Difference between revisions of "RetroArch"

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(Mobile/Console Versions)
(Tags: Mobile edit, Mobile web edit)
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|logowidth = 250
 
|logowidth = 250
 
|developer    = Squarepusher, themaister, others
 
|developer    = Squarepusher, themaister, others
|version      = {{RetroArchVer}}
+
|version      = {{Version|RetroArch}}
 
|active        = Yes
 
|active        = Yes
|platform      = [[Emulators on PC|Windows]]<br/>[[Emulators on macOS|macOS]]<br/>Linux<br/>[[Emulators on Android|Android]]<br/>[[Emulators on iOS|iOS]] (jailbroken)<br/>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/>GCW Zero (Unofficial)<br/>OpenDingux<br/>BlackBerry<br/>Steam Link
+
|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]] (jailbroken)<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 = C, C++
|website      = [http://www.libretro.com/ libretro.com]
+
|website      = [https://www.libretro.com/ libretro.com]
|support = [https://www.patreon.com/libretro Patreon], [https://www.retroarch.com/index.php?page=donate Donate]
+
|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 GitHub]
 
|license      = GNU GPLv3
 
|license      = GNU GPLv3
Line 17: Line 17:
  
 
==Downloads==
 
==Downloads==
 +
Note: Some libretro cores are maintained separately from their originators, and thus possess a different update timeline.
 
*[https://buildbot.libretro.com/stable/ RetroArch Stable Builds]
 
*[https://buildbot.libretro.com/stable/ RetroArch Stable Builds]
 
*[https://buildbot.libretro.com/nightly/ RetroArch Nightly Builds]
 
*[https://buildbot.libretro.com/nightly/ RetroArch Nightly Builds]
 
*[https://buildbot.libretro.com/nightly/windows/ Windows RetroArch-Nightly-Installer]
 
*[https://buildbot.libretro.com/nightly/windows/ Windows RetroArch-Nightly-Installer]
 
*Ubuntu PPAs: [https://launchpad.net/~libretro/+archive/ubuntu/stable Stable], [https://launchpad.net/~libretro/+archive/ubuntu/testing Nightly/Testing]
 
*Ubuntu PPAs: [https://launchpad.net/~libretro/+archive/ubuntu/stable Stable], [https://launchpad.net/~libretro/+archive/ubuntu/testing Nightly/Testing]
*Arch Linux User Repositories: [https://aur.archlinux.org/packages/retroarch/ Stable], [https://aur.archlinux.org/packages/retroarch-git/ Testing], [https://aur.archlinux.org/packages.php?O=0&K=libretro&do_Search=Go All], [https://aur.archlinux.org/packages/libretro-super-git/ libretro-super]
+
*Arch Linux User Repositories: [https://aur.archlinux.org/packages/retroarch-git/ Testing], [https://aur.archlinux.org/packages?O=0&K=libretro&submit=Go All]
  
 
===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://buildbot.libretro.com/stable/{{RetroArchVer}}/apple/ios/RetroArch.ipa RetroArch for iOS] ({{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}}/playstation/psp/RetroArch.7z RetroArch for Playstation Portable] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/psp/RetroArch.7z RetroArch for Playstation Portable] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/vita/RetroArch.vpk RetroArch for PlayStation Vita/TV] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/vita/RetroArch.vpk RetroArch for PlayStation Vita/TV] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/ps2/RetroArch_elf.7z RetroArch for Playstation 2] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/playstation/ps2/RetroArch_elf.7z RetroArch for Playstation 2] ({{RetroArchVer}})
*[https://xbins.org/libretro/stable/1.9.0/playstation/ps3 RetroArch for PlayStation 3 (DEX)] (1.9.0)
+
*[https://xbins.org/libretro/stable/1.9.0/playstation/ps3/RetroArch.PS3.CEX.PS3.pkg RetroArch for PlayStation 3 (DEX)] (1.9.0)
*[https://bintray.com/osirizx/libretro/ps4/latest#files RetroArch for PlayStation 4] (1.8.8) {Unofficial port}
+
*[https://xbins.org/libretro/stable/1.7.4/xbox/xbox/RetroArch.zip RetroArch for Xbox] (1.7.4)
*[https://xbins.org/libretro/stable/1.7.7/xbox/xbox/RetroArch.zip RetroArch for Xbox] (1.7.7)
 
 
*[https://digiex.net/threads/retroarch-360-0-9-8-3-download-sega-sens-gameboy-finalburn-emulator-for-xbox-360.12395/ RetroArch for Xbox 360] (0.9.8.3)
 
*[https://digiex.net/threads/retroarch-360-0-9-8-3-download-sega-sens-gameboy-finalburn-emulator-for-xbox-360.12395/ RetroArch for Xbox 360] (0.9.8.3)
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/windows-msvc2017-uwp/x64/RetroArch-msvc2017-UWP_x64.appxbundle RetroArch for Xbox One / Universal Windows Platform] ({{RetroArchVer}})
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/windows-msvc2019-uwp/x64/RetroArch-msvc2019-UWP_x64.msixbundle RetroArch for Xbox One / Universal Windows Platform] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/ngc/RetroArch.7z RetroArch for GameCube] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/ngc/RetroArch.7z RetroArch for GameCube] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wii/RetroArch.7z RetroArch for Wii] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wii/RetroArch.7z RetroArch for Wii] ({{RetroArchVer}})
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wiiu/RetroArch.7z RetroArch for Wii U] ({{RetroArchVer}})
+
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/wiiu/RetroArch_rpx.7z RetroArch for Wii U] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/3ds/RetroArch_cia.7z RetroArch for Nintendo 3DS (.cia)] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/3ds/RetroArch_cia.7z RetroArch for Nintendo 3DS (.cia)] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/switch/libnx/RetroArch.7z RetroArch for Nintendo Switch] ({{RetroArchVer}})
 
