RetroArch: Difference between revisions

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*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.
*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]] and [[Shader_Presets|presets]], 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.
*Custom overlay support.
*Custom overlay support.
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*[[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.
*[[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.
*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.
*Run-ahead to reduce latency. This setting allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. It allows emulators to [https://www.libretro.com/index.php/retroarch-1-7-2%E2%80%8A-%E2%80%8Aachieving-better-latency-than-original-hardware-through-new-runahead-method/ achieve better latency than original hardware] (Official debut in version 1.7.2).
*Supports [[Input_lag|input lag-mitigating techniques]]. This setting allows cycle-accuracy emulators to run ahead of mandatory 1 or 2 frames of input lag. It allows emulators to [https://www.libretro.com/index.php/retroarch-1-7-2%E2%80%8A-%E2%80%8Aachieving-better-latency-than-original-hardware-through-new-runahead-method/ achieve better latency than original hardware] (Official debut in version 1.7.2).
*[https://retroachievements.org/download.php#ralibretro 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 frontend you have other options as well.


==Building RetroArch==
==Building RetroArch==