I can do better! This is the changelog with the overview of all the changes so far. Each item has link to the specific documentation relatated to that item (if relevant) if you want to go deeper into that change.Can you give basic overview of changes since the official release?

I was using pergame. It wasn't very reliable, and it's nice not having to use a plugin to load other plugins now.What buggy plugins to achieve ARK-4-like plugin configuration were you using?
Which resolution issues exactly?Is there any hope to finally fix the resolution issues that Adrenaline has?
We already have a fix for the double launch: enable the Adrenaline kernel plugin (docs).Oh and a easy win/fix for this might be to fix the bug of having to open it up 2 times
Could you guys look at shaders used in Emu4Vita++ and would they (or similar alternatives) be possible to incorporate in Adrenaline? They have crt shaders for example.There are always hope, but the vita doesn't have a shader compiler toglslshader language to thegxpshader binary format. It does have acglanguage (older standard) to gxp compiler.
Neither Isage or I are experts in shader stuff, we rely on work done by others in that regard. We rely onvita-shader-collectionthat contains many shaders, but not all work well. In the nightly there is a new shader that worked well, it is calledScale2x.
If you know someone that has the knowledge to re-implement them intocgshader language, let me know so I can talk to them about this possibility.
https://github.com/TheOfficialFloW/GePatch this was a project theflow was working to bring native resolution.Which resolution issues exactly?
There is always hope, but ge_patch is not part of Adrenaline, someone else that is interested in developing that plugin further must step up for that to happenhttps://github.com/TheOfficialFloW/GePatch this was a project theflow was working to bring native resolution.
Sure! They all are made option because everyone will prefer something different.I’ve tested the scale x2 and x3, but will still stick to scanlines, as these type of filters are much more “clear”.
No, that format format is too resource heavy for PSP and PSPemu (which is pretty much a PSP for all intents and purposes of this conversation). There is a reason why only an PSP emulator has great support that format.Now a question, it would be possible to load CHD file formats? Converting to eboot each PS1 game is a pain, and having the library in CHD is way better (also it takes less space).
Sure! They all are made option because everyone will prefer something different.
My current personal preference is Scale3x on PSP games, scanlines on PS1 games, and switch between the two for very retro gaming
No, that format format is too resource heavy for PSP and PSPemu (which is pretty much a PSP for all intents and purposes of this conversation). There is a reason why only an PSP emulator has great support that format.
That is because the Emu4Vita runs on the Vita SoC and GPU, that is way more modern and powerful and can access more RAM. While PSPemu, runs on the same SoC as the PSP with the same GPU as the PSP and the same RAM as the PSP (24MB, or if using some RAM partition hackery, 40MB (stable) or 52MB (unstable)), not enough to support CHD format with good performance.Actually for the PS1 games I’ve found a workaround using Emu4Vita+, supports CHD files and 0 issues with performance.
You mean, things that are not implemented yet, but planned is some manner? There is a Twisted Metal fix ad-hoc (that is isage work). I have a plan to add support for selecting eventually a drive (e.g. `uma0:/pspemu/`) to be used as the PSP internal drive (`ef0:`), so I can use things inside both my Memory Card and psvsd withou keeping changing the `ms0:`. And that could benefit other people too. But I'll do that very slowly on my free time and there are other contributions and things that are upper in my todo list before going head deep into that feature.Are there any planned features for future releases apart of the new filters?
There is a Twisted Metal fix ad-hoc (that is isage work). I have a plan to add support for selecting eventually a drive (e.g. `uma0:/pspemu/`) to be used as the PSP internal drive (`ef0:`), so I can use things inside both my Memory Card and psvsd withou keeping changing the `ms0:`. And that could benefit other people too. But I'll do that very slowly on my free time and there are other contributions and things that are upper in my todo list before going head deep into that feature.
What do you propose to make the changelogs better? Since I did most of the writting of the new documentation page, I would like to know how to improve that part as wellWould be cool to have a more descriptive changelogs on these.
I don't know, there was someone working on it, but they seem to stop working on it.Hi, i have a question for you Gray_Jack and Isage: Do you plan to put and integrate RetroAchievements in Adrenaline (or at least homebrew trophies for PS1 and PSP games)?
Maybe, the `Original` options don't apply any visual effects controlled by Adrenaline, the issue seems to be that the official PSPemu bilinear filter is applied sometimes, even when disabled when on the `Original` option is selectedCurious, will the weird issue with the "Original" filtering option (specifically it being initially blurry, then properly crisp when opening the Adrenaline menu, yet blurry when opening it again) be fixed (or at least separated into two options)? That's the main quirk I think of when Adrenaline comes to mind, and would love to see it addressed in some way.






