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duckstation development is active again, not sure if supposed to mean for libretro core though
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|version      = {{Version|RetroArch}}
|version      = {{Version|RetroArch}}
|active        = Yes
|active        = Yes
|platform      = [[Emulators on Windows|Windows]]<br/>[[Emulators on macOS|macOS]]<br/>[[Emulators on Linux|Linux]]<br/>[[Emulators on Haiku|Haiku]]<br/>[[Emulators on Android|Android]]<br/>[[Emulators on iOS|iOS]]<br/>[[Emulators on Raspberry Pi|Raspberry Pi]]<br/>[[Emulators on Pandora|Pandora]]<br/>[[Emulators on DragonBox Pyra|Pyra]]<br/>[[Emulators on PS2|PlayStation 2]]<br/>[[Emulators on PS3|PlayStation 3]]<br/>[[Emulators on PS4|PlayStation 4]] (Unofficial)<br/>[[Emulators on PSP|PlayStation Portable]]<br/>[[Emulators on Vita|PlayStation Vita/TV]]<br/>[[Emulators on Xbox|Xbox]]<br/>[[Emulators on Xbox 360|Xbox 360]]<br/>[[Emulators on Xbox One|Xbox One]]<br/>[[Emulators on GameCube|GameCube]]<br/>[[Emulators on Wii|Wii]]<br/>[[Emulators on Wii U|Wii U]]<br/>[[Emulators on Switch|Nintendo Switch]]<br/>[[Emulators on 3DS|Nintendo 3DS]]<br/>[[Emulators on GCW Zero|GCW Zero]] (Unofficial)<br/>OpenDingux<br/>BlackBerry<br/>Steam Link<br/>Leapfrog
|platform      = [[Emulators on Windows|Windows]]<br/>[[Emulators on macOS|macOS]]<br/>[[Emulators on Linux|Linux]]<br/>[[Emulators on Haiku|Haiku]]<br/>[[Emulators on Android|Android]]<br/>[[Emulators on iOS|iOS]]<br/>[[Emulators on tvOS|tvOS]]<br/>[[Emulators on Raspberry Pi|Raspberry Pi]]<br/>[[Emulators on Pandora|Pandora]]<br/>[[Emulators on DragonBox Pyra|Pyra]]<br/>[[Emulators on PS2|PlayStation 2]]<br/>[[Emulators on PS3|PlayStation 3]]<br/>[[Emulators on PS4|PlayStation 4]] (Unofficial)<br/>[[Emulators on PSP|PlayStation Portable]]<br/>[[Emulators on Vita|PlayStation Vita/TV]]<br/>[[Emulators on Xbox|Xbox]]<br/>[[Emulators on Xbox 360|Xbox 360]]<br/>[[Emulators on Xbox One|Xbox One]]<br/>[[Emulators on GameCube|GameCube]]<br/>[[Emulators on Wii|Wii]]<br/>[[Emulators on Wii U|Wii U]]<br/>[[Emulators on Switch|Nintendo Switch]]<br/>[[Emulators on 3DS|Nintendo 3DS]]<br/>[[Emulators on GCW Zero|GCW Zero]] (Unofficial)<br/>OpenDingux<br/>BlackBerry<br/>Steam Link<br/>Leapfrog
|type          = [[libretro]] frontend
|type          = [[libretro]] frontend
|prog-lang = C, C++
|prog-lang = {{Proglang|C}}, {{Proglang|C++}}
|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]
|license      = GNU GPLv3
|issuetracker = [https://github.com/libretro/RetroArch/issues GitHub]
|license      = {{license|GPLv3}}
|release      = Jan 11, 2014 (v1.0.0.0)
}}
}}


