Hacking Emulation RetroArch/Libretro Thread: PS Vita Edition! Nightlies Included

FmT

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Sadly, Golden sun 2 still rebooting at the start of the game. First game seems fine though.
 
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AkitoUF

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Has anyone tried Launch Octopus' stage of Megaman X with the 2005 core? Are you guys getting slowdown there with the ocean's transparency fully covering the screen?
 

swosho

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Veggetox

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Ok not sure what I am doing wrong at this point I am trying to get Neo Geo working again on my PSTV. So Neo Geo games worked fine for me on the old builds when we had to install the individual cores as separate VPKs, Once it went from the old individual vpks to the all in 1 VPK I haven't been able to get them work since. I tried about 3 different rom sets (FB Alpha 0.2.97.42, FBA v0.2.97.39, FBA v0.2.97.38) plus a few others just advertised as Neo Geo rom packs even rebuilt the sets 3 or 4 times using clrmamepro and the FBA 0.2.97.29 dat file each time I try to load a game screen goes black then comes back "Unable to load content" it's driving me nuts and have been working on it off and on the last few years I'll search this thread and reddit for something I may have missed, watch youtube tutorials but it always works out the same any ideas what I am doing wrong?


Update never mind I figured it out I thought my old roms weren't compatible with the newer retroarch I was wrong I think they got corrupted even I copied the whole memory card via ftp. I copied the old folder to the USB drive last night using vita shell and now everything works again.
 
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Dochartaigh

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I'm trying to follow a bunch of very recent (last ~2 months) tutorials in regards to getting 8/16-bit games looking better on my Vita via different video settings and they keep mentioning a "Filters" folder... which isn't in the 8/23/2021 stable build I just installed. Am I missing something? Was this removed? Anywhere to get it?
 

swosho

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In case you're only after a crisper image, you shouldn't bother with performance-tanking CPU filters (like scale2x) and make use of shaders instead.
cZSDaB8.jpg
ipff5Lq.jpg
 

Dochartaigh

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Standard bilinear filter vs sharp-bilinear-simple shader... at no performance cost. ]

Sharp is what I'm going for! The bottom image looks better but still looks like it's not a perfect 2x scale (def. still blurry) since it seems to be full-screen top-to-bottom at the Vita's native 544 pixels tall res, and that's probably a ~240p game (which at 2x line-doubled would have black bars on the top and bottom - and sides of course to keep 4:3 ratio).

Perfect 2x is what I'm looking for since I'm running mostly 8 to 32-bit games (NES to PS1). Those games are mostly native ~256x224 and ~320x240 in size, which 2x line doubled would be 512x452 or 640x480 which would fit perfectly inside the Vita's 960x544 screen. I know there will be black bars on the top/bottom and sides which is fine... just want it to be perfectly sharp.

I would also like to try full-screen top-to-bottom as well (still in 4:3 of course), but have a feeling I'll still default to that 2x.

Are there any tutorials on how to do a perfect 2x? I've tried many tutorials lately and nearly every one has me do something that my Vita doesn't have the option for, or missing files, or even entire folders like I posted about yesterday when I'm trying to follow what they're doing! ...and I thought I had the newest version of everything and I'm trying fairly recent tutorials...

I should also mention I use 3x different emulators: Adrenaline for PSX games (which has TWO video menus - the PSP's and Adrenalines to fiddle with), RetroArch for NES/TG16/Genesis/SNES (which for some reason even after installing fresh from VPK and saving global settings STILL likes to default to 16:9 and not core provided which should be 4:3 ratio, or maybe 8:7 for SNES or whatever), and last is PFBA for FB Neo arcade games.
 

Rahkeesh

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Shaders actually working is pretty recent so guides are going to be showing you how to use filters, which are slow and yield worse results.

But dear god we finally have shader support and it is glorious. Shut off integer scaling and bilinear interpolation, apply the sharp simple bilinear filter and let the screen be filled top to bottom with pixels sharp enough to cut, without any of that annoying shimmer.

If you want a tiny perfect scale though, all you need to do is in scaling options, integer scaling on, and change aspect ratio to 1:1 PAR. Be sure bilinear filtering and any shaders are off, and you got it.
 
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Rahkeesh

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Shaders aren't there by default, there's some hoops to jump through.

