People recommend to use DuckStation because it gets regular updates, has better accuracy and better perfomance.
I think you better ask for such support to Duckstation developers.
Which people? You donât always have to be a blind follower. PSX Emulation has been mature for a very long time now. Performance hasnât been an issue to talk about even among different emulators and cores. Name 5 important features that DuckStation can do but the other cores/emulators I mentioned canât do.
Whereâs the empirical evidence of this performance and compatibility advantage and if there is an advantage is it meaningful to your particular situation?
Lastly, Iâm sure the other emulator cores I called also receive updates.
It sounds like you have a solution thatâs looking for a problem rather than the other way around.
Rewind. Thats enough for me.
âbeetle psxâ can do it IIRC using retroarch build-in Rewind, I dont recommend SwanStation for now especially if you are using crt shaders
Beetle psx langs on x4, sometimes even on x2. Beetle psx HW freezes when I press fast forward.
A major issue with Duckstation is that it isnât open source.
Beetle PSX HW is what I would recommend if you really want high res rendering (IMO native res + a good CRT shader will give superior results but to each his own).
It sounds like the problems youâre having with Beetle are caused by performance issues and may be fixed by changing settings. If you make a new thread about it we can offer some guidance.
Hey there,
I dont know about SteamOS, I avoid Steam nowadays, but I use Duckstation on Debian and Arch distros with Lutris, VKBasalt, GOverlay and Gamescope. This is an alternative to reshade and allows the use of Retroarchâs CRT shaders ported to reshade fxs, like whatâs available here. This way I use shaders on everything I want, including also PCSX2 and a lot of abandonwares, and some indie games with pixel graphics like AM2R.
AFAIK Thereâs no GUI except the options youâd find in Lutris, so reading the github install and config section helps. Once VKBasalt is installed, you can use the environment variable ENABLE_VKBASALT=1 (in lutris advanced options) and vkbasalt.conf files (that youâll edit manually). In these youâll specify the shader chain you want to use by writing the .fx files and their paths.
You mays also have to edit the fx files themselves to fit your resolution and match the Retroarch settings youâre used to, or those from Kokoko3kâs you want to reproduce.
To set all that up is not as user friendly as using Retroarch, if youâre not comfortable with all that tinkering on linux, Iâd advise to take things slow. Maybe also give a spin of your game on Swanstation or Beetle PSX / HW before judging them too hastily. So far theyâve played almost everything I tried just fine.
Oh, thanks for such a detailed answer. But it requires a lot of tinkering, and that is not what i am willing to do. So i decided to use uborder-bezel-reflections shaders with increased besels. Maybe ill give a try to beetle psx hw with my next game.
Sorry, itâs still unrelated to the thread, but I had this same issue today on linux pop!_OS with Wayland, Vulkan and Beetle PSX HW, playing Dino Crisis with PGXP and upscaled graphics.
Reading about the issue, I tweaked the âFast-Forward frameskipâ parameter (in menu Settings > Frame Throttle) and set it to OFF, and now fast forward works fine without hanging Retroarch.
I was pretty reluctant to use Wayland all the time but it seems a lot of the issues I encountered last year are now fixed. Itâs really cool. Now I just need to find a remote desktop solution working well for all my boxes, Rustdesk working on Wayland still seems a bit rough around the edges here.