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===Mobile/Console Versions===
===Mobile/Console Versions===
*[https://play.google.com/store/apps/details?id=com.retroarch RetroArch for Android on Play Store], 32-bit & 64-bit ARM (also [https://play.google.com/store/apps/details?id=com.retroarch.aarch64 Plus version])
*[https://play.google.com/store/apps/details?id=com.retroarch RetroArch for Android on Play Store], 32-bit & 64-bit ARM (also [https://play.google.com/store/apps/details?id=com.retroarch.aarch64 Plus version])
*[https://apps.apple.com/us/app/retroarch/id6499539433 RetroArch for iOS on App Store]
*[https://apps.apple.com/us/app/retroarch/id6499539433 RetroArch for iOS/tvOS on App Store]
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios9/RetroArchiOS9.ipa RetroArch for iOS9] ({{RetroArchVer}})
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios9/RetroArchiOS9.ipa RetroArch for iOS9] ({{RetroArchVer}})
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios-arm64/RetroArch.ipa RetroArch for iOS-arm64] ({{RetroArchVer}})
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios-arm64/RetroArch.ipa RetroArch for iOS-arm64] ({{RetroArchVer}})
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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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==Controversies==
==Controversies==
A number of controversies have sparked during the development of RetroArch, mostly due to Squarepusher/TwinAphex's attitude and actions towards upstream emulators. As a result, Reicast development has halted<ref>https://web.archive.org/web/20220201223114/https://old.reddit.com/r/emulation/comments/s8poim/pcsx2_qt_still_needs_to_be_split_up_into_parts/htkalk1//</ref><ref>https://github.com/skmp/reicast-emulator/issues/1928</ref>.
A number of controversies have sparked during the development of RetroArch, mostly due to Squarepusher/TwinAphex's attitude and actions towards upstream emulators. As a result, Reicast development has halted<ref>https://web.archive.org/web/20220201223114/https://old.reddit.com/r/emulation/comments/s8poim/pcsx2_qt_still_needs_to_be_split_up_into_parts/htkalk1//</ref><ref>https://github.com/skmp/reicast-emulator/issues/1928</ref>. For this reason many RA cores use different names (beetle for mednafen cores, swanstation for duckstation core, etc)


==Also See==
==Also See==
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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:RetroArch|*]]
[[Category:RetroArch| ]]
[[Category:Frontends]]
[[Category:Frontends]]
[[Category:Netplay]]
[[Category:Netplay]]
[[Category:Windows emulation software‏‎]]
[[Category:Windows software]]
[[Category:Linux emulation software]]
[[Category:Linux software]]
[[Category:macOS emulation software]]
[[Category:macOS software]]
[[Category:Haiku emulation software]]
[[Category:Haiku software]]
[[Category:Raspberry Pi emulation software]]
[[Category:Raspberry Pi software]]
[[Category:Pandora emulation software]]
[[Category:Pandora software]]
[[Category:Android emulation software]]
[[Category:Android software]]
[[Category:iOS emulation software]]
[[Category:iOS software]]
[[Category:PlayStation Portable emulation software]]
[[Category:PlayStation Portable software]]
[[Category:PlayStation Vita emulation software]]
[[Category:PlayStation Vita software]]
[[Category:PlayStation 2 emulation software]]
[[Category:PlayStation 2 software]]
[[Category:PlayStation 3 emulation software]]
[[Category:PlayStation 3 software]]
[[Category:PlayStation 4 emulation software]]
[[Category:PlayStation 4 software]]
[[Category:GameCube emulation software]]
[[Category:GameCube software]]
[[Category:Wii emulation software]]
[[Category:Wii software]]
[[Category:Wii U emulation software]]
[[Category:Wii U software]]
[[Category:3DS emulation software]]
[[Category:3DS software]]
[[Category:Switch emulation software]]
[[Category:Switch software]]
[[Category:Xbox emulation software]]
[[Category:Xbox software]]
[[Category:Xbox 360 emulation software]]
[[Category:Xbox 360 software]]
[[Category:Xbox One emulation software]]
[[Category:Xbox One software]]
[[Category:Web emulation software]]
[[Category:Web software]]
[[Category:Active software]]

