Homebrew Unofficial 3DS RetroArch builds

DSoryu

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Ah, thanks, I'll check them out when I have the chance. Shot in the dark, can you try with cpu clock speed 57? (May need to restart). That's the default on most non-3DS systems, and we noticed some other speed issues in MGS when it was at 50.

Thank you, this fixes the speedups correctly without affecting performance noticeably, I didn't noticed this before because I wasn't doing the restart part. I guess this should be modified per game then, thank you very much!
 

justinweiss

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Thank you, this fixes the speedups correctly without affecting performance noticeably, I didn't noticed this before because I wasn't doing the restart part. I guess this should be modified per game then, thank you very much!

Awesome! 57 should be the default setting for everything, I think it was being incorrectly set lower on 3DS. I just got a change in to make it the default, but it unfortunately won't update older configs.

Speaking of configs, is anyone still running into an issue where the CIA builds freeze when you're loading a core? That one seemed to be caused by some kind of bad config, and I would be _very_ interested in seeing a config file with that problem, and whether it can be fixed.
 
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MarioKartFan

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@justinweiss I echo the comments made that this feels like the core is finally at a 1.0 state. There was such a commotion when unai renderer was added last year. There was a flurry of interest but I think people got discouraged when so few games ran at full speed. My guess is that most of the 3DS community has no idea that full speed performance is not only attainable but is now the norm. Once your latest changes get merged I hope that the Retroarch team makes a point of emphasizing the ridiculous performance improvements.

I have had the chance to play further through Metal Gear Solid on your latest build. I notice that in certain cutscenes (Raven first encounter for example) smoke and snow effects still tank performance. It’s short lived but seems a variant of the transparency issues that were discussed here a few weeks ago.

Something similar still happens in Crash Team Racing whenever Aku Aku appears. With the async rendering there is enough headroom that the dip is far less noticeable than before (but still there).
 

DSoryu

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Are there any benefits to this new 1.0 style core for platforms apart from PSX? Did the MAME end also get a boost? What else have people tried and how did it fare?

Cores like MAME got a boost thanks to threaded video and dsp threaded audio. For example, The Simpsons Arcade always struggled for me in any MAME core and now, after these additions, it can be played without any issues so far. There could be lots of additional improvements but as everything, the fun is to try it by yourself!
 
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EduAAA

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I've seen that Mgba now has auto frameskip just when required, that should get rid of audio stuttering. Before this update it was close to full speed, now should be full speed, has any1 tried? Both for gba and gbc/gb games.
 
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justinweiss

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@justinweiss

After a fair bit of testing, I finally found a bug in your Async Threaded Renderer. With Async enabled, the main menu on Resident Evil 2 remains invisible. Switching to Sync fixes the problem.

Thanks for letting me know! This should be fixed in the next nightlies.
 

Zense

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Not sure if it's on my end, but does 'Crop Overscan' in video settings work for others? I've tried reenabling it and deleting my config. I'm not sure if it ever worked before? I've set scaling to be defined by the core. Obviously in the worst case I'll just stretch the image even if I would prefer it if those lines of pixels of overscan garbage were just black to avoid uneven pixels etc.
 
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r0achtheunsavory

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You know what's insane? I never played any modern console games like PS3 or PS4 (mostly because it was all crappy PC ports anyway) and recently tried out a bunch - the Dark Souls and it's clones, Nioh, Sekiro, The Surge, etc. These games are all absolute shit and worse than DS and 3DS games. What the fuck?
 

MarioKartFan

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Not sure if it's on my end, but does 'Crop Overscan' in video settings work for others? I've tried reenabling it and deleting my config. I'm not sure if it ever worked before? I've set scaling to be defined by the core. Obviously in the worst case I'll just stretch the image even if I would prefer it if those lines of pixels of overscan garbage were just black to avoid uneven pixels etc.

Funny. I noticed it wasn’t working yesterday. It’s not a core specific issue I don’t think.
 
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MarioKartFan

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Some of these nightly builds have a penchant for crashing when changing games. A solution that has worked 100% of the time for me over the past few days has been to select “Reset Retroarch” from the GUI before changing content. Only adds a few seconds to the process which certainly beats a hard crash.
 

Zense

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Some of these nightly builds have a penchant for crashing when changing games. A solution that has worked 100% of the time for me over the past few days has been to select “Reset Retroarch” from the GUI before changing content. Only adds a few seconds to the process which certainly beats a hard crash.
That's interesting because I did not have this problem when testing ps1 games. What core(s) are you using?
 

MarioKartFan

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Mame2003-plus and Picodrive seem like the worst offenders. The latest builds of PCSX seem to have eliminated the crash on content change. The others hard crash for me greater than 50% of the time unless I select restart Retroarch before changing content.
 
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MarioKartFan

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@justinweiss

You may have seen a recent pull request on lr-pcsx. @negativeExponent expanded upon your async cd access change to include an option to cache the CHD file. The stated intention was to address stuttering issues. Unfortunately the change does not help on the 3DS, presumably because the system lacks the memory to cache the CHD file.

In the PR thread, @rtissera made the following comment.

“If stutter still happen after that, then it's time to add CHD read-ahead feature into libchdr.
I already have a good idea on how to handle this by having threaded / async read-ahead.”


Does this make sense to you and do you have any reason to think it might help with the remaining stuttering in the pcsx core?
 

justinweiss

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I did see that, and yeah, I don't think it'll work on 3DS. It may work on very small games.

I think he's talking about something similar to what I'm doing with the Async CD access. It would actually be nice to get that into libchdr -- that way, we'd be able to use it in Sega CD / TG16-CD, etc. But I don't know for sure.

The drawback is that I think we'd still want to keep around the existing async code, because it also works with PBP and BIN/CUE, and makes by far the biggest difference with BIN/CUE games.
 

MarioKartFan

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If people haven’t seen, someone named @jdgleaver has been on a tear the past few weeks with libretro pull requests that benefit lower spec devices (like the 3DS).

Those include the addition of a very good frame skipping tool to a number of cores, dramatically reduced overhead for screen filters, and others.

While I am holding out hope that @justinweiss has been quietly working on additional performance improvements, it’s good to know that he has help from other dedicated coders.
 

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