1) you need to install "pigs in a blanket" vita homebrew (don't think I can link that here)
2) then download and install the piglet version of stable Vita retroarch here
3) then go to this reposity, download everything as zip, and unzip the "cg" folder onto your vita ux0:/data/retroarch/shaders
4) open retroarch, be sure to change the video driver to gl, restart
5) open a rom
6) shaders are now in quick menu

Most useful/basic preset is in the "sharp" folder for simple bilinear sharp.
Recommend then from shader menu save and make it the global default.
 
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NotReallySteve

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Hey, thanks for the tut, great stuff. Is this pigs in a blanket thing likely to screw with anything else? And is this gonna be the only way to do this (i.e. it isn't going to eventually make it into the usual stable as it will only ever work under gl)?

Edit: huh, I had no clue about this GL stuff! Are you seeing better retroarch performance with the piglet version? I seem to recall reading somewhere (maybe even earlier pages here) that we should avoid it as it's somewhat beta and unstable?
 
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Rahkeesh

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pigs in a blanket is just a library? that other homebrew can hook into. There's some claims about it containing copyrighted code or something which is why its a bit on the low down.

I think the piglet retroarch was made for the experimental flycast port, but it only just now got shader support too. Older versions sucked but the current shows zero performance hit in 2D cores vs the 2D driver, and now you can use shaders in these 2D cores too.
 

NotReallySteve

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Well. This is something.
Couple of questions tho:
Change to gl? I only have gl? Should there be more video driver options then?
Have you tried forcing a different vita resolution yet? (I used PIB installer, btw).
Have you tried with a GBA overlay? In combo with this... It's very close (to these old eyes, anyhow).
I'm also not seeing a flycast core here. You got me all excited for a bit, there.
 
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Rahkeesh

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Flycast is currently available in a separate retroarch install due to being very WiP.

You should change driver to gl, yes.

Don't know anything about different resolutions, doesn't seem like it would be useful unless you are using PSTV, and I don't know how Retroarch interacts with it.
 

Smoker1

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Flycast is currently available in a separate retroarch install due to being very WiP.

You should change driver to gl, yes.

Don't know anything about different resolutions, doesn't seem like it would be useful unless you are using PSTV, and I don't know how Retroarch interacts with it.
There a Post of it?
 

NotReallySteve

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There is no other option. I can only use GL (which, of course, retroarch piglet defaults to). As you instructed to change to this - and you still seem to think I need to - I assume you had other video drivers available?

Yeah, I'm not sure what the point of setting the vita to a higher res is either tbh. It forces sharpscale (or something) if you do, and I didn't notice much difference on the OS menu when I did. Wondering if it'll help cores with resolutions that fit 720p better than whatever native vita is (544 or whatever it is).
 

NotReallySteve

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Hmm.

This piglet version seems to have completely killed pcengine stuff for me; it's suddenly atrociously slow on both cores. If I could switch the video driver away from gl for that core, I'd maybe stick with it, but for now I'm rolling back to the normal retroarch.

I'm also not sure I'm seeing that much benefit of the sharp shader while using a grid overlay, but I appear to be in a minority thinking raw pixels (i.e. not modified to mimic original display idiosyncrasies) are astoundingly ugly.

Hopefully it'll be merged with the standard sometime soon.

Also, I tried using a lower resolution through PIAB, but retroarch assets probably have to be set up for that (it was unusable, I could only see a zoomed in part of the UI).

Edit: turns out Daimakaimura just runs like arse on 1.9.8 (non piglet) already. Arse.
 
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Rahkeesh

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Isn't Ghosts n Goblins a Super-FX game? Vita might not be up to running those.

Even Rondo ran like crap for me on anything but Beetle FAST, which runs quite well. Aside from the sound sometimes going bonkers after a resume.

I'm not sure the shader is going to add much to a grid overlay either. Aren't those usually designed for integer scaling anyway?

I'm using non-integer scaling to let the game fill the screen. Then the simple bilinear sharp cleans it up as best as possible on the Vita screen. Its a compromise to maximize size while making it somewhat sharp. If you're already into integer scaling lining up into grid overlays and the like it might not do anything for you. (Although you can also get scanlines or LCD grids from shaders?)
 
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