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/emugen/ - Emulation General
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http://emulation.gametechwiki.com/

Read the General problems FAQ before asking questions. If you still need help, post your specs (speccy screenshot), OS, emulator version number and details of what's wrong.

http://emulation.gametechwiki.com/index.php/General_problems_FAQ

Please contribute to the wiki if you discover any inaccuracies or have relevant information to append.
>>
>>145156373
Using OpenGL should mostly fix that.
>>
I've been having some issues with windows 10 at the moment

Can we expect something similar in performance to the DX12 plugin that doesn't require to use this OS specifically? I don't want to be locked down
>>
>>145160734
Vulkan is your only option f.a.m.
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>>145161029
Is it a thing yet?
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>>145158793
That looks like shit.
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>>145161167

Honestly the accurate version isn't that much better, we're just used to N64's blurriness. It's mostly the weird tiling on the grass that stands out I think.
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>>145160238
It's an option in the graphics menu, I forget what it's called but they talk about it on the wiki entry.
>>
>>145161784
That looks MUCH better imo - everything blends together nicely. But I would like to be able to compare the pic in the OP with a screenshot of the same resolution.
>>
>>145163073
I also appreciate the vanilla aesthetic compared to modder efforts.

Most old games just don't look good with high resolution textures.
>>
>>145162892
Why
>>
>>145163073
>That looks MUCH better imo - everything blends together nicely.
>Texture filtering
Hm, I wonder why. OP's is insanely biased.
>>
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>>145163073

I admit that the blurriness is not too bad in this case, mainly because it's supposed to be dirt and trees and whatnot, they're not supposed to look very sharp anyway.

That being said I still prefer nearest for the water texture, those square thingies in the water and generally for anything that has reasonable-resolution texture.

Unfortunately games on the N64 liked to stretch textures over kilometers and I guess that for those blurry mess is generally better than blocky mess, especially for "natural" settings.

>>145163326

Moders tend to use hi-res textures with low-poly 3D models. That always looks super odd to me. Take pic related for instance.

>>145163631

I don't think I'm the only person in the world who thinks that bilinear filter over low-res textures is worse than nearest a lot of the time.
>>
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>n64 emulation has zero dithering

Why is this acceptable?
>>
>>145164530
Because we have the power of blur?
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>>145163546
Why not?
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>>145152912
Word of advice: the inherent in our delay in PCSX2 is going to make playing any DMC game a nightmare on higher difficulties.
>>
>>145158793
>OoT: PS1 Edition
>>
>>145169826
*input delay
>>
>>145169826
>the inherent in our delay in PCSX2 i

PCSX2 has lag? How so?
>>
>>145170120
It just is. Even with v-sync off and running at full speed, there's considerable delay. Makes the QTEs in Yakuza a pain.
>>
Are shaders still broken in retroarch?
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Question: Does the N64 output 240p over s-video / RGB or can it only output 480i?

I'm asking because angrylion in retroarch outputs 640x480. Is it like in the real console or is it because the plugin just needs the higher resolution to work and process correctly?

If it is the later, what method do you prefer to emulate a 240p output with the n64's VI filtering through shaders?

a) the image attached: scale the image down with lanczos4 to 240p and then apply a crt hyllian shader

b) image in post below: apply hyllian-3d shader for 480p games directly (sadly this image has phosphor on unlike image a) because I had to use a glsl shader and couldnt configure it, cg shaders via xmb are broken in retroarch 1.3.4, I apply cg shaders via cfg files) so the comparison is not optimal, sorry for that.

or c) use angrylion without the vi filter or any other plugin like glide64 and create the vi filter via a shader in retroarch?
>>
>Shaders written for RetroArch's non-Vulkan rendering drivers, such as Cg and GLSL shaders, do not work with RetroArch's Vulkan driver. There is a draft of RetroArch's new shader specification written up by Themaister (original SSNES/RetroArch dev, and also the main RetroArch Vulkan driver dev) here:

>Just like ".cg"/".glsl" and ".cgp"/".glslp", ".slang" files are individual shader passes and ".slangp" files are shader presets which can be loaded to add and configure any number of passes. These files are currently usable in RetroArch with Vulkan.

http://libretro.com/forums/showthread.php?t=6025&s=bf68a705381d48565c76b2f3f094e2af
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>>145173373
Only if you use the Vulkan menu driver
>>
>>145174125
>Question: Does the N64 output 240p over s-video / RGB or can it only output 480i?
99% of N64 games output a 640x240p signal, while a very, very limited amount of games output 640x480i with the expansion pak. The N64 does not actually render the games in these resolutions though. The RDP just scales them to 640x240p or 640x480i for video output.

