Version 1.22.0 to 1.22.2 Stable but no Announcement
I seen them on TestFlight and in Stable on Buildbot
Also says version 1.22.2 on website
So wondering why been no Announcements about them?
Version 1.22.0 to 1.22.2 Stable but no Announcement
I seen them on TestFlight and in Stable on Buildbot
Also says version 1.22.2 on website
So wondering why been no Announcements about them?
I’m on 1.21. I really must not be paying attention.
Things are moving fast on RetroArch lately — even the Dolphin core (and possibly others) is getting frequent updates. For example, you can now enable or disable dual-core mode directly in Dolphin.
RetroArch keeps getting better ,the devs are really polishing things, and once everything stabilizes, it’s going to be even more amazing. If any developer happens to read this, it would be awesome to get a changelog or a link to track recent changes so we can fully enjoy all the new features.
1.22.0 had all sorts of problems in linux, like “watch shader changes” not working, loading another rom and black screen, couldn’t “apply” preset etc. looks like it’s fixed after mint informed me an update to 1.22.1 was available.
Was there a list of the key changes in 1.22.0?
Usually you can look in the change log file https://github.com/libretro/RetroArch/blob/master/CHANGES.md . “Future” means, it is the future version number that will become next when a new release comes out (at the moment the Future list is empty). Available releases are listed at https://github.com/libretro/RetroArch/releases .
Notice that 1.22.1 and 1.22.0 are put together in a single list, if I understand it correctly.
I’m on Windows, 1.22.2, I’m experiencing many black screens (+crash). It seems related to shaders in some weird ways.
I have core presets saved for most systems:
load the game (with a core preset saved)-> black screen + crash
delete the core preset file.
load the game -> game loads.
load the preset -> it works.
save core preset then close the game.
load the game again -> black screen + crash
this does not happen with all cores and all presets…
I tried to get a log but nothing gets saved on crash. 
You could run RetroArch directly from commandline with verbose option retroarch --verbose . Its effectively a log live on screen. If it crashes, then you would see the messages up to that point. I actually don’t know if the dedicated logging functionality of RetroArch has additional information…
tried, nothing happened, retroarch launches but no live logs 
this are the log options in RA:
this is the “log” I get after black screen + crash
[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz
[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE42 AES AVX AVX2
[INFO] Version: 1.22.2
[INFO] Git: cf30bc2
[INFO] Built: Nov 17 2025
[INFO] =================================================
Hmm, still nothing if you set logging level to Debug and run the command again? Edit: Oh i see now the uploaded screenshot. If you have it logging to file, then it will not be shown in terminal I think. Try to disable Log to File and run command again. Also its set to ignore everything that is not an Error. So set logging level to Debug or Info.
setting for debug I get this:
from the log file generated by RA.
the only warnings are about rumble and no errors detected…
disabling log to file (and setting 3 Errors in log options) did work but same results:
this with setting “info”
PS D:\EMU\RetroArch FINAL> .\retroarch.exe --verbose
PS D:\EMU\RetroArch FINAL> [INFO] RetroArch 1.22.2 (Git cf30bc2)
[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz
[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE42 AES AVX AVX2
[INFO] Version: 1.22.2
[INFO] Git: cf30bc2
[INFO] Built: Nov 17 2025
[INFO] =================================================
[INFO] [Input] Found input driver: "dinput".
[INFO] [Environ] SET_PIXEL_FORMAT: RGB565.
[INFO] [Core] Version of libretro API: 1, Compiled against API: 1
[INFO] [Core] Geometry: 320x240, Aspect: 1.333, FPS: 60.00, Sample rate: 48000.00 Hz.
[INFO] [Video] Set video size to: fullscreen.
[INFO] [GLCore] Found GL context: "wgl".
[INFO] [GLCore] Detecting screen resolution: 1920x1080.
[INFO] [Video] Fullscreen set to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
[INFO] [WGL] Extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
[INFO] [WGL] Adaptive VSync supported.
[INFO] [GLCore] Vendor: NVIDIA Corporation, Renderer: NVIDIA GeForce GTX 960/PCIe/SSE2.
[INFO] [GLCore] Version: 4.6.0 NVIDIA 581.08.
[INFO] [GLCore] Using resolution 1920x1080.
[INFO] [XInput] Found XInput v1.4.
[WARN] [DInput] Strong rumble unavailable.
[WARN] [DInput] Weak rumble unavailable.
[INFO] [Input] Found joypad driver: "xinput".
[INFO] [GLCore] Using Slang shader backend.
[INFO] [GLCore] Loading stock shader.
[INFO] [GLCore] Building pass #0 (N/A)
[INFO] [GLCore] Not using frame history.
[INFO] [GLCore] Not using framebuffer feedback.
[INFO] [Video] Found display server: "win32".
[INFO] [Audio] Set audio input rate to: 48000.00 Hz.
[INFO] [XAudio2] Requesting 64 ms latency, using 64 ms latency.
[INFO] [Audio] Started synchronous audio driver.
