Retroarch flicking on borders
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It was easy to convert it to a shader that just display an overlay.įor a while now I use these 2 shaders with steem, winuae, hoxs, demul, dolphin, supermodel and some others. Finally I combined this shader with a simple shader called “Hud_Tech” which originally was designed to display a crosshair for aiming. Looks pretty horrible even besides the glitches. I forget exactly what I did but definitely upscaling and the anti-jitter options. Now I was able to set the exact position and size, wherever I want to have it on the screen. Not 100 sure that is the case, but look for some options related to 'Dithering' that should help. What will happen is Ill select it,and as. This issue has been happening mainly with my PPSSPP core every time I select the psp4x border. My only problem so far has been,as the title suggests,with applying borders. Post setup guides, questions and news here. Try running the core at native res, or try one of the DREZ presets which downscale in the first pass to a reasonable resolution. /r/RetroArch is a subreddit dedicated to RetroArch and the libretro API framework. I then took a closer look into the crt.fx-shader and were able to add some new parameters: zoom_x, zoom_y, offset_x and offset_y If its only the Mega Bezel presets that crash retroarch it is likely that you are running out of gpu memory because of core upscaling/higher internal resolution. I instantly found a nice little tweak to use the “overscan”-parameter to be used as zoom-in as wells as zoom-out by just changing the accepted limits for the value. Finally I took a closer look into the stock shader “CRT.fx” which is delivered with reshade. So lets set-up User 1s controller: Navigate to Input User 1 Binds. Here you will find the option to set binds for multiple users, 'Input User 1 Binds', 'Input User 2 Binds' and so on. Setting the "Hi-Res Textures" option to Stretched took away most of the green lines (but not all), but it made everything look way more pixelated than 2xSal.For months I had the exact same problem like you. If you want to set-up local multi-player with games that support it: Navigate to Settings.
![retroarch flicking on borders retroarch flicking on borders](http://2.bp.blogspot.com/-nG-AenvX2fs/UlwGD8srelI/AAAAAAAAB5c/SFE7BS-hlfs/s1600/RetroArch-1014-091514.png)
This is a combination of the 4xSoft and Lottes CRT shader (my favourite CRT shader - doesn’t cause dark scanlines like most of the others). All you have to do is match the name of the border png to the name that is inside the. The active effect can be toggled by a runtime parameter. cfg files, and you can use that exact one for any border you want. This shader fills the border with live, animated effects based on shadertoys from Inigo Quilez. Retroarch Video Settings: 1080p Settings Value Aspect Ratio: Custom: Custom Aspect Ratio X Pos: 480: Custom Aspect Ratio Y Pos: 180: Custom Aspect Ratio Width: 960: Custom Aspect Ratio Height: 720: Integer Scale: Off: Most of these overlays need a curved CRT shader to avoid cropping too much in the image corners. In this case I run at 4x resolution on a 1080p screen. In my Core Set, there is a Custom Borders HMOD. Here's what it looks like.Ĭan anyone tell me what I'm doing wrong? I've tried tweaking every setting with Pete's OGL2 plugin, but nothing seems to help. I finally found an N64 shader config that does a great job at covering up the often-horrible pixellation on HUD and font elements when upscaling. I've got it mostly set up, and thank god for ePSXeCutor, since it makes configuring and retrying settings a lot easier.īut, I still can't get the damn green lines around environment textures to go away! It's like the textures aren't quite lining up correctly. So I once again got the urge to play FFVII, and I remembered loving how it looks on ePSXe the last time I played (way back when I was in college).