AngryLion's outputs 640x480, but renders the games in their native rendering resolutions. This does not matter on the 31khz display that is your monitor. This does not matter on the 31khz display that a VGA CRT monitor has. It would only matter on a 15khz CRT TV.

Speaking of, the VI filter is actually the reason why the N64 looks like shit if you hook it up to any TV that isn't a CRT. I have no idea why you want to invoke that upon yourself for a game that isn't Star Fox 64.
>>
>>145170590
Get good.
>>
>>145175723
I want to simulate the original hardware and not enhance it or remove any of its features. Accept that.
I am invoking this upon myself because mupen64 or the angrylion plugin output a 640x480 signal and not 320x240. This breaks most 240p shaders thus you have of the methods mentioned above or another. If you want to output via Retroarch to CRT you have scale it down before as well.
>>
>>145174954
that's not true, or more so it depends on what you mean.
In nightly, yes you are correct.
In stable, cg shaders are broken for most users via menu, possibly a xmb only problem, so you have to add the shaders manually via cgp and cfg.
>>
Who are your top 5 greatest of all time emudevs?
>>
>>145178461
I don't think anybody here uses stable
>>
>>145178331
*meant 640x240/320x240 and I'm talking about mupen64/angrylion in retroarch not standalone.
>>
>>145178534
Sony
>>
I'm considering using my galaxy s7 (non-rooted) as an emulation machine (mostly ps1 and maybe psp), but apparently the original ps3 sixaxis controller isn't compatible with my device. are there any recommended controllers that are compatible?
>>
>>145178534
Byuu
RYEFETCHA
RECAPTCHA
REEEEEEEEE
RYFEMININEPENIS
RYPHECHA
>>
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>>145178534
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>>145182312

It's perfect.
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>>145179541

My dick.
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Emulating for the first time, playing thousand year door.

Is there any escape from the jaggies? I have anti aliasing and internal resolution all the way up but they seem to do nothing.

Were all these old games jaggie'd and I never noticed as a kid?
>>
>>145182826
>Emulating for the first time
>>
>>145182793
>>145179541

My balls can act as a pressure-sensitive touch screen.
>>
>>145182826

I've heard giving me a rimjob helps with that. If all else fails liberal alcohol is the best blur filter thre ever was.
>>
>>145182826

You were not playing the game in 1080p as a kid. Lower the resolution and use a shader if you want something closer to what you played back in the days.
>>
>>145182905

You never forget your first time. Console pussi is damn tight. The sex is ELECTRIC
>>
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Is Pokemon White supposed to be this ugly? Looks worse than Platinum. Did I mess something up?
>>
>>145183414

At least Mooch has the decency of using a trip, how am I supposed to filter you?
>>
>>145183562

You're not: you're gonna take aaaaaall of my burning crimson man-meat. ;)
>>
>>145183562
What if I just... stopped using a trip? :^)

- Moochykins
>>
Go to bed the_randomizer.
>>
>>145183959

That would be extremely painful
>>
>>145184338
Well, I did... Whatcha gonna do about it? ;^)

- mooch
>>
>>145183458
>White background
The fuck
>>
>>145175723
>Speaking of, the VI filter is actually the reason why the N64 looks like shit if you hook it up to any TV that isn't a CRT. I have no idea why you want to invoke that upon yourself for a game that isn't Star Fox 64.
I think 2D games tend to look better with VI filters. Not just games that use gamma.
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>>145173373
Is this broken?
>>
>>145174223
>Thankfully, I see that it supports #include, which standard GLSL doesn't. This makes it actually realistic to port crt-royale, which would have been basically impossible otherwise.