[INFO] [Microphone] Initialized microphone driver.
[INFO] [Display] Found display driver: "glcore".
[INFO] [Playlist] Loading favorites file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_favorites.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_history.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_image_history.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_music_history.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_video_history.lpl".
[INFO] [Environ] SET_SUBSYSTEM_INFO.
[INFO] [Core] Using content: "D:\EMU\RetroArch FINAL\ROMs\# NO-INTRO#\Nintendo - Super Nintendo Entertainment System\Nintendo - Super Nintendo Entertainment System\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).zip".
[INFO] [Core] Unloading core...
[INFO] [Core] Unloading core symbols...
[INFO] RetroArch 1.22.2 (Git cf30bc2)
[INFO] === Build =======================================
[INFO] CPU Model Name: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz
[INFO] Capabilities: MMX MMXEXT SSE SSE2 SSE3 SSSE3 SSE4 SSE42 AES AVX AVX2
[INFO] Version: 1.22.2
[INFO] Git: cf30bc2
[INFO] Built: Nov 17 2025
[INFO] =================================================
[INFO] [Input] Found input driver: "dinput".
[INFO] [Environ] SET_SUBSYSTEM_INFO.
[INFO] [Core] Loading dynamic libretro core from: "D:\EMU\RetroArch FINAL\cores\bsnes_libretro.dll".
[INFO] [Override] Core-specific overrides found at "D:\EMU\RetroArch FINAL\config\bsnes\bsnes.cfg".
[INFO] [Config] Loading config: "D:\EMU\RetroArch FINAL\retroarch.cfg".
[INFO] [Config] Appending override config: "D:\EMU\RetroArch FINAL\config\bsnes\bsnes.cfg".
[INFO] [Override] Redirecting save file to "D:\EMU\RetroArch FINAL\saves\bsnes\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).srm".
[INFO] [Override] Redirecting save state to "D:\EMU\RetroArch FINAL\states\bsnes\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).state".
[INFO] [Environ] GET_CORE_OPTIONS_VERSION.
[INFO] [Environ] GET_LANGUAGE: "0".
[INFO] [Environ] SET_CORE_OPTIONS_V2_INTL.
[INFO] [Environ] GET_LOG_INTERFACE.
[INFO] [Environ] SET_SUBSYSTEM_INFO.
[INFO] [Environ] SET_CONTROLLER_INFO.
[INFO] [Environ] SET_INPUT_DESCRIPTORS.
[INFO] [Content] Core requires uncompressed content - extracting archive to temporary directory...
[INFO] [Content] Content successfully extracted to: "D:\EMU\RetroArch FINAL\ROMs\# NO-INTRO#\Nintendo - Super Nintendo Entertainment System\Nintendo - Super Nintendo Entertainment System\Super Mario World 2 - Yoshi's Island (USA) (Rev 1).sfc".
[INFO] [Content] Content loading skipped. Implementation will load it on its own.
[INFO] [Environ] SET_PIXEL_FORMAT: XRGB8888.
[INFO] [Environ] GET_SAVE_DIRECTORY: "D:\EMU\RetroArch FINAL\saves\bsnes".
[INFO] [SRAM] Skipping SRAM load.
[INFO] [Core] Version of libretro API: 1, Compiled against API: 1
[INFO] [Core] Geometry: 256x224, Aspect: 1.143, FPS: 60.10, Sample rate: 48000.00 Hz.
[INFO] [Video] Set video size to: fullscreen.
[INFO] [GLCore] Found GL context: "wgl".
[INFO] [GLCore] Detecting screen resolution: 1920x1080.
[INFO] [Video] Fullscreen set to 1920x1080 @ 60Hz on device \\.\DISPLAY1.
[INFO] [WGL] Extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_no_error WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_context_flush_control WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_colorspace WGL_EXT_create_context_es_profile WGL_EXT_create_context_es2_profile WGL_EXT_extensions_string WGL_EXT_framebuffer_sRGB WGL_EXT_pixel_format_packed_float WGL_EXT_swap_control WGL_EXT_swap_control_tear WGL_NVX_DX_interop WGL_NV_DX_interop WGL_NV_DX_interop2 WGL_NV_copy_image WGL_NV_delay_before_swap WGL_NV_float_buffer WGL_NV_multisample_coverage WGL_NV_multigpu_context WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle
[INFO] [WGL] Adaptive VSync supported.
[INFO] [GLCore] Vendor: NVIDIA Corporation, Renderer: NVIDIA GeForce GTX 960/PCIe/SSE2.
[INFO] [GLCore] Version: 4.6.0 NVIDIA 581.08.
[INFO] [GLCore] Using resolution 1920x1080.
[INFO] [XInput] Found XInput v1.4.
[WARN] [DInput] Strong rumble unavailable.
[WARN] [DInput] Weak rumble unavailable.
[INFO] [Input] Found joypad driver: "xinput".
[INFO] [Shaders] Specific shader preset found at "D:\EMU\RetroArch FINAL\config\bsnes\bsnes.slangp".
