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Using RetroArch

766 bytes added, 07:42, 29 May 2016
Problems and Solutions
===Performance issues while using the GL driver===
Windows users with Nvidia users hardware may find that even while idle, RetroArch CPU usage is upwards of 12% or above while using the GL video driver. If this is the case, go into the Nvidia Control Panel, and under Manage 3D Settings, check to see if the Threaded Optimizations option is set to Auto or On. If so, add retroarch.exe to the list of programs, and then toggle it to Off. This should lower CPU usage drastically.
===Stuttering due to inaccurate refresh rate estimation===
The refresh rate given there should be very accurate, and you can copy it into <code>video_refresh_rate</code> in your config file.
 
===Stuttering on multi-monitor setups===
 
Further testing is needed, but on multi-monitor setups on Windows using the GL driver, it appears RetroArch will only sync smoothly when outputting to the Windows-designated primary monitor. Outputting to a secondary monitor will often result in occasional stutter, even in exclusive fullscreen and after accurate refresh rate estimation, [[https://mollyrocket.com/casey/blog_0032.html possibly due to a WGL oversight]]. Short of switching primary and secondary designations prior to opening RetroArch, increasing audio latency or using only audio sync seems to help mitigate this to an extent. Switching to either the D3D or Vulkan (if available) driver appears to eliminate this problem completely.
==External links==
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