I was wondering why no one tried porting it to GLSL
>>
>>145184546
yes. retroarch is still broken.
>>
>>145184567

GLSL in an industry standard, you can't "port" things to it unilaterally.
>>
>playing twilight princess on Linux
>forget to enable the speed hack in Dolphin
>get to Faron Woods
>framerate drops to 20 past the cave
>think its just Linux being shit
>boot into windows
>get 10 fps at the guy who gives you the lantern when I still had 30 fps on Linux
>completely unplayable past the cave
The Linux shills were right. Windows really does suck.
>>
>>145185442
GNU+Linux doesn't need shills, though.
>>
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>>145182826
It's because those are just textures. It doesn't matter how high you increase the rendering resolution, the texture's resolution doesn't change.
There's a high res texture pack you can try:
https://forums.dolphin-emu.org/Thread-paper-mario-ttyd-hd-texture-pack-v0-8a-may-18-2016
>>
>>145185935
>HD TTYD
This is a thing I never knew I wanted until now.
>>
>>145170590
Nah, you're just bad anon.
>>
How strong is the PS Vita hardware to begin with? I mean, even if the hardware is documented and emulation comes a long way to achieve optimization on the level of dolphin or PCSX2 to name some reasonable examples, how powerful do you expect a PC will need to achieve moderately playable functionality anyway?
>>
>>145185442

Not Windows fault if they can't maintain their DirectX renderer
>>
Which ARM processor performs better at emulation, exynos or snapdragon?
>>
>>145186231
There will never ever be a Vita emulator because the hardware is too secure. Hackers agreed, don't bother them about it.
>>
>>145186496
No security survives the onslaught of time.
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Can't mix gba-colors and crt shaders. Get this.

For simplicity, gba-colors and ds-colors should be set by default in the core options rather than handled by the shaders or frontend desu senpai.
>>
Does anyone know why I'm not getting any sound using a raspberry pi 2 and archlinux arm? Here's the error message: http://pastebin.com/PnATDKYx
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>>145187463
>Can't mix gba-colors and crt shaders

You're doing it wrong then. It will always work if you do it like this

Pass 1 : gba-colors
Scale 1x
Filter Nearest

Pass 2 : CRT Shader(s)
>>
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>>145188138

That worked.

Is there an easy way to add gba-colors to the beginning of a shader preset? I added it then manually added each individual shader, and that worked, but was wondering if there's an easier way.

Also, how can I set it to x4 fullscreen?

I think 640 is a nice max size for GBA games, compared to the 960 I use for snes.
>>
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>>145188138
I always use linear shader. Why nearest?
>>
>>145191556
You don't want to use linear on an unscaled image
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>>145191286
Thanks for reminding this shitfest of a remake exists
>>
>>145191763
Why linear colour conversion is always superior.
>>
>>145191959
That's not what "linear" refers to. Linear on a shader pass tells the GPU to use bilinear filtering on the output of that pass. You only want to use nearest neighbor on a 1x scaled output.
>>
>>145180354
He does indeed look like a turtle
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>>145185442
>blaming bad performance on the OS, instead of blaming Dolphin
top kek
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>>145195570
Rustation?
>>
>>145195768

Yeah. Just implemented running EXE.
>>
>>145195843
Well not bad, passes more than ePSXe's interpreter.
>>
>>145183458
>Did I mess something up?
Nope, Black and White were just ugly.
>>
>>145196039

I'm a bit surprised it doesn't fare better actually, but at least it gives me some things to improve.
>>
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https://www.reddit.com/r/emulation/comments/4nmj6o/xbox_one_and_playstation_4_may_be_the_consoles/

>Xbox One and Playstation 4 may be the consoles that is easiest to build an emulator for
>>
>>145197762

>Certain parts of Apple's Mac OS X operating system are based on FreeBSD.[11] The PlayStation 3 operating system also borrows certain components from FreeBSD,[12] while the PlayStation 4 operating system is derived from FreeBSD 9.[13]

doesn't this violate open sources? And is this what Ricardo Stallmanu meant when he said that without knowing it we use GNU shit all the time?
>>
>>145198661
FreeBSD is using the BSD license, not GPL.

BSD allows you to do whatever the fuck you want, GPL is more restrictive than that.
>>
>>145198661
Nope, all you have to do is provide a copy of the BSD license:
http://doc.dl.playstation.net/doc/ps4-oss/
>>
>>145189373
Use a text editor on retroarch.cgp (or .glslp)

If it's good, make sure to save the shader preset before loading another.
>>
>>145183458
Well you're playing them in a deprecated fork of a pretty bad emulator..... How can anyone play like that with white fucking borders around their game BTW? That trash would kill my eyes
>>
>>145200089
Is it supposed to look better then?

