How does the n3DS version of RA compare to say a PS Classic in terms of quality and compatibility?
How does the n3DS version of RA compare to say a PS Classic in terms of quality and compatibility?
It really depends on the core. Sega Genesis/Mega Drive and the 8-bit cores (NES, Master System, Game Gear, Game Boy) will all run fine on a New 3DS. SNES 2002 is more likely to run most games at or near full speed, exceptions being the special chip games (Star Fox, Yoshi’s Island). SNES 2005 also will run most SNES games pretty well; just expect some more performance hits compared to SNES 2002 when it comes to more complex games. PCSX-Rearmed takes a bit of configuring per-game but you can get a pleasant experience on the New 3DS, with some games even running full speed! So basically compared to the PS Classic, there’s a bit more you have to do in order to get what I would consider an optimal experience, but I personally think it’s worth doing so, as I find myself using RA on the 3DS more than I do on other platforms.
For improved performance, you should try justinweiss’s RA cores from this thread. He’s been optimizing and trying some experimental stuff for the 3DS RA, and they’re definitely worth a try in my opinion.
Great thanks. To be more specific I'm talking about MAME, FBA, Neo Geo and CPS2/3.
The screen being low resolution really works well on these old school games and I've never tried much on there beyond some Virtual Console.
@justinweiss Are the changes you made eventually sent to the upstream “main” retroarch 3DS port, or are these versions their own thing?
@justinweiss Are the changes you made eventually sent to the upstream “main” retroarch 3DS port, or are these versions their own thing?
I try to send everything back upstream as long as it works well. Right now a lot of these features need to wait for a buildbot upgrade, but after that happens I'll start sending them in for merging.
BTW, as I've been playing with the current builds, it seems like Threaded Rendering (the pcsx setting) will sometimes be faster if Threaded Video (the RetroArch setting) is off. This surprised me, but I wonder if the 3DS is hitting the limits of the amount of work that can be done on the other core, and maybe they're blocking each other from getting work done. Worth a try to see if you can get a few extra fps's out of it. On other cores it's probably still worth keeping Threaded Video on. But experimenting with different combinations is always good!
Do you want crash dumps of when save states go out when trying to save?Awesome!
If you catch any of the crash dumps, can you send them my way? So far I haven't been able to discover where the crashes are coming from, but with more examples I might have more to go on.
Digimon world 2003 is game. been playing about 120 hours. used slot 0 and slot 1. Both would crash afterward playing for like half a hour. changed the save state slot and the crash hasnt been seen yet. I am providing the 2 crashes, the retro config and the core that I use.Yeah, they're helpful as long as I can tie them back to a specific build. I'm surprised that I haven't run into any of these myself, it does make them harder to solve. I wonder if there's a configuration or some other kind of setup problem making them happen more frequently.
Digimon world 2003 is game. been playing about 120 hours. used slot 0 and slot 1. Both would crash afterward playing for like half a hour. changed the save state slot and the crash hasnt been seen yet. I am providing the 2 crashes, the retro config and the core that I use.
Post 489 you had linked a gofile page. I grabbed the cores.cia from there and installed the psx one from there.Was this one of the experimental cores from this thread? Unfortunately I only have debugging info ready for the last few builds I've posted here.
Metal Gear Solid .... still runs really poorly (even using the settings that another user posted, even with overclocking it grinds to a halt in the Revolver Ocelet fight 30 minutes into the game).
Upping the clockspeed to 60 will make the Ocelot fight much more smoother compared to setting it at 55-56. Just beat him again with no noticeable slowdown while fighting. Cutscenes will take a slight hit though (but nothing too major I think). I agree that continually having to push the clockspeed is not a good sign, but I haven’t got too far in the game either to be able to say if that will continue to be the case. Personally I’ve never gone past 60 with MGS, I find it to be a good end point.