Yeah, I 'm running it it Windows (Win 10 to be exact) and I couldn’t get it to work at all, but I was using the Vulkan video driver, I switched it back to GL and it worked. Thanks! Is there any reason to use Vulkan? I thought it was better, but if I’m going to have to switch back and forth for an extra bit of unnoticeable difference, I might as well just use the GL driver, correct?
Here is my config : Core i7 2600k @ 3,40 GHz GeForce GTX 570 Windows 10 64 bit RetroArch 1.6 x64 with Open GL driver
Regarding the log file with Verbose, I dont understand how to get it (I’m not familiar with command line and Verbose)
I had some issues at first, I couldn’t even load the core.
The problem was that Citra needed updated libraries my self compiled Retroarch did not have. Grabbing the latest redist from the buildbot fixed that and it runs fine now.
Vulkan has a lot of benefits, though all of them are pretty small/subtle, and yeah, it only works with software-rendered cores and vulkan-native cores, and we don’t have graceful switching between it and GL when the core demands it.
Some people have gotten around that by having a GL config and a Vulkan config and they use a launcher to switch between them as needed.
This was less of a deal when we only had small number of libretro-gl cores, but that number is quickly growing, so we need a way to deal with it soon, I think.
Citra itself doesn’t have a Vulkan renderer right now. Can’t add something that is not there to begin with, and to go and ‘hard fork’ this just to add a Vulkan renderer would be 1) be a whole lot of work and 2) be an exercise in futility anyway as we would fall behind upstream. Best to keep it in lockstep with upstream.
What would be needed to get this running on android? Is there an arm dynarec or would a jni makefile do?
Where do you place the nand and sysdata directory? These files are needed for certain games like Pokemon.
I tried the system folder but that didn’t work.
EDIT: Nevermind i figured it out
I’ve been messing around with the Citra core on Kubuntu 17.10 x64. I’ve been trying to record footage of Pokemon Moon for the past little while, and recording Citra on its own gives me weird results due to not having a proper full-screen mode. This works a lot better, and near as I can tell it’s about as fast as the standalone emulator compiled as a release build. (Does this use the standard branch or bleeding edge? It’d be nice to have the option for both, like how the bsnes cores work.)
That said, I have been having issues. It seems like Citra and Libretro don’t play too nicely together yet. The first time I tried it, I’d been using Retroarch’s FFmpeg core with some prior footage for shader purposes. (Thanks for the VCR preset, hunterk!) It straight up crashed, and the errors I checked suggested that it was, for whatever reason, trying to generate a massive texture larger than 16384x16384. Turning off the shader, it worked fine, but when I tried to enable it, it went funny and wouldn’t work when I launched it again:
My theory is that Citra’s enlarging the image to fit the whole viewport before the image is passed to the shader. (It’s not an amazing theory, because playing back ~1080p video in FFmpeg worked with the VCR shader, albeit incredibly slowly.) Whatever the case, something doesn’t seem right. (I’m using single-screen mode for recording purposes, for the record.)
Another issue is that the integer scaling seemed incredibly wonky, measuring from a height of 400 at 1x and 800 at 2x. See these pictures for both:
This time, though, I got a clear picture of what went wrong. Put simply, it’s a bug, and an incredibly tiny one…namely, a typo:
RetroArch [INFO] :: Environ SET_GEOMETRY.
RetroArch [INFO] :: SET_GEOMETRY: 240x400, aspect: 1.667.
The X and Y coordinates were mixed up, so it thinks that the 3DS’ top screen has a height of 400, rather than a width. I imagine this will be a simple fix, though given other issues and the variety of possible screen layouts (and corresponding framebuffer sizes), you might wanna sanity check everything just in case.
Let me know if you need logs or anything. Looking forward to seeing this on the PPA! Good work, as always.
Good catch. I put in a PR to fix the width/height swap issue.
For the shader issue, are you using Cg or GLSL shaders?
GLSL. I don’t think Cg shaders work for any core for me right now, but given that they’re deprecated it’s not a huge issue, and I’m on Linux and AMD so fixing that might be more trouble than it’s actually worth.
The Citra Libretro core does all of its sizing itself, in terms of layout. We have to make some guesses as we cannot find out the window’s dimensions ourselves.
Yeah, massive textures are due to me just doing a dumb multiplication based on scaling. Thinking about capping it.
Cg shaders will not work with Citra, as they do not compile to OpenGL 3.3 at all.
Thanks CG shaders was making crashing retroarch With GLSL, its working
I did some testing yesterday with the Citra core after the buildbot recompiled it. The ntsc-vcr shader was still broken under normal circumstances, but setting the first pass to 1x rather than 4x fixed things. 4 times 1600 is 6400, which may cause issues, but playing back a wider (~1800px) video with the shader worked, albeit slowly; the shader never worked at 4x first-pass even at native res. (I’ll double check the exact changes later, just in case.) It seems like there are still some kinks to work out.
It took a bit to get the shader, Citra, and OBS running at speed together (I used Threaded Video, turned off V-sync, maybe made another change I can’t remember), but I posted a video of the results. So it seems like it all works pretty well, even if there are still bugs.
(On an unrelated note, is Super Game Boy support or FFmpeg ever going to not be broken? I’d be willing to chip in $20 or so to a bounty on one of the issues, but I’m not sure how I’d get the bounty up in the first place.)
My biggest question about the core is, are there any plans to add the video mode “Quick Switch” like the DS core has? I was very surprised to not see it listed, unless I’m missing the option somewhere.
I tried this core. I don’t get a big game window like i see in this screenshot, and like a maximized game window in Citra stand alone. I get two equal sized windows with the game window on top of the secondary display window. How can you get it like TrueMotion’s screenshot toward the top of this thread? Thanks.
In the core options, there’s one to get different video orientations, including one big screen taking up the entire space, big/little, etc.
Thanks for the quick reply. I don’t know why, but I just don’t see anything like that in settings. I checked the Citra core’s video settings.
Edit: I found it! I didn’t realize I needed to have an actual game loaded first. I was initially just loading the core and looking. Thanks!
Can you tell where you ended up putting them? I can’t figure it out.
C:/Users/[your-user-name]/AppData/Roaming/Citra/