.
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<code>Glide64mk2.ini</code> is no longer needed in the current version of mupen64plus-libretro, as it is baked into the Glide64 now.
 
 
*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 CXD4 RSP is more accurate, and is needed for a few games to work correctly.
 
 
 
A good general purpose setup is Glide64 with the CXD4 RSP. If it's a tad slow for your setup, switch to the HLE RSP.
 
 
 
There is currently a bug in Glide64 that makes it so texture filtering is applied to everything, even when the Texture Filtering setting is set to Automatic. To make it display textures correctly, go to Core Options, toggle the setting to something other than Automatic, then set it back to Automatic. Glide64 will display textures correctly now, using the 3-point Bilinear method.
 
 
 
If you get strange texture issues while using Glide64, such as textures partially disappearing or popping over polygons, mess around with the Polygon Offset Factor setting in Core Options until the issue goes away. Keep in mind some games may require a more aggressive setting than others, so experiment until you get a good balance that works for most games. The optimal setting tends to be GPU-specific.
 
 
 
A few games, such as Star Fox 64, suffer from looking too dark due to a lack of gamma correction, which was done on real hardware. Short of implementing this in a plugin, a decent workaround is to use the image-adjustment.cg shader, and set the Target Gamma setting to 1.0. This will make such games look as they ought to.
 
  
 
===Super Game Boy===
 
===Super Game Boy===
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  retroarch "C:\Games\SNES\Super Game Boy 2 (Japan).sfc" --libretro ".\cores\bsnes_balanced_libretro.dll" --subsystem sgb "C:\Games\Game Boy\Kirby's Dream Land (USA, Europe).gb"
 
  retroarch "C:\Games\SNES\Super Game Boy 2 (Japan).sfc" --libretro ".\cores\bsnes_balanced_libretro.dll" --subsystem sgb "C:\Games\Game Boy\Kirby's Dream Land (USA, Europe).gb"
  
You will need <code>sgb.boot.rom</code> (CRC: ec8a83b9) in your System folder, this can be found on the [[Emulator Files]] page in the SNES file pack if you do not have it. If it is named "sgb_bios.bin" then rename it to "sgb.boot.rom".
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You will need <code>sgb.boot.rom</code> in your System folder, this can be found on the [[Emulator Files]] page in the SNES file pack if you do not have it.
 
 
CRC of Super Game Boy SNES cartridge roms:[http://wiki.libretro.com/index.php?title=Bsnes#Super_Gameboy_Support]
 
*Super Game Boy (Japan, USA) (Rev 1).sfc (CRC: 27a03c98)
 
*Super Game Boy (World) (Rev 2).sfc (CRC: 8a4a174f)
 
*Super Game Boy 2 (Japan).sfc (CRC: cb176e45)
 
  
 
You can also use the RetroArch-Phoenix launcher to load them, but YMMV since it is not being updated anymore. Also, you can create a batch file like [http://pastebin.com/raw.php?i=yLm3HuDT this] to be able to drag and drop Game Boy ROMs onto it and launch them in SGB mode.
 
You can also use the RetroArch-Phoenix launcher to load them, but YMMV since it is not being updated anymore. Also, you can create a batch file like [http://pastebin.com/raw.php?i=yLm3HuDT this] to be able to drag and drop Game Boy ROMs onto it and launch them in SGB mode.
 
Also, if you are using nightly build or Linux build it might just hang at black screen, even if you have all correct requirements.
 
  
 
===Dual Analog Controllers===
 
===Dual Analog Controllers===
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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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===Menu runs too fast===
 
===Menu runs too fast===
  
If Vsync is disabled for any reason, the menu may run unthrottled and scroll too fast to be usable. To fix this, enable ''Limit Maximum Run Speed'', and set ''Maximum Run Speed'' to 1.0x in ''Settings''→''Frame Throttle''. In the config file, these options are called <code>fastforward_ratio_throttle_enable</code> and <code>fastforward_ratio</code>. However, this will make fast forward not work, you will need to increase the ''Maximum Run Speed'' higher than 1.0x for that to work.
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If Vsync is disabled for any reason, the menu may run unthrottled and scroll too fast to be usable. To fix this, enable Limit Maximum Run Speed, and set Maximum Run Speed to 1.0x. In the config file, these options are called <code>fastforward_ratio_throttle_enable</code> and <code>fastforward_ratio</code>. However, this will make fast forward not work, you will need to increase the Maximum Run Speed higher than 1.0x for that to work.
  
