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RetroArch

52 bytes added, 10 April
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|logo = Retroarch.png
|logowidth = 250
|developer = Squarepusher, themaister, [https://github.com/libretro/RetroArch/graphs/contributors others]
|version = {{Version|RetroArch}}
|active = Yes
|type = [[libretro]] frontend
|prog-lang = C, C++
|website = [httphttps://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]
|source = [https://github.com/libretro GitHub]
*[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://pyra-handheld.com/boards/threads/retroarch-1-7-2.81254/ RetroArch for Pandora on OpenPandora's repo] (1.7.3) and [httphttps://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://boards.dingoonity.org/gcw-development/(test-release)-retroarch-for-gcw0/ RetroArch for GCW Zero (.opk)] (0.1b) {Unofficial test build}
*[[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|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://www.libretromedium.com/index.php@libretro/retroarch-1-7-2%E2%80%8A-%E2%80%8Aachievingachieving-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.
==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 [httphttps://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.
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