And just mentally filter it
>>
>>145200056

>manually editing

That NEVER works for me. One tiny error and it fails.
>>
>>145200242
Pretend you're a programmer.
>>
>>145200089
X432R has options to have one screen larger than the other while mainline STILL doesn't, which is absolutely crucial for a DS emulator. Comically that anon is showing the perfect demonstration of why DS emulation without that feature he's not even using is retarded.
>>
>>145200242
Don't make errors :^)
>>
>>145198661
Windows has been using BSD code for their networking stack since W95. All you need to give back is credit, not modified code.
>>
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>>145200393
>is is crucial to have features the original console didn't
>>
>>145200349
but anon, i like my penis.
>>
>>145200224
Maybe mainline doesn't have the graphical glitches you're displaying, I don't play pokeshit so I don't know

>>145200393
It's not the 3DS, both screens were the same size on DS so that feature doesn't make a lot of sense. You should either do RA style screen switching or tate your monitor if you're crazy enough to be playing DS on a PC
>>
>>145200242
Creating combined presets is pretty easy

1. Increment "shaders" by the number of shader passes you want to add.
2. Add desired shader pass(es) as shader0 (shader1,shader2,shader3, etc..), with desired scaling options. If the shader has a preset, you can copypaste this information.
3. Add the desired CRT shader passes if they're not already there.
4. Increment the CRT shader passes by the number of shaders you added, where shader0 is now shader1 if adding one shader. Do the same for any of the options (filter_linear0 becomes filter_linear1).

If you use relative paths for the shaders, they are relative to the location of the preset. So if you place the preset in the root of shaders_cg, the path for gba-color.cg is "handheld/shaders/color/gba-color.cg"

Someone probably could write a bash script or something to do this
>>
>>145174125
>angrylion in retroarch
Every time i had tried that it just crashes.
>>
>>145202279
It works if you build with a different compiler than the buildbot

http://www61.zippyshare.com/v/N8TYAONy/file.html
>>
>>145192306
you're right, damn i never knew this. fuck! - but why does linear true look the same as linear false when using crt shaders for example hyllian?
>>
>>145202279
it works. i use linux :)
i always got a black screen. than i read this (https://github.com/libretro/mupen64plus-libretro/issues/302) and this solved my issue:

you have to set the resolution to 640x480 and rsp to cxd64
>>
>>145203613

I don't know much about RA's shaders but bilinear vs. nearest only matters if an interpolation takes place. If you don't scale then they give the same results. That might be why.
>>
I can't get 4 swords to work. Do newer versions of dolphin not support the GBA link feature?
>>
>>145203938
I just realised it's irrelevant for something like gba colors or a border. the stock cgps don't include the linear attribute, it is by default only included in stuff that changes resolution.
>shader0 = "gba-color.cg"
>wrap_mode0 = "clamp_to_border"
>mipmap_input0 = "false"
>alias0 = ""
>float_framebuffer0 = "false"
>srgb_framebuffer0 = "false"
>scale_type_x0 = "source"
>scale_x0 = "1.000000"
>scale_type_y0 = "source"
>scale_y0 = "1.000000"
>>
Which console is the least emulatable?
>>
>>145204626
Can't you just use a normal controller?
>>
>>145205967
ps4 neo
>>
>>145205967
Saturn.
>>
>>145205967
n64 obviously.
>>
>>145206369
>n64 obviously.
You're kidding right?
>>
>>145206514
yeah it's either n64, saturn, xb/xb360/xb1 or ps3/ps4.

second place goes to ps2 and wii u,
>>
>>145205967
Saturn is basically lost to time now with no hope of retrieval. Or actual English fan translations of its mythical "good games".
>>
>>145207160
>Saturn is basically lost to time now with no hope of retrieval.

I believe in Recaptcha.
>>
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>>145207239
>software rendering only
>slower than yabause
>not compatible with your dumps
>>
>>145208652
Oh it will be nice.
>>
>>145208652
>>not compatible with your dumps
Every single Saturn emulator is very picky with dumps.
>>
>>145206008
4 player.
>>
>>145209213
Got it working now though.
>>
>>145206914
>yeah it's either n64, saturn, xb/xb360/xb1 or ps3/ps4.
>second place goes to ps2 and wii u
n64 is in better shape than ps2, saturn, xb, etc. Probably better shape than wii u as well, unless the open source community shapes up (or cemu goes open source).
>>
>>145209861
>n64 is in better shape than ps2,

PCSX2 is actually a great emulator. It's problems are lack of mipmap support, and total lack of portability. PS2 is one of the most complex systems ever, and it has very high compatibility with it. It's just not updating anymore.
>>
>>145209861
>n64 is in better shape than ps2
Ha
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>>145210196
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>>145210767
>implying it isn't

>>145211184
He means portable to other architecture I assume.
>>
>>145211230
Like what.
>>
>>145211379
ARM, PPC etc
>>
>>145211379
ARM?
>>
>>145211523

PPC hasn't been relevant in over a decade mate.
>>
>>145211523
Like, phones? Wouldn't that be terribly slow even if it worked?

