Windows Nightly discussion thread


#301

testing done with MAME over at the arcadecontrols forum suggests that raw input is slightly faster than dinput/xinput for joysticks/gamepads but not for keyboards, FWIW.


#302

So what is recommended between xinput, dinput, raw input? I think modern PC games uses xinput, is that right? What is your personal preference for input?


#303

Honestly, any of them are fine and it’s likely one of the smaller sources of latency in a given person’s setup. However, if you’re super-worried about latency and you’ve already done all of the big things (exclusive fullscreen, hard GPU sync, frame delay), raw input might snag you a few more milliseconds.


#304

OK Hunter, that’s good to know, I’m not a input-lag nut, just wanted to have more info and try to figure out if the difference was something I should worry about.


#305

Plase tell me how remap left n64 analog stick for keyboard keys? I try in retroarch cfg but still can’t get this work.


#306

go to settings > input > p1 input binds > and map left analog x +/- and y +/- to the desired keys.


#307

I have a pretty good reason why dropping .cg shaders is not entirely in the best interest of RetroArch’s cross platformability. Unlike HLSL and GLSL, .cg shaders are more crossp-latform friendly. Where HLSL is now only used for Direct X 10 (the XBox360 version) and GLSL is only usable for OpenGL…cg Shaders are compatible with both.

GLSL shaders are a pain to cutsomize and write because each GLSL shader file has to be rewritten for each subsequent revision of OpenGL to work. This means that GLSL shaders written specifically for OpenGL 4.5 might not work properly for graphics chipsets that support OpenGL 3.5. They also almost always require a rewrite for each version of OpenGL a user wishes to utilize in their cores. They are constantly needing to be updated and probably would not suit the pace at which Retroarch releases stable updates.

HLSL is proprietary and only works exclusively for devices that use DirectX…and is not at all cross-platform outside of Microsoft’s own devices.

CG shaders, on the other hand, are a lot easier to deal with when it comes to cross-platform capability. They are often a lot more stable and can be used by both OpenGL (no rewrite needed) and DirectX. CG shader’s are not proprietary to any single platform. All a programmer needs to do is compile a dynamic link library for them to work in Windows.


#308

That’s why we standardized on them in the first place, but Cg is dead. Nvidia killed it. They even took down their reference docs a couple of months ago, so I wouldn’t be surprised if they stopped hosting the toolkit soon, too. Even Unity switched to straight HLSL with version 4.0.

Re: consistency vs GLSL, we had a lot of issues with Cg providing different profiles on non-Nvidia hardware. GLSL is indeed a hassle and a half to make backward-compatible, but I think I have a pretty good handle on it, using some compatibility macros.

Cg was/is just as proprietary as HLSL, with all of the liabilities that come with that, as we’re seeing now. The only way Cg works with OpenGL is through their cgc compiler, which will certainly be killed off at the same time as the rest of the toolkit. We asked them to open source it and they declined, citing “trade secrets”.


#309

Hi. i’m trying to run retroarch 1.6.3 on windows xp, through the new windows xp installer, and when i try to run retroarch.exe crash and throw error…


#310

Same unfortunately, something about wrong parameter.

If I use manifest file provided in this thread (manifest must be named same as your retroarch.exe just with manifest at the end) I actually works but I feel that is more of a workaround that can introduce some errors down the way.

Also, I get crash whenever I try to load shaders with cgp extension.


#311

Thanks !!! Its works fine, unfortunately very few cores are ported to win xp version… Regards, and sorry for my bad english.


#312

um im new to the fourms but i went to switch user interface themes and now i have tiny text in the top left and no interface please help


#313

Still absolutely useless on Windows Devices. It is still not possible to add Content with Directory Scan. Nobody wants to add thousands of ROMS manually.


#314

Hi- I have dual monitor set up, I run RetroArch in fullscreen Window Mode

when i move the mouse over to my other monitor and click it pauses retroarch, any setting to basically not pause it when clicking outside the screen?


#315

settings > user interface > Don’t run in the background OFF

You may need to set ‘show advanced settings’ to ON in that same menu first if that option isn’t immediately visible.


#316

Thank you Hunter. Works perfectly

Cheers


#317

Hi All,

I’m fairly new the the whole scene.

But I’m having troubles with Retroarch menu/display. I’v installed the latest release 1.6.7 and also tried the latest nightly. First of all Retroarch crashed immediately after launch. Solved this by setting display driver to d3d although I have a Nvidia GeForce GTX 750Ti card and installed the Nvidia drivers that supposedly support OpenGL 4.6. But thats fine, I’ll just run d3d.

Now when I start retroarch the background is just black and the icons too. I see text so I can browse and with a little searching change things I need to change. But makes it much more difficult.

Anyone had this before and knows how to solve it? I’m used to seeing a beautiful blue ps3 like interface.

Much appreciated and many thanks!


#318

The fancy XMB menu doesn’t work with d3d currently. You can stick with the way you have it now or switch over to the RGUI menu in settings > driver > menu driver. It doesn’t look a whole lot different, though, tbh.


#319

thanks for the feedback. good to know. I will just do without for the time being unless I get opengl working again.

Thanks again!


#320

Probably, the fix would involve reading the core’s config file and set the current RetroArch saves path to that once the core has loaded, as it seems now it only makes use of the saves path written in the RetroArch config file, not the core’s one.