Latest revision as of 15:32, 10 February 2026

RetroArch
Developer(s) Squarepusher, themaister, others
Release Jan 11, 2014 (v1.0.0.0)
Latest version 1.22.2 [+]
Active Yes
Platform(s) Windows
macOS
Linux
Haiku
Android
iOS
tvOS
Raspberry Pi
Pandora
Pyra
PlayStation 2
PlayStation 3
PlayStation 4 (Unofficial)
PlayStation Portable
PlayStation Vita/TV
Xbox
Xbox 360
Xbox One
GameCube
Wii
Wii U
Nintendo Switch
Nintendo 3DS
GCW Zero (Unofficial)
OpenDingux
BlackBerry
Steam Link
Leapfrog
Type libretro frontend
Programmed in C, C++
Website libretro.com
Support ($) Patreon
GitHub Sponsor
Liberapay
License GPLv3
Source code GitHub
Issue tracker GitHub

RetroArch (formerly SSNES) is an open-source, multi-platform libretro frontend written in C or C++. It is designed to be fast, lightweight, and portable.

Downloads

[edit | edit source]

Note: Some libretro cores are maintained separately from their originators, and thus possess a different update timeline.

Mobile/Console Versions

[edit | edit source]

Supported Systems

[edit | edit source]
Main article: libretro#Cores

Features

[edit | edit source]
  • 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 QT-based 'WIMP' desktop-style interface for PC platforms that was announced before and released in version 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.
  • Per-core and per-game configuration overrides
  • Built-in Custom resolution/CRTSwitchRes 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.
  • Basic fast-forward, SRAM saving, savestate, etc. It supports serialization of the emulation state, which is used to provide real-time rewind and netplay.
  • Pixel shaders and presets, primarily using Slang, Cg and GLSL, with HLSL on Xbox 360. The shader format it uses is flexible and fairly easy to use, allowing for complex multi-pass effects with adjustable runtime parameters. Also supports traditional video filter plugins that are run in software.
  • Supports audio DSP filter plugins through .dsp configuration files.
  • Custom overlay support.
  • FFmpeg recording and playback support. It can record either the native resolution output of the core or the post-processed output of the frontend. Playback is handled through an internal FFmpeg libretro core.
  • Streaming support. By adding your twitch account to RetroArch and making some small setup, it is possible to stream on Twitch the content of the game played.
  • GGPO-like netplay (latency hiding rollback). It should be lag-free if everyone involved emulates at full speed, doesn't live on opposite sides of the world, and has decent internet speeds. It uses peer-to-peer UDP and supports two players. Due to rollback, it requires a fair amount of CPU power to run, and only works with cores that support serialization.
  • 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-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 achieve better latency than original hardware (Run-ahead option official debut in version 1.7.2).
  • RetroAchievements support.
  • Libretro cores compatible with BizHawk and EmuVR, so if you don't like using RetroArch as a frontend you have other options as well.

Building RetroArch

[edit | edit source]
Main article: Building RetroArch

Using RetroArch

[edit | edit source]
Main article: Using RetroArch

RetroArch for Dummies

[edit | edit source]
Main article: Dummies Guide: RetroArch

Netplay

[edit | edit source]

Netplay is now usable from the menu in current builds, under Settings>Netplay Options. You can get it to work with the command line or the long-deprecated RetroArch-Phoenix Launcher as well in older builds.

You must specify whether you will be hosting (server) or joining (client) the game. If joining, you must also enter the host's IP address in the field below. Make sure your firewall is open on port 55435 (default; you can change it if you like) and that the port is forwarded in your router, if applicable. You can also specify 'spectator mode,' which will allow an arbitrary number of spectators to join and watch you play without being able to play themselves.

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.

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).

Alternative Launchers and Frontends

[edit | edit source]

There are plenty of other frontends that can either work as a launcher for RetroArch or you can replace it entirely with another libretro frontend.

Main article: Frontends

Controversies

[edit | edit source]

A number of controversies have sparked during the development of RetroArch, mostly due to Squarepusher/TwinAphex's attitude and actions towards upstream emulators. As a result, Reicast development has halted[1][2]. For this reason many RA cores use different names (beetle for mednafen cores, swanstation for duckstation core, etc)

Also See

[edit | edit source]
[edit | edit source]

References

[edit | edit source]