11/11/2023 0 Comments Retroarch switch video settings: Requested Resolution: resolution is outside of 320x240, so it will choose the closest 640x480 and it is very very ugly. Tvs also can have service menus where V-Size can be increased, I would expect a PVM to have something similar, maybe an actual knob. This will of course move you away from NTSC spec, and more in a custom direction. You would have to try and lower that, to see if the image get’s bigger. You see that both of your modelines end with 261 total lines. You have some flexibility in the horizontal direction with the way modelines can be set up so borders can be made less visible, but that won’t work that good in the vertical direction. The picture your PVM displays is what I would expect.Ĭropping borders can be convient for emulation, it’s more something for LCDs though. Borders were supposed to be part of the image, sometimes developers could also do effects in that area which is why any emulator worth it’s salt will include them. It’s unlikely to find one that’s by default set up to only display 192 lines though. Overscan on earlier TV’s (like 80’s) was bigger. So it cannot natively display 256x192 resolution right? What TV would natively display ZX Spectrum resolution through RGB (RGBHV) or YBGRB cable? if your GPU is less than 15 years old and your platform supports “glcore”, you should probably consider using “glcore” over “gl” as default OpenGL video driver, it generally produce better overall results.Sony PVM is probably natively 240p or 640i.if you are currently using the setting “shared hardware context”, you should probably consider turning it off, it adds rendering latency while it shouldn’t be necessary anymore with those changes (the cores that actually require this setting will force it).Last but not least, there are 2 settings you might optionally consider changing : The third thing you should do if those changes prevent a core from working on your setup, is to mention on github or discord so that i can look into your issue. Sadly our buildbot currently has troubles building some of those cores, so i recommend manually installing them from the newer builds available at until the new buildbot is ready (for dolphin, you might have to install vc_redist from here). The second thing you should do, is update the cores mentioned above if you are using them, half of them were patched over the last few weeks, in preparation for those changes. The first thing you should make sure, is that the setting “Allow cores to change video drivers” is turned on (that’s the default), as far as i know turning this setting off was used as a workaround for some of the issues fixed by those commits, so i don’t see a scenario anymore where it could be anything but harmful. to be honest, it makes more sense like this, it leverages user experience, and we shouldn’t ignore what is requested by the core.OpenGL compatibility isn’t reliable for cores that require OpenGL versions above 3.0, because some GPU drivers don’t support this, so it’s safer to force OpenGL Core in those cases.cores will usually perform faster if you use the video driver they expect.some cores will glitch if the video driver doesn’t match the context they are requesting.Maybe you are one of the lucky guys who didn’t encounter major issues with the previous behavior, but there are actually several reasons to change this : The following cores are compatible with both (some of them might work better with a peculiar driver depending on your gpu though), so they’ll try to use your current driver : The following cores will always try to force the “gl” driver : The following cores will always try to force the “glcore” driver : Here is a list of cores using OpenGL and how they will be affected. This change only concerns platforms with OpenGL Core support, meaning platforms like android and many others aren’t concerned. It’s not possible anymore, now cores will try to force the video driver matching what they want. Until now, when launching a core with an OpenGL renderer, RetroArch would consider both “gl” and “glcore” video drivers as valid choices, meaning you could launch a core internally using OpenGL Compatibility with the “glcore” video driver, and a core internally using OpenGL Core with the “gl” video driver. OpenGL is one of graphics API that can be used to draw 3D with you GPU, it is the most widely supported by devices and emulators. “glcore” is an OpenGL 3.1+ driver, it’s also called OpenGL Core, it supports up to OpenGL 4.6.“gl” is an OpenGL 2.0+ driver, when used with a version above 3.0 it’s called OpenGL Compatibility and can support up to OpenGL 4.6, but some GPU drivers don’t have that OpenGL Compatibility mode.“gl” and “glcore” are 2 video drivers available on desktop computer :
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