RetroArch README

The project's README from github.com/libretro/RetroArch. As one markdown file: README.md.

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RetroArch

RetroArch is the reference frontend for the libretro API. Popular examples of implementations for this API includes video game system emulators and game engines as well as more generalized 3D programs. These programs are instantiated as dynamic libraries. We refer to these as "libretro cores".

XMB menu driver

rgui menu driver

glui menu driver

ozone menu driver

libretro

libretro is an API that exposes generic audio/video/input callbacks. A frontend for libretro (such as RetroArch) handles video output, audio output, input and application lifecycle. A libretro core written in portable C or C++ can run seamlessly on many platforms with very little to no porting effort.

While RetroArch is the reference frontend for libretro, several other projects have used the libretro interface to include support for emulators and/or game engines. libretro is completely open and free for anyone to use.

libretro API header

Binaries

Latest binaries are currently hosted on the buildbot.

Support

To reach developers, either make an issue here on GitHub, make a thread on the forum, chat on Discord. You could create a post in Reddit with Technical Support flair.

Documentation

See our Documentation Center. On Unix, man-pages are provided. More developer-centric stuff is found here.

Philosophy

RetroArch attempts to be small and lean while still having all the useful core features expected from an emulator. It is designed to be very portable and features a gamepad-centric and touchscreen UI. It also has a full-featured command-line interface.

In some areas, RetroArch goes beyond and emphasizes on not-so-common technical features such as multi-pass shader support, real-time rewind (Braid-style), video recording (using FFmpeg), run-ahead input latency removal, etc.

RetroArch also emphasizes being easy to integrate into various launcher frontends.

Platforms

RetroArch has been ported to the following platforms:

Dependencies (PC)

There are no true hard dependencies per se.

On Windows, RetroArch can run with only Win32 as dependency.

On Linux, there are no true dependencies. For optimal usage, the following dependencies come as recommended:

OSX port of RetroArch requires latest versions of Xcode to build.

RetroArch can utilize these libraries if enabled:

RetroArch needs at least one of these audio driver libraries:

To run properly, RetroArch requires a libretro implementation present; however, as it's typically loaded dynamically, it's not required at build time.

Dependencies (Console ports, mobile)

Console ports have their own dependencies, but generally do not require anything other than what the respective SDKs provide.

Requirements

OpenGL1

Your videocard needs to at least support the OpenGL 1.1 spec.

Shaders: N/A

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly. XMB won't have shader pipeline effects because of the aforementioned lack of shader support.

OpenGL2

Your videocard needs to at least support the OpenGL 2.1 spec.

Shaders: You can choose between either NVIDIA Cg shaders (deprecated, requires separate runtime to be installed on your system), or GLSL shaders.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

OpenGL3

Your videocard needs to at least support the OpenGL 3.2 core feature spec.

Shaders: You will be able to use modern Slang shaders with this driver.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

Direct3D 11

Your videocard needs to at least support the Direct3D11 11.0 spec. The card also needs to support at least the Shader Model 4.0.

Shaders: You will be able to use modern Slang shaders with this driver.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

Vulkan

Your videocard needs to at least support the Vulkan 1.0 spec.

Shaders: You will be able to use modern Slang shaders with this driver.

Menu driver support: MaterialUI, XMB, Ozone and RGUI should all work correctly.

Configuring

The default configuration is defined in config.def.h. It is not recommended to change this unless you know what you're doing. These can later be tweaked by using a config file. A sample configuration file is installed to /etc/retroarch.cfg. This is the system-wide config file.

RetroArch will on startup create a config file in $XDG\_CONFIG\_HOME/retroarch/retroarch.cfg if it does not exist. Users only need to configure a certain option if the desired value deviates from the value defined in config.def.h.

To configure joypads, use the built-in menu or manually configure them in retroarch.cfg.

Compiling and installing

Instructions for compiling and installing RetroArch can be found in the Libretro/RetroArch Documentation Center.

CRT 15Khz Resolution Switching

CRT SwitchRes will turn on, on the fly. However, you will need to restart RetroArch to disable it. With CRT SwitchRes enable RetroArch will start in 2560 x 480 @ 60.