The PS2 controller has a lot of buttons, too. Would be really cramped on screen.
>>
>>145211379
>Like what.

Libretro.

>>145212056

Non-PC is the future. We're going to live in a world where Dolphin works fine on your new brainlink, but you can never get pcsx2 on it.
>>
>>145212056

No more buttons than PS1 really (unless you only use the original digital-only PS1 controller).

Performance-wise I think we're nearing the point where high-end ARM SoCs might be able to run a PS2 emu.
>>
>>145210196
>PCSX2 is actually a great emulator.
I honestly doubt it. x86 only, unstable cpu interpreter, OGL code path only works well on Nvidia, etc. It just seems like a dead end.
>>
>>145209861
>shilling like there is no tomorrow
do you mean angrylion? because everything else is fucked up. the pcsy2 software emu runs decently but i dont think its too accurate. still better than n64 emulation without angrylion.
>>
>>145213525
>OGL code path only works well on Nvidia
Well the shit AMD drivers are to blame on that one but apparently it got better recently.
>>
>>145212753
To those who emulate on their smartphones, how much play time do you actually get when on the go? I'd imagine you would have to be glued to a wall outlet for the most part. I imagine it's quite the battery drain.
>>
>>145213971
I know that Nvidia has better OGL support, but most people I see who complain about bad AMD support are those who use PCSX2. I get the feeling that part of the problem is the code base itself.
>>
>>145214793
Probably but there's not many programs that require OGL 4.5 and also are widely used, there's pretty much just PCSX2 and DOOM, and well both of those run like shit on AMD.
>>
>>145215108
I didn't know OGL 4.5 was that uncommon. That might explain the situation then. Although that now makes me question why gregory doesn't seem interested in using vulkan.

What version of OpenGL does Dolphin use?
>>
A couple of things I noticed with the latest MAME core in RetroArch. Its soooooo ungodly slow compared to standalone. Like something is critically wrong with it. Standalone is almost intolerably slow as it is but this is insane.

Using the keyboard in the MAME ui just doesn't work. RetroArch thinks you are trying to use hotkeys. Any way to disable this?

The other issue is the default settings make the MAME UI look incredibly blurry. If I use a shader its unbearably worse.

Any way to fix any of this?
>>
>>145216482
>compared to standalone
A standalone nightly? What versions are we talking about here?

>defaults make the UI blurry
and not the game? This further confuses me.
>>
>>145215926
>What version of OpenGL does Dolphin use?
I think it's 3.3.

>>145216482
Now that I'm thinking about it someone I saw mentioned that MAMEUI also had it's performance go to shit with more recent versions.
>>
>>145188138
Someone should really create an external GUI for editing shader presets. If you need a dithering pass in whatever shader, you'll have to manually insert it in the text file itself, which takes a shit load of renumbering.

GBA games look infinitely better with the recent GBA shaders, but better still with a dithering pass. Why do people omit this from their presets?
>>
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>>145217060
http://mamedev.org/release.html
MAME 0.174 standalone.

VS.

RetroArch is the nightly from today. The core was updated with the updater.

This is what the default settings look like when a game is loaded with RetroArch. The rest of the MAME UI looks essentially the same.
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>>145218045
Ingame looks fine though but when the UI is blurry you cant change any options unless you use the very limited core option.
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>>145218262
Is MAME even any less of a nightmare to use in RA than standalone?
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>>145218428
So far MAME is an absolute travesty to use in RetroArch.

