Homebrew RetroArch Switch

gabisenk

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Does anyone feel a bit of an input lag , especially on the snes side of things? I tried Super Mario World side by side with the 3ds virtual console version. It does seem to be a tiny bit slower than it. Any known fixes for this?
 

FightingPolygon

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Does anyone feel a bit of an input lag , especially on the snes side of things? I tried Super Mario World side by side with the 3ds virtual console version. It does seem to be a tiny bit slower than it. Any known fixes for this?
I think I feel some on N64 and PS1
 

Rahkeesh

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Does anyone feel a bit of an input lag , especially on the snes side of things? I tried Super Mario World side by side with the 3ds virtual console version. It does seem to be a tiny bit slower than it. Any known fixes for this?

Although there may be some tweaks, the Switch itself has more input lag than the 3DS, regardless of how your controller is connected.

You might be able to use run-ahead on some SNES cores.
 

notimp

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Last edited by notimp,
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Smoker1

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Powerful

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Not really sure why but for all my devices including the switch overclocked to 1785 emulations is horrible on RetroArch 1.7.8 compared to 1.7.7. Anyone know why? I deleted everything and reinstalled, but still horrible...
 

CosmoConstant

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How do I change it from safe mode back to regular? It crashed and then when I got my Switch turned back on again RetroArch is now in safe mode. I can’t find where to change it back. Is there a file I can edit on my PC or maybe Switch-Shell?
 

CosmoConstant

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How do I change it from safe mode back to regular? It crashed and then when I got my Switch turned back on again RetroArch is now in safe mode. I can’t find where to change it back. Is there a file I can edit on my PC or maybe Switch-Shell?
Doing that R button trick seems to work. So hold in R button and press A on a Nintendo Switch game, which brings me to the “Mercury” menu, the press and hold R button down as I push the A button on RetroArch. I then have Memory in megabytes: 3185/6374 MB and Memory in gigabytes: 3/6 GB. I also already had the CPU Overclock set to 1785 MHz. RetroArch no longer crashes my Switch or freezes up anymore! I like having the thumbnails so that I can see what each game is.
 

RisingHopperZeroOne

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Is the fps counter broken for anyone else?

I enabled it from the onscreen display > onscreen notification > display framerate but it doesn't seem to work, it's just stuck at n/a.
 

ShadowOne333

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rufuszombot

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When do the saves actually save? I was playing OoT on Muppen 64 next and had picked up on a game right after the Deku Tree and played until the Spirit Temple without ever closing out of Retroarch, but saving regularly in game, and at one time reset the game. At the begining of the spirit temple my game crashed, which I didnt care because I had just saved, but when I booted back into the game it still had the save from just after the Deku tree.
 

Rahkeesh

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When do the saves actually save? I was playing OoT on Muppen 64 next and had picked up on a game right after the Deku Tree and played until the Spirit Temple without ever closing out of Retroarch, but saving regularly in game, and at one time reset the game. At the begining of the spirit temple my game crashed, which I didnt care because I had just saved, but when I booted back into the game it still had the save from just after the Deku tree.

Retroarch itself has to write the in-game save memory into a file. It only does this at certain times, like if you switch cores or close retroarch. Might work on closing content/switching ROM too. Anyway if Retroarch itself crashes before doing the write, you're going to lose all your progress.

Save states are written to file the moment you make them, and they include in-game save data in side of the state. if your core supports those you might use those as a backup.
 
Last edited by Rahkeesh,
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