RetroArch: Difference between revisions
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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 [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 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 | ||
*Custom resolution and refresh rate for video output, with exclusive fullscreen mode and monitor index for multi-monitor setups. | *Custom resolution 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 | *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. | ||
*[[Shaders and Filters|Pixel shaders]], primarily using 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. | *[[Shaders and Filters|Pixel shaders]], primarily using 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. | *Supports audio DSP filter plugins through .dsp configuration files. | ||