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  1. J

    Homebrew Unofficial 3DS RetroArch builds

    It's been a long time since I last tried it, but I seem to remember that Threaded Video caused performance drops and bad video pacing in some cores, even though it made a big difference in pcsx_rearmed. Threaded features also caused deadlocks on the old 3ds, I think because it could only spawn a...
  2. J

    Homebrew Unofficial 3DS RetroArch builds

    pcsx_rearmed is all software-rendered on 3ds. I was able to get some speedup on lighting/blending a while ago by dropping to assembly and avoiding some redundant instructions: https://github.com/libretro/pcsx_rearmed/pull/397 There might be more performance improvements to do there, but it...
  3. J

    Homebrew Unofficial 3DS RetroArch builds

    Yep, everything's good! A lot of my original motivation for working on this stuff comes from wanting to play a game that's not working well. I just haven't been playing a lot recently.
  4. J

    Homebrew Unofficial 3DS RetroArch builds

    If I remember correctly, core 2 is mostly reserved for the system, but user apps can create a single thread on it. When I tried using the system core for the rendering thread on New 3DS (so I could have 3 cores running code), it seemed to compete with the kernel for time and slowed everything...
  5. J

    Homebrew Unofficial 3DS RetroArch builds

    I’m not too surprised it crashes — I think I ran into something like that a while ago. It was something like the main core of the 3ds will only allow a certain number of threads to run at once. Since CD Access Async is also threaded, it makes sense that would crash too. Even if it could run, I...
  6. J

    Homebrew Unofficial 3DS RetroArch builds

    Nice!! When I was pinging the idea around in my head, I was thinking that it might be easiest to hook into the overlay system and display custom overlays on the bottom screen. They could provide extra buttons, hook into save / load state, etc. It might also allow less-technical people to...
  7. J

    Homebrew Unofficial 3DS RetroArch builds

    I spent most of the last month working my way through Dragon Quest XI, so... not really :-) I did add auto-frameskip to snes9x 2010 (https://github.com/libretro/snes9x2010/pull/139) -- you'd usually still want to use a 2005 core, but this at least makes some games playable that don't work in...
  8. J

    Homebrew Unofficial 3DS RetroArch builds

    I just grabbed the latest nightly build -- this is great! It's going to be a totally different experience having a bunch of cores available, but just installing / updating the ones you actually use.
  9. J

    Homebrew Unofficial 3DS RetroArch builds

    It's possible, but has not been done. I always thought it would be cool if you could use both screens for vertical games, or add a couple virtual buttons to the bottom screen, or even a soft keyboard. Since it would only be valuable for 3ds, though, I don't think it's had much attention. Just...
  10. J

    Homebrew Unofficial 3DS RetroArch builds

    Oh, I wonder if the old buildbot got turned off. May have to wait until they start building again.
  11. J

    Homebrew Unofficial 3DS RetroArch builds

    No idea, unfortunately. I never got into mame.
  12. J

    Homebrew Unofficial 3DS RetroArch builds

    Maybe, I haven’t looked into what it would take yet.
  13. J

    Homebrew Unofficial 3DS RetroArch builds

    Wanted to call attention to this announcement: https://www.libretro.com/index.php/coming-soon-retroarch-for-opendingux-release-gcw-zerorg-350etc/ Because the list of improvements at the end _also_ mostly apply to the 3DS, and make a big difference. Auto-frameskip is especially a great...
  14. J

    Homebrew Unofficial 3DS RetroArch builds

    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...
  15. J

    Homebrew Unofficial 3DS RetroArch builds

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

    Homebrew Unofficial 3DS RetroArch builds

    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...
  17. J

    Homebrew Unofficial 3DS RetroArch builds

    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.
  18. J

    Homebrew Unofficial 3DS RetroArch builds

    Yeah, it's most likely the slow reads when the emulated PSX is accessing the CD. Async CD Access reads a little bit ahead and caches everything it sees for some amount of time, which helps. For example, this is why a move in Chrono Cross might stutter the first time, and then be fine from then...
  19. J

    Homebrew Unofficial 3DS RetroArch builds

    So, a little background into how this works. Originally, when a game drew something on the screen, PCSX would wait for it to finish before doing anything else. With threaded rendering "sync," PCSX would keep doing things, and would only wait for it to finish when it needed to display something...
  20. J

    Homebrew Unofficial 3DS RetroArch builds

    Hey, I thought you might like smoother MGS cutscenes: Try the new Threaded Rendering mode. There's off, "sync" (which is the old "on"), and "async" (brand new).