So it’s always nice to have the option to toggle it off if need be. Settings->User Interface->3DS Bottom ScreenĪlthough this option will not affect performance, it is estimated that “Tap the Touch Screen to go to the Retroarch menu” text may add additional battery consumption to draw the screen. There’s also the option to disable the bottom screen – saving to disk, so now while doing these operations, things no longer slow to a crawl. Not only that, the saving of state to RAM is orders of magnitude faster vs. The state is only saved to disk when either: Savestate loading / saving to RAM instead of to disk was added, so it’s possible to have temporary suspend points without writing to disk. Some important convenience features came as a result of this too. If you change the State Slot, bottom menu will refresh Screenshot / date / state. If the Save State Thumbnails option is enabled, you can see Screenshots at the Load Restore Point Load Restore Point Toggles RetroArch menu, closes it and goes back to the game. The following functions are currently available on this screen: 3DS Bottom touchscreen menuīoy is RetroArch 1.9.9 going to be a doozy this weekend! On top of HDR for Direct3D 11/12 and AMD FSR support, the RetroArch 3DS port will also be gaining a bottom interactive touchscreen menu for the first time! #RetroArch #3DS /RXV3YWd4ASĪ fully interactive touchscreen menu for the bottom screen of the 3DS has been added by the very generous contributor bulzipke! But just know that this might tie our hands a bit. Hopefully this inequality will be addressed shortly. Windows happens to be a bit further along at this point in this department. * It needs to be pointed out that HDR support on Linux in general is very premature right now compared to Windows. It is an integer scaling mode pixel perfect scanline shader for use with low resolution monitors, underpowered machines, the new HDR mode in RetroArch and for people who want pixel sharp scanlines with absolutely no moire patterns (but with the downside that integer scaling must be on and so not fill up the screen or over fill the screen). You can find this preset inside the folder ‘scanlines/shaders’. Right now the author that made the D3D11/12 implementation made a reference shader that he says can already take advantage of HDR – check out his new shader ‘integer-scaling-scanlines.slangp’. * Slang will need HDR support as well in order to take full advantage of the expanded gamut. Ideally a generous contributor submits it to us, just like what happened with D3D11/12. We have no ETA on when this will be done. * We still need HDR implementations for other modern graphics APIs, like Vulkan (and Metal and/or OpenGL core if possible). * While HDR already works on the UWP version on PC, on Xbox there are currently several deal-breaking display issues with it, so it remains disabled there for now. Previously, it would always compile frontend shaders against Shader Model 4.0, and unfortunately the AMD FSR shader that has just been added needs SM 5.0 capabilities in order to work. * We now let Direct3D 11 compile frontend shaders against Shader Model 5.0 (SM 5.0) in case your graphics card driver supports D3D11 Feature Level 11.0 or higher. If it doesn’t show up, your display device might simply not support HDR. In Windows, go to ‘Display Settings’ (pictured below) and make sure the HDR setting is turned on. Make sure HDR is enabled in Windows in case you don’t see it pop up. In case you don’t see the option, and you have made sure first that your driver is set to Direct3D 11/12, it might be that HDR is disabled in Windows 10. In order to change to D3D11/12, go to Settings -> Drivers, and change Video to ‘D3D11/12’. * The HDR settings can be found in Settings -> Video when you are using the Direct3D 11 or 12 driver. We have now added HDR (High Dynamic Range) support to RetroArch’s Direct3D 11/12 driver thanks to a generous contributor! In addition to being able to support us on Patreon, there is now also the option to sponsor us on Github Sponsors! You can also help us out by buying some of our merch on our Teespring store! Highlights High Dynamic Range support for Direct3D 11/12 drivers! If you’d like to show your support, consider donating to us. This project exists because of your support and belief in us to keep going doing great things. Remember that this project exists for the benefit of our users, and that we wouldn’t keep doing this were it not for spreading the love to our users. The next version of Lakka (with an updated RetroArch 1.9.9 version) is scheduled to be released very soon! If you’d like to learn more about upcoming releases, please consult our roadmap here.
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