Yeah you use out of the RA bells and whistes but so far its actually usable.
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>>145218045
And of course standalone is working pretty much as expected. Slower than one would like but it works. Granted I have all my ROMs on a NAS but loading a couple MB file shouldn't take as long as it does. Slow loading is much better problem than the problems RetroArch has with MAME right now.
>>
Sounds like SP half assed ANOTHER core.
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>>145220468
that's it. blame it all on the only guy who ever does anything around here.
Self-entitled enduser scum should keep their filthy mouths shut.
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>>145221107
Thanks for the PPSSPP core SP.
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>>145221107
I don't see a problem with what he said. RA has more cores than the devs can handle imo.
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>>145221107
can we plz get some more SNES cores?
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>>145217757
whats that dithering pass of yours? explain why it is needed and show comparison images
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>>145216482
>Using the keyboard in the MAME ui just doesn't work. RetroArch thinks you are trying to use hotkeys. Any way to disable y.
>The other issue is the default settings make the MAME UI look incredibly blurry. If I use a shader its unbearably worse.
Looks like it's been stretched to some very incorrect resolution, must be a regression
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>>145218045
i've never used mame because it doesnt support save states
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>>145222280
>it doesnt support save states
That is so sad...
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>>145221107
>Self-entitled enduser scum
k

When are you fixing Super Game Boy compatibility?
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>>145222280
sorry for your lots
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>>145222414
yeah that's bugging me too. why is it not working in linux?
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Are there photos out there of SPs face that I could reappropiate for memes?
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>>145218045
That didn't happen before. That's probably some recent change to MAME's UI that caused it.
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>>145222249
>Using the keyboard in the MAME ui just doesn't work. RetroArch thinks you are trying to use hotkeys. Any way to disable this?

Map the "Enable Hotkeys" to something, hotkeys will now require that to be pressed.
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>>145222891
No, fuck off.
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>>145216482
Just use MAME 2014, it works fine. Newer versions fucked everything up
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>>145224117
Rather than maintaining two sets of ROMs I'd rather just use standalone. Not exactly what I want but its functional with less hassle. The overall feel of RA + MAME is clunky and ill fitting.

Either RA needs to change how it handles MAME (I'd prefer to just select the core then bring up the MAME UI without needing to select a game) or MAME needs a serious overhaul and be striped down to be better fitting in the way RA handles cores and roms.
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>>145224117
MAME 0.170 also works fine. MAMEdev started making huge changes after that.
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I'm using DS4windows with "hide DS4" checked.

Isn't the "xbox guide/menu" button supposed to be an option here?

If not where can I find it?
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>>145224487
>Rather than maintaining two sets of ROMs I'd rather just use standalone.

MAME-libretro doesn't force MAME's retarded ROM versioning down your throat. Any ROM will work with it as long as it has all the file needed. I'm still using ROMs from 0.149 set from 2013.

> (I'd prefer to just select the core then bring up the MAME UI without needing to select a game)

There's a core option to make it do that.

I'm still using MAME 0.170 core and everything works fine. MAME 2014 works fine as well. Standalone can suck a dick because it doesn't have CRT-Royale.
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>>145224786
It's automatically mapped with Xinput driver. The hotkeys are in Settings>Input>Hotkeys
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>>145225096
The "Menu toggle" hotkey doesn't detect the PS button when I press it. Fuck.
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>>145222150
The Sonic waterfall is the most notorious example of transparency artifacts stemming from lack of dithering. I think the opening scene in MMZ2 is another good example.

No dithering. Note the sky artifacts. Disgusting.
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>>145223952
SP, please go
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>>145225456
You don't know what dithering is.
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>>145222150
>>145225456
With dithering. No artifacts. I never owned a GBA and don't know if the actual hardware had these artifacts or not. Regardless, they can be removed in emulation.
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>>145225456
To be honest, a real GBA looked like that, so blending the dithering would be inaccurate. On most systems, dithering is visible with RGB output since blending it would require blurrier output. The only dithering I try to blend is SNES psuedo hires trancluscency since the real hardware outputted a RGB signal that would always blend those patterns.
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>>145225696
I'm not a technical guy, but I do know that the lack of a dithering pass causes artifacts on many platforms. And hello, Mr.Passive-aggressive. The pleasure is all mine.
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>>145226380
What's in the syrup castle?
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>>145224786
>>145225096
>>145225223
Nevermind, I was able to fix the problem by following method 2 of this post:
https://www.reddit.com/r/Steam/comments/3gcjpp/xbox_360_controller_xbox_button_not_working_since/

I had already done Method 1 awhile ago but reenabled the Xbox DVR shit, followed method 2, and it works.

