RetroArch: Difference between revisions

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|website      = [https://www.libretro.com/ libretro.com]
|website      = [https://www.libretro.com/ libretro.com]
|support = [https://www.patreon.com/libretro Patreon]<br/>[https://github.com/sponsors/libretro GitHub Sponsor]<br/>[https://liberapay.com/Libretro/donate Liberapay]
|support = [https://www.patreon.com/libretro Patreon]<br/>[https://github.com/sponsors/libretro GitHub Sponsor]<br/>[https://liberapay.com/Libretro/donate Liberapay]
|source        = [https://github.com/libretro GitHub]
|source        = [https://github.com/libretro/RetroArch GitHub]
|issuetracker = [https://github.com/libretro/RetroArch/issues GitHub]
|license      = {{license|GPLv3}}
|license      = {{license|GPLv3}}
|release      = Jan 11, 2014 (v1.0.0.0)
}}
}}


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==Features==
==Features==
*Consistency across multiple platforms, using the same UI structure and a fully featured command line interface.
*Consistency across multiple platforms, using the same UI structure and a fully featured command-line interface.
*Gamepad-controlled menu system with multiple styles available, such as XMB or Material UI. (There's also a [https://www.youtube.com/watch?v=hfuioGjCItw QT-based 'WIMP' desktop-style interface] for PC platforms that was announced before and released in version [https://www.libretro.com/index.php/retroarch-1-7-3-released/ 1.7.3].)
*Gamepad-controlled menu system with multiple styles available, such as XMB or Material UI. (There's also a {{YouTubeVideo|hfuioGjCItw|QT-based 'WIMP' desktop-style interface}} for PC platforms that was announced before and released in version [https://www.libretro.com/index.php/retroarch-1-7-3-released/ 1.7.3].)
*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
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*Options for decreasing input latency related to vsync by eliminating buffering by the video driver, as well as using frame delay to delay polling of inputs until right before a vsync occurs on the display.
*Options for decreasing input latency related to vsync by eliminating buffering by the video driver, as well as using frame delay to delay polling of inputs until right before a vsync occurs on the display.
*Supports [[Input_lag|input lag-mitigating techniques]]. One of these setting is "Run-ahead" which allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. These settings allow emulators to [https://medium.com/@libretro/retroarch-1-7-2-achieving-better-latency-than-original-hardware-through-new-runahead-method-1b80d26bb5d1/ achieve better latency than original hardware] (Run-ahead option official debut in version 1.7.2).
*Supports [[Input_lag|input lag-mitigating techniques]]. One of these setting is "Run-ahead" which allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. These settings allow emulators to [https://medium.com/@libretro/retroarch-1-7-2-achieving-better-latency-than-original-hardware-through-new-runahead-method-1b80d26bb5d1/ achieve better latency than original hardware] (Run-ahead option official debut in version 1.7.2).
*[https://retroachievements.org/download.php#ralibretro RetroAchievements support].
*[https://retroachievements.org/downloads RetroAchievements support].
*Libretro cores compatible with [[BizHawk]] and [[Virtual_reality#VR_game_room_simulations|EmuVR]], so if you don't like using RetroArch as a [[Frontends|frontend]] you have other options as well.
*Libretro cores compatible with [[BizHawk]] and [[Virtual_reality#VR_game_room_simulations|EmuVR]], so if you don't like using RetroArch as a [[Frontends|frontend]] you have other options as well.


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Delay frames denote the maximum number of frames RetroArch's libretro cores will need to emulate at once to maintain synchronization due to actual network latency. You can figure out an appropriate ballpark for this number by pinging the other player and dividing the time (in milliseconds) by 16 (roughly the number of milliseconds in a frame from a game running at 60 fps). If the gameplay is a bit choppy, try increasing the number of delay frames a bit.
Delay frames denote the maximum number of frames RetroArch's libretro cores will need to emulate at once to maintain synchronization due to actual network latency. You can figure out an appropriate ballpark for this number by pinging the other player and dividing the time (in milliseconds) by 16 (roughly the number of milliseconds in a frame from a game running at 60 fps). If the gameplay is a bit choppy, try increasing the number of delay frames a bit.


Similar to the GGPO platform, RetroArch creates a constant stream of savestates which, along with button presses, are exchanged and compared between the server and client machines. If the savestates start to diverge, the game rolls back in time to a point where they both agree, and then the libretro cores emulates the missing frames all at once to get back to the appropriate spot. This gives the illusion of completely lagless inputs, which is invaluable for twitchy, fine controls.
Similarly to the GGPO platform, RetroArch creates a constant stream of savestates which, along with button presses, are exchanged and compared between the server and client machines. If the savestates start to diverge, the game rolls back in time to a point where they both agree, and then the libretro cores emulates the missing frames all at once to get back to the appropriate spot. This gives the illusion of completely lagless inputs, which is invaluable for twitchy, fine controls.


If you try to connect to a server and it immediately says client disconnected, open your log and make sure your ROMs match exactly (it will complain about a hash mismatch otherwise). If it gives you a weird time-out error, just close the window and try to connect again, and it should work itself out (sometimes excessive spikes in network latency can cause the states to diverge catastrophically, resulting in this error).
If you try to connect to a server and it immediately says client disconnected, open your log and make sure your ROMs match exactly (it will complain about a hash mismatch otherwise). If it gives you a weird time-out error, just close the window and try to connect again, and it should work itself out (sometimes excessive spikes in network latency can cause the states to diverge catastrophically, resulting in this error).
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*[https://docs.libretro.com/ Libretro Documentation] (Contains extensive documentation on the usage of Libretro, Retroarch, and its cores.)
*[https://docs.libretro.com/ Libretro Documentation] (Contains extensive documentation on the usage of Libretro, Retroarch, and its cores.)
*[https://forums.libretro.com/ Official forums]
*[https://forums.libretro.com/ Official forums]
*[https://discordapp.com/invite/27Xxm2h Official Discord server]
*[https://discord.com/invite/C4amCeV Official Discord server]
*[https://www.youtube.com/user/Libretro/ Official Youtube channel]
*{{YouTubeChannelOwner|Libretro|Official Youtube channel}}


==References==
==References==
{{Reflist}}
{{Reflist}}
[[Category:Software]]
[[Category:Software]]
[[Category:RetroArch|*]]
[[Category:RetroArch| ]]
[[Category:Frontends]]
[[Category:Frontends]]
[[Category:Netplay]]
[[Category:Netplay]]