*[https://buildbot.libretro.com/stable/{{RetroArchVer}}/nintendo/switch/libnx/RetroArch.7z RetroArch for Nintendo Switch] ({{RetroArchVer}})
*[https://pyra-handheld.com/boards/threads/retroarch-1-7-2.81254/ RetroArch for Pandora on OpenPandora's repo] (1.7.3) and [http://repo.openpandora.org/?page=detail&app=retroarch.lifning.001 old 2013 variant] (0.9.9.1)
+
*[https://pyra-handheld.com/boards/threads/retroarch-1-7-2.81254/ RetroArch for Pandora on OpenPandora's repo] (1.7.3) and [https://repo.openpandora.org/?page=detail&app=retroarch.lifning.001 old 2013 variant] (0.9.9.1)
 
*[https://pyra-handheld.com/repo/apps/53 RetroArch for Pyra] (1.9.6)
 
*[https://pyra-handheld.com/repo/apps/53 RetroArch for Pyra] (1.9.6)
 
*[https://boards.dingoonity.org/gcw-development/(test-release)-retroarch-for-gcw0/ RetroArch for GCW Zero (.opk)] (0.1b) {Unofficial test build}
 
*[https://boards.dingoonity.org/gcw-development/(test-release)-retroarch-for-gcw0/ RetroArch for GCW Zero (.opk)] (0.1b) {Unofficial test build}
*[https://buildbot.libretro.com/stable/1.7.7/steam/steamlink/RetroArch.zip RetroArch for Steam Link] (1.7.7)
+
*[https://store.steampowered.com/app/1118310/RetroArch/ RetroArch on Steam]
  
 
==Supported Systems==
 
==Supported Systems==
Line 49: Line 50:
 
==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.
+
*Built-in [https://docs.libretro.com/guides/crtswitchres/ <abbr title="On Windows OS you need CRT Emudriver OR EDID editor tool such as 'Custom Resolution Utility'.">Custom resolution/CRTSwitchRes</abbr>] 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 is different from your system. 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 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.
 
*Supports audio DSP filter plugins through .dsp configuration files.
 
*Custom overlay support.
 
*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.
 
*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 [https://www.retroarch.com/index.php?page=recording setup], it is possible to stream on Twitch the content of the game played.
 
*Streaming support. By adding your twitch account to RetroArch and making some small [https://www.retroarch.com/index.php?page=recording 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.
+
*[[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]]. 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].
 +
*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.
  
 
==Building RetroArch==
 
==Building RetroArch==
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==Netplay==
 
==Netplay==
Netplay is now usable from the menu in current builds, under Settings>Netplay Options. You can get it to work with the [https://github.com/libretro/RetroArch/wiki/Using-command-line command line] or the long-deprecated [http://www.mediafire.com/download/yrydc78bl6y82z4/retroarch-phoenix.7z RetroArch-Phoenix Launcher] as well in older builds.
+
Netplay is now usable from the menu in current builds, under Settings>Netplay Options. You can get it to work with the [https://github.com/libretro/RetroArch/wiki/Using-command-line command line] or the long-deprecated [https://www.mediafire.com/download/yrydc78bl6y82z4/retroarch-phoenix.7z 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.
 
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.
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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.
+
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.
  
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).
  
 
==Alternative Launchers and Frontends==  
 
==Alternative Launchers and Frontends==  
Line 86: Line 89:
  
 
{{Main|Frontends}}
 
{{Main|Frontends}}
 +
 +
==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, DuckStation and 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>.
 +
 +
==Also See==
 +
* [[EmulatorJS]]
 +
* [https://emulation.gametechwiki.com/index.php/Category:RetroArch_PSP RetroArch PSP]
  
 
==External links==
 
==External links==
Line 92: Line 102:
 
*[https://discordapp.com/invite/27Xxm2h Official Discord server]
 
*[https://discordapp.com/invite/27Xxm2h Official Discord server]
 
*[https://www.youtube.com/user/Libretro/ Official Youtube channel]
 
*[https://www.youtube.com/user/Libretro/ Official Youtube channel]
 +
 +
==References==
 +
{{Reflist}}
  
 
[[Category:RetroArch|*]]
 
[[Category:RetroArch|*]]
Line 99: Line 112:
 
[[Category:Linux emulation software]]
 
[[Category:Linux emulation software]]
 
[[Category:macOS emulation software]]
 
[[Category:macOS emulation software]]
 +
[[Category:Haiku emulation software]]
 
[[Category:Raspberry Pi emulation software]]
 
[[Category:Raspberry Pi emulation software]]
 
[[Category:Pandora emulation software]]
 
[[Category:Pandora emulation software]]

Latest revision as of 11:22, 8 February 2024

RetroArch
Retroarch.png
Developer(s) Squarepusher, themaister, others
Latest version 1.18.0 [+]
Active Yes
Platform(s) Windows
macOS
Linux
Haiku
Android
iOS (jailbroken)
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 GNU GPLv3
Source code 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]

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

Mobile/Console Versions[edit]

Supported Systems[edit]

Main article: libretro#Cores

Features[edit]

  • 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]

Main article: Building RetroArch

Using RetroArch[edit]

Main article: Using RetroArch

RetroArch for Dummies[edit]

Main article: Dummies Guide: RetroArch

Netplay[edit]

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.

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.

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]

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]

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, DuckStation and Reicast development has halted[1][2].

Also See[edit]

External links[edit]

References[edit]