I am referring specifically to PCEngine cores. Has anyone tested the latest nightly and it worked?Delete your Retroarch.cfg
I am referring specifically to PCEngine cores. Has anyone tested the latest nightly and it worked?Delete your Retroarch.cfg
I just tested and all 3 PCengine cores.. Working fine here All booted Dragons curse..I am referring specifically to PCEngine cores. Has anyone tested the latest nightly and it worked?
What you're seeing there is nearest-neighbor scaling to a non-integer value. You're seeing it because the Integer Scale setting and the Aspect Ratio setting don't play very nice together. There's a few options you have here to avoid the issue:what's this graphical issue called and how to avoid it in RA?
i hate the 'pixel perfect' aspect ratio but even that setting doesn't stop it from occuring.
here's a picture, you can see one eye gets wider then the other as im moving through the stage in sm3
View attachment 282529
This is an excellent an super informative post. Thank you for that.What you're seeing there is nearest-neighbor scaling to a non-integer value. You're seeing it because the Integer Scale setting and the Aspect Ratio setting don't play very nice together. There's a few options you have here to avoid the issue:
- turn on Settings > Video > Bilinear Filtering; this will basically do a blurry scale from the original ~240p graphics to your RetroArch resolution. The issue will be gone, but you may like the blur even less.
- turn on Settings > Video > Scaling > Integer Scale and set Aspect Ratio to 1:1 PAR. This will guarantee every original game pixel is displayed over an exact multiple of pixels. e.g. a SNES game will display every single pixel as a 4x4 grid of Wii U pixels. There are two compromises you're making here: firstly, the image generally won't fill the whole screen for most platforms you emulate (e.g. 224 does not divide evenly into 480, 720 or 1080), so no matter what resolution your Wii U is configured to, you will have black borders around the edges of the screen at all times. Secondly, you are losing the original aspect ratio--pixels were not displayed as squares on any of these retro consoles, and in some cases they were extremely not-square, like CPS family arcade games, where if you display with 1:1 pixels, everything looks super wide, circles are ovals, etc.
- use the sharp-bilinear shader. This uses the Wii U's GPU to scale the image via nearest-neighbor to a perfect multiple (like option 2 above), then applies a bilinear filter (like option 1 above). This results in an image that's not quite as sharp as option 2, but way sharper than option 1, plus it allows you to use Aspect Ratio > Core Provided (or any other aspect ratio you like) without giving you any uneven pixels. Firstly, go to Main Menu > Online Updater > Update Slang Shaders, then load a game. Go to the Quick Menu > Shaders > Load > retro > sharp-bilinear.slangp, then scroll down and Apply Changes. It's possible this has been fixed by now, but when I first set this up on my end, I also had to enable Settings > Video > Bilinear Filtering to get that last filter step to work.
Unfortunately, it's stupid that the downloaded shaders don't work.What you're seeing there is nearest-neighbor scaling to a non-integer value. You're seeing it because the Integer Scale setting and the Aspect Ratio setting don't play very nice together. There's a few options you have here to avoid the issue:
- turn on Settings > Video > Bilinear Filtering; this will basically do a blurry scale from the original ~240p graphics to your RetroArch resolution. The issue will be gone, but you may like the blur even less.
- turn on Settings > Video > Scaling > Integer Scale and set Aspect Ratio to 1:1 PAR. This will guarantee every original game pixel is displayed over an exact multiple of pixels. e.g. a SNES game will display every single pixel as a 4x4 grid of Wii U pixels. There are two compromises you're making here: firstly, the image generally won't fill the whole screen for most platforms you emulate (e.g. 224 does not divide evenly into 480, 720 or 1080), so no matter what resolution your Wii U is configured to, you will have black borders around the edges of the screen at all times. Secondly, you are losing the original aspect ratio--pixels were not displayed as squares on any of these retro consoles, and in some cases they were extremely not-square, like CPS family arcade games, where if you display with 1:1 pixels, everything looks super wide, circles are ovals, etc.
- use the sharp-bilinear shader. This uses the Wii U's GPU to scale the image via nearest-neighbor to a perfect multiple (like option 2 above), then applies a bilinear filter (like option 1 above). This results in an image that's not quite as sharp as option 2, but way sharper than option 1, plus it allows you to use Aspect Ratio > Core Provided (or any other aspect ratio you like) without giving you any uneven pixels. Firstly, go to Main Menu > Online Updater > Update Slang Shaders, then load a game. Go to the Quick Menu > Shaders > Load > retro > sharp-bilinear.slangp, then scroll down and Apply Changes. It's possible this has been fixed by now, but when I first set this up on my end, I also had to enable Settings > Video > Bilinear Filtering to get that last filter step to work.
I downloaded the .zip via the online updater (and had to unpack it manually). Trying to load "sharp-bilinear.slangp" gives me an error: "Failed to apply shader preset bilinear.slang". It's the same problem with all other shaders. Do you know that might be the issue here?What you're seeing there is nearest-neighbor scaling to a non-integer value. You're seeing it because the Integer Scale setting and the Aspect Ratio setting don't play very nice together. There's a few options you have here to avoid the issue:
- turn on Settings > Video > Bilinear Filtering; this will basically do a blurry scale from the original ~240p graphics to your RetroArch resolution. The issue will be gone, but you may like the blur even less.
