Hacking Insane retroarch "vertical screen tearing" issue

Tumbtack

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I'm not even really looking for a solution as I can just continue to use the older build that was working fine until I updated, I just can't see how this issue would even be possible.
Can anyone explain this?
I'm on a Luma3DS 11.0 new3DS.
 

MartinDocNewland

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I'm not even really looking for a solution as I can just continue to use the older build that was working fine until I updated, I just can't see how this issue would even be possible.
Can anyone explain this?
I'm on a Luma3DS 11.0 new3DS.


From 1.3.4 onwards Retroarch have tried to add 3D to its emulators on the 3DS so that's why the tearing is there. It's very badly implanted and that's why people say stick to 1.3.3
 
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Tumbtack

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From 1.3.4 onwards Retroarch have tried to add 3D to its emulators on the 3DS so that's why the tearing is there. It's very badly implanted and that's why people say stick to 1.3.3
Not gonna lie I actually think that's really awesome but they really need to make it only apply to the vb core build. Or just implement it better d:
 

MartinDocNewland

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Not gonna lie I actually think that's really awesome but they really need to make it only apply to the vb core build. Or just implement it better d:

You are spot on my friend. How awesome would it be to actually have 3D in a virtual boy emulator but sadly all Virtual Boy emulators don't run that well :(
 

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It's not retroarch's issue. I have written hombrew that uses citro3d and I have the same tearing problems in the same position. I think something is not right in one of the main libraries.

I think it has something to do with the way framebuffers are handled. I think the top tearing happens exactly where the bottom screen has its first pixel column. Maybe a race condition?
 
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Tumbtack

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Ok now (on 1.3.3) when I try to launch any neo geo roms I get:
RetroArch [INFO] :: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
Any clue guys?
 

Urbanshadow

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RetroArch [INFO] :: Does not have enough samples for monitor refresh rate estimation. Requires to run for at least 4096 frames.
It's a INFO level log. It's not a problem. The error must be coming from something else. Did you setup any possible required files for neo-geo mode?
 

Tumbtack

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It's a INFO level log. It's not a problem. The error must be coming from something else. Did you setup any possible required files for neo-geo mode?
It used to work fine. The only thing that has changed is I've moved from 1.3.1 3dsx build to 1.3.3 cia build.
EDIT: Ok the same issue happens in the CPS2 emulator, but doesn't seem to happen in pocketsnes. What gives?
 
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apoptygma

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I'm not even really looking for a solution as I can just continue to use the older build that was working fine until I updated, I just can't see how this issue would even be possible.
Can anyone explain this?
I'm on a Luma3DS 11.0 new3DS.


I get this too, it's so annoying I just use my psp to play roms instead, would be nice to fix it
 

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