[INFO] [GLCore] Using Slang shader backend.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\koko-ambi-standalone\0_koko-ambi-stock.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #0.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\koko-ambi-standalone\1_koko-ambi-avglum.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #1.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\koko-ambi-standalone\2_koko-ambi-temporal.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #2.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\support_shaders\original.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #3.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\misc\shaders\grade.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #4.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\stock.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #5.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\content_bezel_shaders\crt\guest\advanced\afterglow0.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #6.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\pre-shaders-afterglow.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #7.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\ntsc\ntsc-pass1.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #8.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\ntsc\ntsc-pass2.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #9.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\ntsc\ntsc-pass3.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #10.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\custom-fast-sharpen.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #11.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\stock.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #12.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\avg-lum-ntsc.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #13.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\linearize-ntsc.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #14.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\crt-guest-advanced-ntsc-pass1.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #15.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\hd\gaussian_horizontal.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #16.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\gaussian_vertical.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #17.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\hd\bloom_horizontal.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #18.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\crt\shaders\guest\advanced\bloom_vertical.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #19.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\content_bezel_shaders\crt\guest\advanced\crt-guest-advanced-ntsc-pass2.slang".
[INFO] [GLCore] Using render target format R16G16B16A16_SFLOAT for pass output #20.
[INFO] [Slang] Compiling shader: "D:\EMU\RetroArch FINAL\shaders\shaders_slang\bezel\uborder\shaders\content_koko_ambi\crt\guest\advanced\deconvergence-ntsc.slang".
[INFO] [GLCore] Using render target format R8G8B8A8_UNORM for pass output #21.
[INFO] [GLCore] Building pass #0 (N/A)
[INFO] [GLCore] Building pass #1 (avglum_pass)
[INFO] [GLCore] Building pass #2 (ambi_temporal_pass)
[INFO] [GLCore] Building pass #3 (OriginalFake)
[INFO] [GLCore] Building pass #4 (N/A)
[INFO] [GLCore] Building pass #5 (StockPass)
[INFO] [GLCore] Building pass #6 (AfterglowPass)
[INFO] [GLCore] Building pass #7 (PrePass0)
[INFO] [GLCore] Building pass #8 (NPass1)
[INFO] [GLCore] Building pass #9 (N/A)
[INFO] [GLCore] Building pass #10 (N/A)
[INFO] [GLCore] Building pass #11 (NtscPass)
[INFO] [GLCore] Building pass #12 (PrePass)
[INFO] [GLCore] Building pass #13 (AvgLumPass)
[INFO] [GLCore] Building pass #14 (LinearizePass)
[INFO] [GLCore] Building pass #15 (Pass1)
[INFO] [GLCore] Building pass #16 (N/A)
[INFO] [GLCore] Building pass #17 (GlowPass)
[INFO] [GLCore] Building pass #18 (N/A)
[INFO] [GLCore] Building pass #19 (BloomPass)
[INFO] [GLCore] Building pass #20 (N/A)
[INFO] [GLCore] Building pass #21 (N/A)
[INFO] [GLCore] Building pass #22 (N/A)
[INFO] [GLCore] Not using frame history.
[INFO] [GLCore] Using framebuffer feedback for pass #1.
[INFO] [GLCore] Using framebuffer feedback for pass #2.
[INFO] [GLCore] Using framebuffer feedback for pass #6.
[INFO] [GLCore] Using framebuffer feedback for pass #13.
[INFO] [Video] Found display server: "win32".
[INFO] [Audio] Set audio input rate to: 47921.08 Hz.
[INFO] [XAudio2] Requesting 64 ms latency, using 64 ms latency.
[INFO] [Audio] Started synchronous audio driver.
[INFO] [Microphone] Initialized microphone driver.
[INFO] [Display] Found display driver: "glcore".
[INFO] [Environ] SET_SUBSYSTEM_INFO.
[INFO] [Playlist] Loading favorites file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_favorites.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_history.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_image_history.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_music_history.lpl".
[INFO] [Playlist] Loading history file: "D:\EMU\RetroArch FINAL\playlists\builtin\content_video_history.lpl".
I’m having similar black screen issues with some shader presets that use longer reference chains. I’m on version 1.22.0.
Edit: the issue is affecting glcore driver, and is solved if using vulkan driver.
Hopefully it will be fixed, I would like to keep glcore… 
Me too, not all cores work well (or at all) with vulkan. Also my other old laptop doesn’t even have vulkan.
@hunterk Should we open an issue on GitHub regarding this? it seems to be affecting version 1.22.0 - 1.22.2.
Sure. If you can pin it down with any more precision than that (i.e., by trying some nightlies to see if it happened in the past 2 weeks), all the better.
I tried (I installed them on top of my install) nightly 2025-11-06 and it still has the issue, also the stable 1.22.0
@Hari-82 I’m a bit restricted atm, can you open the GitHub issue instead? I think it can help the devs catch on this quickly.