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Using RetroArch

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==Installing RetroArch on Linux==
===Debian Ubuntu based===
First, add the PPA for <code>ppa:libretro/stable</code> or <code>ppa:libretro/testing</code> for stable builds and dev builds respectively (instructions [[Emulation on Ubuntu|here]]), then type the following into a terminal:
sudo apt-get update
===Mupen64Plus===
*This core has the option to choose between four graphics plugins and two RSP plugins:
**Glide64 is the most recommended general use graphics plugin, as it is very compatible and reasonably accurate while still being decently fast.
**Rice is much faster than Glide64, but it also suffers from a lot more issues. Only use if your device is too slow to handle Glide64.
**gln64 has even more problems than Rice, while not being much faster. Not recommended. Will likely be replaced with GLideN64 in the near future.
**Angrylion is ultra accurate, but is too slow for most people to use. Requires the CXD4 RSP to work. Resolution must be set to 640x480 or higher.
**The HLE RSP plugin paraLLEl is very fast a Vulkan renderer based on Angrylion. It is much faster than Angrylion, but is still incomplete and will work fine for most gameshas more issues. Turning Synchronous RDP off results in a speed boost, but also breaks many things.
**The CXD4 HLE RSP plugin is more accurate, very fast and is needed will work fine for a few most games to work correctly.
**A good general purpose setup is Glide64 with the The CXD4 RSP. If it's is more accurate, and is needed for a tad slow for your setup, switch few games to the HLE RSPwork correctly.
*There A good general purpose setup is currently a bug in Glide64 that makes it so texture filtering is applied to everything, even when with the Texture Filtering setting is set to AutomaticCXD4 RSP. To make If it display textures correctly's a tad slow for your setup, go switch to Core Options, toggle the setting to something other than Automatic, then set it back to Automatic. Glide64 will display textures correctly now, using the 3-point Bilinear methodHLE RSP.
*If you get strange There is currently a bug in Glide64 that makes it so texture issues while using Glide64filtering is applied to everything, such as even when the Texture Filtering setting is set to Automatic. To make it display textures partially disappearing or popping over polygonscorrectly, mess around with the Polygon Offset Factor setting in go to Core Options until , toggle the issue goes away. Keep in mind some games may require a more aggressive setting to something other than othersAutomatic, so experiment until you get a good balance that works for most gamesthen set it back to Automatic. The optimal setting tends to be GPUGlide64 will display textures correctly now, using the 3-specificpoint Bilinear method.
*If you get strange texture issues while using Glide64, such as textures partially disappearing or popping over polygons, mess around with the Polygon Offset Factor setting in Core Options until the issue goes away. Keep in mind some games may require a more aggressive setting than others, so experiment until you get a good balance that works for most games. The optimal setting tends to be GPU-specific. A few games, such as Star Fox 64, suffer from looking too dark due to a lack of gamma correction, which was done on real hardware. Short of implementing this in a plugin, a decent workaround is to use the image-adjustment.cg shader, and set the Target Gamma setting to 1.0. This will make such games look as they ought to.
===Super Game Boy===
===SoftFilters===
Classic emulator filters like SuperEagle or Blargg's NTSC have been available as bSNES bsnes filter plugins in the past, which is no longer supported in bSNESbsnes/higan but was still available in RetroArch. However, this filter format was recently replaced with the SoftFilter spec, which has been upgraded to support more platforms, multi-threading and SIMD usage. The filters are dynamic libraries which are loaded in the menu under Settings>Video>Video Filter, which will apply the filter before any shaders are applied.
The filters are found [https://github.com/libretro/RetroArch/tree/master/gfx/video_filters here], which can be built for your platform with the makefile. These files should be included in nightly builds from the buildbot.
Note that these filters are WIP and may not work with all cores as they need to have codepaths for the pixel format the core uses (either 32bpp XRGB8888 or 16bpp RGB565). Blargg's NTSC is currently limited to 16bpp cores for example (bSNES bsnes is 32bpp so it won't work, but SNES9x Snes9x is 16bpp so it works there). Cores that use Libretro GL for 3D like Mupen64plus Mupen64Plus can not use these filters.
===Outputting log to a file===
===Menu runs too fast===
If Vsync is disabled for any reason, the menu may run unthrottled and scroll too fast to be usable. To fix this, enable ''Limit Maximum Run Speed'', and set ''Maximum Run Speed '' to 1.0xin ''Settings''→''Frame Throttle''. In the config file, these options are called <code>fastforward_ratio_throttle_enable</code> and <code>fastforward_ratio</code>. However, this will make fast forward not work, you will need to increase the ''Maximum Run Speed '' higher than 1.0x for that to work.
This tends to happen when you first start up RetroArch and not after loading a game. This is because without a core loaded, the menu is only throttled by Vsync when ''Limit Maximum Run Speed '' is disabled, while cores are able to throttle on audio as well. Fastforward disables both Vsync and audio sync, which allows the core to run unthrottled unless it is specifically limited by the ''Limit Maximum Run Speed '' setting. In newer RetroArch versions, you can just enable ''Throttle Menu Framerate'' under ''Settings''→''Frame Throttle'' to specifically limit the menu to 60fps without impacting fastforward speed.
===Command prompt running and closing itself upon running retroarch.exe===
If it happens on all cores with a clean config file, then try changing <code>video_driver</code> setting from <code>gl</code> to <code>d3d</code> or <code>sdl2</code>, if you have a particularly ancient GPU.
 
===Performance issues while using the GL driver===
 
Windows users with Nvidia 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===
 
RetroArch uses [[Vsync#Dynamic_Rate_Control|Dynamic Rate Control]] to synchronize both audio and video rates of the emulated game to those of your system. It relies on the refresh rate setting being accurate to your display. By default, it is set to sync to 59.95Hz, which is the standard rate for NTSC video. However, if your display runs at a different rate than what , it can cause problems with synchronization, so you should make sure that setting accurately reflects your display's actual refresh rate. If you don't know your display's exact refresh rate, RetroArch provides a couple of ways of accurately estimating it.
 
The first method is to go into ''Settings''→''Video'' in the menu, and go to ''Estimated Monitor Framerate''. You'll probably see it already counting up frames as soon as you enter that menu. In order to get an accurate reading, press '''Start''' button or '''Spacebar''' key to reset the counter, then let it run for 2048 frames (about 34 seconds at 60fps), then press '''A''' button or '''Enter''' key to have the estimation set as the refresh rate for synchronization. A lower deviation is better for accurate estimation, using exclusive fullscreen can help with that.
 
The second method is to simply launch RetroArch from the command line in verbose logging mode, by doing <code>retroarch --menu --verbose</code>, and let it run for at least 4096 frames (about 1 minute at 60fps). When you close RetroArch, it will report the estimation results in the log. Again, running in exclusive fullscreen gives more accurate results. Example estimation output:
 
RetroArch [INFO] :: Average audio buffer saturation: 49.84 %, standard deviation (percentage points): 11.99 %.
RetroArch [INFO] :: Amount of time spent close to underrun: 0.70 %. Close to blocking: 1.04 %.
RetroArch [INFO] :: Average monitor Hz: 60.006001 Hz. (27.568 % frame time deviation, based on 2048 last samples).
 
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 and/or using only video 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==
*[https://github.com/libretro/RetroArch/wiki/RGUI RGUI Documentation]
*[http://www.libretro.com/index.php/wiki/configuration/general-configuration/ General Configuration]
*[http://www.libretro.com/index.php/wiki/configuration/windows-guide/ Advanced Configuration]
[[Category:FAQs]]
[[Category:RetroArch]]

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