Comments (5)
Yes, that's exactly what's happening. If this core has an "alternate renderer" core option, it will make the canvas 1600x1200 or so, which will still have some scaling artifacts as it fits to your screen, but it looks better than the default tiny canvas.
The tradeoff is that most shaders look bad with the alternate renderer due to the huge resolution.
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Ok, so... am guessing nobody wants to fix this? ;)
-Thom
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There is no way to fix this and keep our shaders working properly
from mame2015-libretro.
The alternative would be to start supporting mame's artwork format, or at least something similar, whereby an image with the same name as the game gets loaded as an overlay with some default settings (since most of them use the exact same 2-3 line cfg anyway).
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Since no solution we can close it
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Related Issues (20)
- mame2014-libretro fails, crashes RetroArch due to internal paths missing [$10] HOT 10
- stvbios roms hang retroarch with mame armhf core HOT 3
- (buildbot) armhf linux build failure HOT 6
- Remove hack and have a proper fix for segfaults. HOT 7
- Compiling for wii
- Compile for ios 7 ? HOT 1
- hi score possible?
- stack smashing detected HOT 2
- VS. Hogan's Alley doesn't detect aim! Can't start the game!
- Building instruction to get the same core as released
- MAME 2015 crashes RetroArch when trying to load a game
- XML dat naming conflict
- [WiiU] [REQ] WiiU Core?
- Lightgun improvements for gun-like devices (e.g., Sinden)? HOT 1
- UI_CANCEL shouldn't unload current game/show game selection screen
- Use python3 for build (not python2)
- Lakka Failure HOT 1
- iOS Retroarch
- Builds for osx-arm64 are failing in the libretro buildbot
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