![]() Always great to see an effort put in on UX in open-source software. Just in general the aspect ratio/display port type video options could be a lot clearer.A submenu per user in the input settings is a good idea, and it'd be great to have an option called "Clone Input 1 Setup" that mirrors any buttons on Input 1 that are set to a controller onto the same buttons on the next controller.Don't hide the borderless windowed setting, make one setting with the options "Windowed," "Borderless," and "Fullscreen." That's how games that support the feature usually do it.My preference would be to move the default config into the actual config directory, show the name of the config file on the menu just like the loaded core and content, and have one save option with a box that defaults to being filled with the current loaded config but lets you enter a different name instead. If there's an important distinction here, make it clearer, otherwise just collapse these into one. The difference between Settings and Options is really non-obvious.Just have one that shows the core information and then has the core options underneath. You don't need multiple menus for core-related stuff.Similarly, why separate content and playlists? Just make both available in the same menu. Ideally, get rid of the second one and have the first one just load the content if the loaded core would run it and prompt you for a core if it doesn't. At very least "Load Content" and "Load Content (Detect Core)" are redundant. There are too many workflows for actually loading content.cfg override files or make then read-only.So here's my high-level feedback on the UI: cfg overrides is that the settings in them can get deleted by retroarch whenever you select “Save Core Overrides” in retroarch. One thing thats a bit annoying is when I disable the border/corner effect (pass 12 of crt-royale) everything becomes significantly darker and I cant get. If you don’t want the overrides at all anymore, you can delete that file. You can handle your override files however you want. This forces 16:9, disables overlays (since I use a GB border shader instead of overlays to get borders), enabled run-ahead with 1 frame and second instance, and also enables shaders. You can edit it with a text editor like Notepad if you want to remove settings from it that you don’t want to get overriden or you can also add more by hand (if you know the name of the setting.)įor example, my SameBoy.cfg file looks like this: aspect_ratio_index = "1" For SameBoy, the file is: /config/SameBoy/SameBoy.cfg I can disable the overlay to get rid of them but that removes the border as well. In retroarch my border shows properly and I have the filtering, but the damn scanlines are back. The problem comes when a game isnt compatible with canoe and must use retroarch. This override file will be saved in the core’s config folder. My border shows up, the image is filtered, and the scanlines are gone. ![]() This will create an override for just that core that forced aspect ratio to 16:9. ![]() The best way to handle the aspect ratio setting is to create a retroarch config override for the core.įor example if you use the SameBoy core, then first start a game, then go to Settings->Video->Scaling->Aspect Ratio and set it to 16:9 (or whatever your display is.) Then go back to the “Quick Menu”, select “Overrides” and then choose “Save Core Overrides”. The shader will apply its own color correction and LCD emulation, so if you also have those options enabled in the core, those effects will be applied twice, resulting in wrong color, wrong brightness and wrong LCD ghosting emulation. You need to configure the core to output a raw image. 16:9 for example, if you use a 16:9 display.įurthermore, you need to make sure you have configured the core to disable any and all color correction or LCD emulation settings. Game Boy shaders to work correctly, you need to set the aspect ratio in retroarch to match your screen.
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