If you are running Windows, before enabling the CRT SwitchRes options please make sure you have installed CRTEmudriver and installed some modelines. The minimum modelines for all games to switch correctly are:

Install these modelines replacing 2560 with your desired super resolution. The above resolutions are NTSC only so if you would be playing any PAL content please add PAL modelines:

Some games will require higher PAL resolutions which should also be installed:

Ideally install all these modelines and everything will work great.

Super Resolutions

The default super resolution is 2560. It is displayed just under the CRT switch option, which can be found in video settings. This can be changed within the retroarch.cfg. The only compatible resolutions are 1920, 2560 and 3840. Any other resolutions will be ignored and native switching will be activated.

Native Resolutions

If native resolutions are activated you will need a whole new set of modelines:

// Arcade

These modelines are more accurate giving exact hz. However, some games may have unwanted results. This is due to mid-scanline resolution changes on the original hardware. For the best results super resolutions are the way to go.

CRT resolution switching & MAME

Some arcade resolutions can be very different from consumer CRTs. There is resolution detection to ensure MAME games will be displayed in the closest available resolution but drawn at their native resolution within this resolution. Meaning that the MAME game will look just like the original hardware.

MAME ROMs that run in a vertical aspect like DoDonPachi need to be rotated within MAME before resolution switching and aspect correction will work. Do this before enabling CRT SwitchRes so that RetroArch will run in your desktop resolution. Once you have rotated any games that may need it turn CRT SwitchRes on.

Socials

The links below belong to our official channels. Links other than this may have been created by fans, independent members or followers. We seriously recommend using our original resources.

RetroArch (libretro/RetroArch)

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What is this?RetroArch is the reference frontend for the libretro API, a hub that runs emulators, game engines, and other 'libretro cores' through a unified interface for input, video, and audio.
Is RetroArch itself an emulator, or does it run separate emulator plugins?RetroArch itself is not an emulator; it's a frontend that loads dynamic libraries called 'libretro cores', which are the actual emulators or game engines (e.g. for SNES, PSX, etc).
How do I get it running?You can grab prebuilt binaries from the buildbot, or compile it yourself following the instructions in the Libretro/RetroArch Documentation Center. Cores are then loaded dynamically at runtime rather than being bundled at build time.
Do I need anything besides RetroArch to actually play games?Yes, you need at least one libretro core (the actual emulator) loaded into RetroArch; on PC there are no hard dependencies beyond Win32 on Windows, though GL/Vulkan/X11/EGL headers and an audio driver like ALSA, SDL, or PulseAudio are recommended.
Do I need a fancy graphics card to use shaders?It depends on the video driver: OpenGL1 has no shader support, OpenGL2 supports NVIDIA Cg (deprecated) or GLSL shaders, while OpenGL3, Direct3D11 and Vulkan support modern Slang shaders but require newer GPU spec support (e.g. OpenGL 3.2 core or Direct3D 11 with Shader Model 4.0).
Which platforms does RetroArch actually run on?An enormous range: Windows (NT 3.5 through 11), Linux, macOS, iOS, tvOS, Android, BSDs, plus consoles like Switch, Wii, Wii U, 3DS, PS Vita, PS3/PS4, Xbox 360/One, and even DOS and handhelds like Miyoo/RetroFW.
What makes RetroArch different from a typical single-system emulator?It's gamepad- and touchscreen-centric, has a full CLI, and supports advanced features like multi-pass shaders, real-time rewind, run-ahead input latency removal, and video recording via FFmpeg — all across many cores rather than one system.
What is CRT SwitchRes for?It's a feature for real CRT displays that switches to the exact native resolution/refresh rate of the emulated console on the fly (e.g. SNES, Genesis, N64 timings), making games look like they do on original hardware; it requires special modelines installed via tools like CRTEmudriver on Windows.
Where do I get shader packs or extra tooling?Related libretro projects provide Cg/HLSL shaders (common-shaders), Slang shaders (slang-shaders), GLSL shaders (glsl-shaders), and build helpers (libretro-super) for compiling cores.
Which topics is it in?retro, gpl, emulator, 3d, gaming, video, c, desktop, ios, android, desktop-app, cli
Creator
libretro
Size
726.4 MB
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14.4K
Age
16y
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