- turn on Settings > Video > Scaling > Integer Scale and set Aspect Ratio to 1:1 PAR. This will guarantee every original game pixel is displayed over an exact multiple of pixels. e.g. a SNES game will display every single pixel as a 4x4 grid of Wii U pixels. There are two compromises you're making here: firstly, the image generally won't fill the whole screen for most platforms you emulate (e.g. 224 does not divide evenly into 480, 720 or 1080), so no matter what resolution your Wii U is configured to, you will have black borders around the edges of the screen at all times. Secondly, you are losing the original aspect ratio--pixels were not displayed as squares on any of these retro consoles, and in some cases they were extremely not-square, like CPS family arcade games, where if you display with 1:1 pixels, everything looks super wide, circles are ovals, etc.
- use the sharp-bilinear shader. This uses the Wii U's GPU to scale the image via nearest-neighbor to a perfect multiple (like option 2 above), then applies a bilinear filter (like option 1 above). This results in an image that's not quite as sharp as option 2, but way sharper than option 1, plus it allows you to use Aspect Ratio > Core Provided (or any other aspect ratio you like) without giving you any uneven pixels. Firstly, go to Main Menu > Online Updater > Update Slang Shaders, then load a game. Go to the Quick Menu > Shaders > Load > retro > sharp-bilinear.slangp, then scroll down and Apply Changes. It's possible this has been fixed by now, but when I first set this up on my end, I also had to enable Settings > Video > Bilinear Filtering to get that last filter step to work.
HA. yes!!! finally we can put this one to bed, it's so annoying. Thank You!!I think I'm about to make a lot of people very happy... assuming it doesn't cause widespread breakage:
https://github.com/libretro/RetroArch/pull/13173
sharp-bilinear is the one that I needed. tyWhat you're seeing there is nearest-neighbor scaling to a non-integer value. You're seeing it because the Integer Scale setting and the Aspect Ratio setting don't play very nice together. There's a few options you have here to avoid the issue:
- turn on Settings > Video > Bilinear Filtering; this will basically do a blurry scale from the original ~240p graphics to your RetroArch resolution. The issue will be gone, but you may like the blur even less.
- turn on Settings > Video > Scaling > Integer Scale and set Aspect Ratio to 1:1 PAR. This will guarantee every original game pixel is displayed over an exact multiple of pixels. e.g. a SNES game will display every single pixel as a 4x4 grid of Wii U pixels. There are two compromises you're making here: firstly, the image generally won't fill the whole screen for most platforms you emulate (e.g. 224 does not divide evenly into 480, 720 or 1080), so no matter what resolution your Wii U is configured to, you will have black borders around the edges of the screen at all times. Secondly, you are losing the original aspect ratio--pixels were not displayed as squares on any of these retro consoles, and in some cases they were extremely not-square, like CPS family arcade games, where if you display with 1:1 pixels, everything looks super wide, circles are ovals, etc.
- use the sharp-bilinear shader. This uses the Wii U's GPU to scale the image via nearest-neighbor to a perfect multiple (like option 2 above), then applies a bilinear filter (like option 1 above). This results in an image that's not quite as sharp as option 2, but way sharper than option 1, plus it allows you to use Aspect Ratio > Core Provided (or any other aspect ratio you like) without giving you any uneven pixels. Firstly, go to Main Menu > Online Updater > Update Slang Shaders, then load a game. Go to the Quick Menu > Shaders > Load > retro > sharp-bilinear.slangp, then scroll down and Apply Changes. It's possible this has been fixed by now, but when I first set this up on my end, I also had to enable Settings > Video > Bilinear Filtering to get that last filter step to work.
Woah, so does that mean controllers are like they were back in 1.8.8? if so, this is a great news.Confirmed!! My Wiimote, Switch Controller (via bloopair) and WiiU Gamepad can now all controller the UI at the same time!! @gblues
EDIT: your right about only the main controller can open the Menu
EDIT2: all controllers can open the Menu if you set a Menu Toggle Controller Combo in Hotkeys
Exactly. It's still in PR for now but once its merged it'll hit the buildbot, This has been one of the longest issues. A single fix increases WiiU RA usability by 50% ahah.Woah, so does that mean controllers are like they were back in 1.8.8? if so, this is a great news.
I have used the Touchscreen to play super scope games but I dont remember about the select button? It should be able to be mapped to the gamepadSNES Super Scope Select Button not mapped via Touchscreen Mode?
Fire Button Works fine Hell it Awesome!!!
Any way to remap to Gamepad? The Button on Handle.
Has it already been mapped?
Port 1 SNES Joypad
Port 2 Super Scope
Do you know when it will be committed?I think I'm about to make a lot of people very happy... assuming it doesn't cause widespread breakage:
https://github.com/libretro/RetroArch/pull/13173
Gblues Any pad can control the menu fix has been committed!!!! Should be on the buildbot within 24 hours fingers crossedDo you know when it will be committed?
Can't wait to test!
OK! It worked perfectly in games .... But not on the menu. Maybe it's some setting I should activate?Gblues Any pad can control the menu fix has been committed!!!! Should be on the buildbot within 24 hours fingers crossed
Thank You @gblues