Now the only problem is that steam uses my guide button as well as Retroarch.
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>>145225914

Oh please. Of all the things to complain about in this shithole, you whine about a little passive-aggressive douchery (which cannot universally be interpreted that way, mind)?

Go fuck a rake. Hell, go fuck nine of 'em.
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>>145220468
But SP did not create that core, someone else did it.

Actually, I don't think he started any of the MAME cores, although he's done some stuff on all of them.

MAME-2000/iMAME4ALL was started by ToadKing
MAME-2003/MAME 0.78 was started by Meancoot
MAME-2010/MAME 0.139 was started by r-type
MAME-2013/MAME 0.149 was started by r-type and followed latest MAME updates over time.

Even if he did start the port, he usually stops working on it after a while to move on something else, so usually someone else comes in and adds a bunch of core options or something, like what's happening to MAME-2003. He generally only sticks around for cores that interest him like Mupen64plus or Beetle-PSX.
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>>145227052
Did your parents forget to force you to take your medication this evening?
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>>145226380
I'm not sure what's going on here, looks like you made the GBP border render at 480p while rendering the GB screen at 240p.

I wonder how you did that.
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>>145224487
>MAME needs a serious overhaul and be striped down to be better fitting in the way RA handles cores and roms.

Highly stripped down single driver cores might be something worth looking into. Most likely would require hacking up MAME a lot though.

If CPS2/CPS3 and Neo Geo emulation are your only interest, there's already Final Burn Alpha cores that are more or less like that.
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>>145227541
ACCURACY, BITCH
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>>145224924
MAME has decent built in shaders that are close to crt-royale.
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>>145227541
I was thinking he just too a screenshot of the border with a crt shader on it and then used that as an overlay
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>>145228386
actually it is not accurate as the gb player doubles the resolution of gb games. but i prefer scanlines.

>>145228734
correct. i made my own border.
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Actually, I don't understand why MAME statically links all of its drivers in the first place. It bloats the main executable size massively, and requires rebuilding to update a single driver.

They should be dynamically linkable instead, perhaps like this

mame64.exe - Main frontend executable
/drivers/neogeo.dll - Neo Geo driver
/drivers/twin16.dll - Konami Twin 16 driver
...etc

That would make it easier to pick and choose what drivers you wanted to use, instead of being forced to have them all.
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>>145230639
That's a great idea. maybe mamedev take it into consideration if it makes it slower.
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How do I make Black not run like hot garbage on this toaster?
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>>145232030
Get a not shit CPU, I'm sorry
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>>145234141
No need, I've been meaning to upgrade for about 2 years now.
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Don't get maimed by MAME
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>>145234823
>cinematic firefights
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https://www.reddit.com/r/emulation/comments/4nbfkl/project64_for_android_committed_in_github/d4392kg?context=3

>We're actually ahead of the oman docs at this point.

Really?
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>>145237492
>Really?
That guy doesn't know what he's talking about. Only thing I can see being "ahead" in, is maybe stuff like RDP, because Angrylion did do hardware tests. We're still behind in other things like the RSP and even HLE audio...
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I'm getting serious lag in the menus of retroarch on android. Does anyone know why this would happen? I'm on a Galaxy S5.
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What are you playing, emugen?
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>>145244194
goodness, what a large fellow.
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>>145243853
/emugen/ doesn't play games. They just run them to find inaccuracies and bugs to give reason to trash devs.
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>>145243853
Was wanting to play some arcade games in RA but its kinda shitty right now.
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>>145244484
You should always keep backups, anon.
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>>145162892
what is it? I've done everything possible but I can't get rid of it. It's some sort of dof effect idk it begins a little bit after my char.

It runs fine on normal dolphin emulator, but I wanted to get some better graphical effects.
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>>145244257
>what a large fellow.
for you
>>
PAJEET MY SON, YOU ARE BORED AND MUST NOW EMULATE

WHICH DO YOU CHOOSE?

SHITTY OPENGL WITH SHADERS GALORE

OR GLORIOUS VULKAN WITH FAR LESS SHADERS?
>>
>>145244660
Not spoonfeeding any more than I did.
>>
>>145241251
Never mind, it turns out that it was my Dualshock 4. Apparently, they're horribly bugged with android and start lagging uncontrollably shortly after connecting.
I guess I can always bust out the old wiimote...
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>>145244660
my god, turn up your resolution
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>>145245021
Opengl since vulkan and dx12 are only useful for new-gen emulators that run like shit and by the time they work they might have shader support.
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>>145245340
Are you even trying?
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>>145245340
Vulkan is still great even on older emulators because it does not require workarounds like GPU hard sync to bypass shitty buffering from drivers.
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>>145245545
What's your opinion?