This tends to happen when you first start up RetroArch and not after loading a game. This is because without a core loaded, the menu is only throttled by Vsync when ''Limit Maximum Run Speed'' is disabled, while cores are able to throttle on audio as well. Fastforward disables both Vsync and audio sync, which allows the core to run unthrottled unless it is specifically limited by the ''Limit Maximum Run Speed'' setting.
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This tends to happen when you first start up RetroArch and not after loading a game. This is because without a core loaded, the menu is only throttled by Vsync when Limit Maximum Run Speed is disabled, while cores are able to throttle on audio as well. Fastforward disables both Vsync and audio sync, which allows the core to run unthrottled unless it is specifically limited by the Maximum Run Speed setting.
 
 
In newer RetroArch versions, you can just enable ''Throttle Menu Framerate'' under ''Settings''→''Frame Throttle'' to specifically limit the menu to 60fps without impacting fastforward speed.
 
  
 
===Command prompt running and closing itself upon running retroarch.exe===
 
===Command prompt running and closing itself upon running retroarch.exe===
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If it happens on all cores with a clean config file, then try changing <code>video_driver</code> setting from <code>gl</code> to <code>d3d</code> or <code>sdl2</code>, if you have a particularly ancient GPU.
 
If it happens on all cores with a clean config file, then try changing <code>video_driver</code> setting from <code>gl</code> to <code>d3d</code> or <code>sdl2</code>, if you have a particularly ancient GPU.
 
===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.
 
 
===Stuttering due to inaccurate refresh rate estimation===
 
 
RetroArch uses [[Vsync#Dynamic_Rate_Control|Dynamic Rate Control]] to synchronize both audio and video rates of the emulated game to those of your system. It relies on the refresh rate setting being accurate to your display. By default, it is set to sync to 59.95Hz, which is the standard rate for NTSC video. However, if your display runs at a different rate than what , it can cause problems with synchronization, so you should make sure that setting accurately reflects your display's actual refresh rate. If you don't know your display's exact refresh rate, RetroArch provides a couple of ways of accurately estimating it.
 
 
The first method is to go into ''Settings''→''Video'' in the menu, and go to ''Estimated Monitor Framerate''. You'll probably see it already counting up frames as soon as you enter that menu. In order to get an accurate reading, press '''Start''' button or '''Spacebar''' key to reset the counter, then let it run for 2048 frames (about 34 seconds at 60fps), then press '''A''' button or '''Enter''' key to have the estimation set as the refresh rate for synchronization. A lower deviation is better for accurate estimation, using exclusive fullscreen can help with that.
 
 
The second method is to simply launch RetroArch from the command line in verbose logging mode, by doing <code>retroarch --menu --verbose</code>, and let it run for at least 4096 frames (about 1 minute at 60fps). When you close RetroArch, it will report the estimation results in the log. Again, running in exclusive fullscreen gives more accurate results. Example estimation output:
 
 
RetroArch [INFO] :: Average audio buffer saturation: 49.84 %, standard deviation (percentage points): 11.99 %.
 
RetroArch [INFO] :: Amount of time spent close to underrun: 0.70 %. Close to blocking: 1.04 %.
 
RetroArch [INFO] :: Average monitor Hz: 60.006001 Hz. (27.568 % frame time deviation, based on 2048 last samples).
 
 
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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*[https://github.com/libretro/RetroArch/wiki/RGUI RGUI Documentation]
 
*[https://github.com/libretro/RetroArch/wiki/RGUI RGUI Documentation]
 
*[http://www.libretro.com/index.php/wiki/configuration/general-configuration/ General Configuration]
 
*[http://www.libretro.com/index.php/wiki/configuration/general-configuration/ General Configuration]
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*[http://www.libretro.com/index.php/wiki/configuration/windows-guide/ Advanced Configuration]
  
 
[[Category:FAQs]]
 
[[Category:FAQs]]
 
[[Category:RetroArch]]
 
[[Category:RetroArch]]

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