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Frameskip : will skip rendering at a fixed rate, it can improve playability dramatically on lower end devices.Video format : will force format to PAL or NTSC, default is auto.Force HLE BIOS : it will ignore your bios file and use the old HLE bios from yabause instead, this function is unmaintained and is mainly there for debugging purpose (there is at least one known case where it’s unlocking the game though : Astal, for some reason the real bios is shutting down the video output), don’t report issues if you enabled this option.A better way of handling this was implemented.Īlso, here is a summary of this core’s options : While the saturn framerate should be 50 or 60 fps depending on the region, sometimes it’s not rendering anything because the Saturn is actually shutting down its video output, kronos is trying to have an accurate behavior for this too, which is a bit of a headache for the libretro ecosystem which is expecting a more linear framerate.Toggling between fullscreen and windowed was causing issues from glitches to crashes, it has been mostly fixed.Resolution switching, which is something that happens every few seconds on saturn, was somehow wrong, one of the worst side effect was artifacts especially visible in “mesh” (if you don’t use the “improved mesh” core option), it was fixed.There were some long-term issues with the Libretro implementation, but a lot of improvements were done about them : Lots of input issues, going from the lack of kick harness (used for 5th & 6th buttons on some games) to the inputs not responding at all, were fixed.ROM loading mechanism was fixed, there should be no more messages of the ST-V bios telling you there is something wrong with the game you are trying to launch.The EEPROM is now properly saved and loaded.You can now set your favorite bios region (NB : it will be ignored if the game doesn’t support that region though).While still a bit preliminary, some major rework was done recently on ST-V support :
![how to update sega saturn emulator on batocera how to update sega saturn emulator on batocera](https://i1.wp.com/thegamepadgamer.com/wp-content/uploads/2019/12/99-Laptop-Batocera-Linux-5.24-Emulation-test.jpg)
The only known downside of this new renderer is that it will require a fairly good GPU! ST-V support was improved Until recently we used such workaround but, in the case of Sega Rally, it was magnifying the dots on the border of the road. It’s possible to workaround those holes with the OpenGL renderer, but at the end of the day you end up creating other issues in the process. holes everywhere : if you zoom in on the last screenshot, you’ll notice some holes here and there, on the top of the hills, on the road in the back, those holes don’t exist on the other screenshots.border of the road : on console, Mednafen and Kronos’s new renderer, if you zoom in, you’ll notice it’s not a smooth line, there are dots, this is the accurate behavior the last screen, while the smooth line might look better, is actually inaccurate.There are 2 things noticeable related to this VDP1 behavior in those : Let’s do some comparison, from first to last, those images were shot from console, Mednafen/beetle, Kronos (OpenGL CS renderer), Kronos (the old OpenGL renderer, based on YabaSanshiro’s). It is what this renderer is about : reproducing VDP1 behavior accurately. There are tricks like tesselation, but ultimately they are just workarounds for specific issues and not all-in-one solutions for this. Here is some good news though : with OpenGL 4.3, a new feature called compute shaders was introduced, you might have heard about it through Flycast’s order independent transparency, or N64’s parallel, this new component gives lots of flexibility to OpenGL, and allows the implementation of routines to render quads line per line.
How to update sega saturn emulator on batocera how to#
They did this to prevent gaps between the lines.Ī modern graphics APIs like OpenGL doesn’t know how to do that, because its rendering pipeline is based on triangle geometry, so basically it can’t reproduce VDP1 behavior. It had to draw the lines with an extra pixel where the slope changed, so all of the pixels had a neighbor to the left, right, top, or bottom. The VDP1 was rendering “quads” line per line, the general idea was to interpolate endpoints along the horizontal edges, then to draw textured lines between those endpoints. The VDP2 handled backgrounds, while the VDP1 handled sprites, textures and polygons. It features 8 processors, among them are 2 custom graphics processors called VDP1 and VDP2.
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It has been some time since the last report, let’s try to go a bit more in-depth this time.