>>145245596
How does that effect me?
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>>145245021
All I need is pixellate and a good crt shader.
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>>145245793
That was in regards to the QTE.
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>>145245793
im kind of amazed at how much of his outfit is animated.
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>>145245793
Less input lag without sacrificing performance.
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>>145245162
thanks dude, I have fucking no graphical stuff apart from resolution up so idk what it is.

>>145245335
It is tho, same setting on normal dolphin plays fine.
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>>145245864
Oh.

>>145245935
Shaders are better.
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>>145245906
The game has a lot of attention to detail considering what it is.
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>>145225701
>>145225914
Dithering isn't an "artifact", nimrod.

That stuff is part of the game's graphics, and on some level intentional.

Quit staring at the pixels and play your damn game.
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Why do some emulated games stutter when loading? Why don't all of them have this?
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>>145244660
he told you to look at the wiki entry, holy shit are you 12?
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>>145247976
Blending artifacts are too distracting to "play your damn game", Famicom. You try playing Sonic and running past any waterfall. You'll literally be too distracted to continue the game.
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"Quit beating around the bush!!"

What did he mean by this?
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>>145251982
Ok I read the wiki, so its some shitty blur effect, I'm using the AR code to remove it which doesn't work at all... I guess I'll just play on normal dolphin.
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>>145254934
I'm a retard, sorry guys it works great no, no more blur.
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>>145247976

GBA had dithering, but it was never really meant to be blended. But it is a bit more noticeable scaled up.
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>>145253854
Quit beating the bush.
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>>145255429
>I'm a retard
You sure were.
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>>145264507
Takes one to know one, cretin.
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>>145264734
It was past tense and a compliment, geez.
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>>145264776
Don't even try saving face now, family. Embrace your mental retardation and let's take each other's anal virginities.
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>>145264961
Too late, Obama already did.
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Here's Doom II with trilinear filtering
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And now with nearest.

Am I abnormal or is nearest much better? I can see more details, it doesn't look all blurry etc...

Then again the default is trilinear so maybe I'm in the minority but I can't really see how anybody would like the blurry mess of trilinear.
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>>145265279

Considering bilinear filtering was explicitly stated to be John Carmack's original intention after he played several shoddy ports of the first Doom, yes. Yes you are abnormal.
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>>145257503

The GBA used the same hardware dithering method as the PSX, which means it could technically handle being scaled up even though in this instance it was being utilized by Nintendo on a portable.
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>>145266319

You're telling me that you think the trilinear screenshot looks better than nearest? Or are you unable to form a personal opinion?
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>>145267424
Literally depends on what you want to look at, fuck off.
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https://boards.fireden.net/vg/thread/128288194/#128381891

Requesting Level 1 SotN saves guy to upload them again.

Sendspace deletes files after a while. And my HDD crashed.

>>145267424
>>145266407
>>145266319
>>145265279
>>145265131

These games are way too low resolution to really look good with simple bilinear or trilinear. They look pretty good on SD in CRTs.
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>>145158793
Who /retroarch/ here?
Is it a good frontend alternative to something like LaunchBox?
Any major shortcomings compared to standalone emulators?
Is it any good with N64?
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>>145267479

I'm sorry anon, I won't try to have a discussion on /emugen/ again.

Maybe you'd like to post some off-topic IRC quotes instead?
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>>145267647
<everyone> kill me
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i really like this shader, but i can't change scanline weight to 0.37
0.35 is a bit too much and 0.40 is not enough
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>>145268640
Manually edit the preset file with notepad/notepad+. Also, you may want to add a GBA color pass. Those colors are disgusting.
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>>145226887
>Now the only problem is that steam uses my guide button as well as Retroarch.
Steam will hijack the guide button system-wide. Either use RA's L3+L3 toggle (same as on RA on PS3) or close Steam before using the guide button with another program.
>>
Are there any controller options for playing emus on the Wii besides Wiimote/classic controller?
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>>145269730
Doesn't retroarch support generic USB controllers, including a Dualshock 3?
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