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Retroarch settings on this pack question
September 4, 2019
2:26 am
Forum Posts: 8
Member Since:
September 4, 2019
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Hi – this is nothing short of amazing…

I am attempting to make some tweaks, to adjust resolution for the 16bit games.  I'd like to get some shaders configured for a decent looking 240p CRT look.  I'm fine with basic scanlines at this point.  But at this point I'm running into some issues with the retroarch.

Question 1 – for some reason when I'm in retroarch and running a game,  the F1 key doesn't seem to work.  I was trying to get into the game/emu settings for a Sega Genesis game and was unable to do that via the F1 key. I can get into it via the basic menu but was curious about the F1. I'm wondering if this was remapped?

Question 2 – I'm trying to get full screen with proper shader setup.  I noticed the config setting is being default and when I change it, for example to 4:3 it doesn't appear to hold.  I did get the resolution to change by modifying the config file, but I'm wondering if something is hard-set into this particular setup?

I'm a retroarch noob, TBH so I appreciate any high level suggestions.  I'm coming from the realm of running RGB systems via a framemeister and OSSC, and I'm hoping to get a good scaled look without scroll shimmering, as well as decent looking scanlines.  I can get scanlines using a couple of test shaders, but they're off, and I think they're off because the resolution displayed or scaled is not quite right yet.

Any information appreciated.




September 5, 2019
1:01 am
Forum Posts: 23
Member Since:
January 6, 2018
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Once you launch RetroArch, check to see if F1 is there for that setting.  I set it to L3+R3 for the 360 controller it is possible that may be default now it seems from other questions.

To set your preferred resolution/shaders/etc, you have to save to the core under quick menu of whatever system/core you're configuring.

September 5, 2019
6:25 am
Forum Posts: 8
Member Since:
September 4, 2019
sp_UserOfflineSmall Offline

Thanks Wolf –


I'm making some headway – start and select on xbox controller was what I needed (for now), I do show f1 mapped as well, but it doesn't seem to work yet…may try remapping..

right now I'm focused on getting some basic decent scanlines going..I know this is a RetroArch thing possibly outside of support here, but I'm wondering if a configuration setting put in place on the included RA setup is 'working against me'.

After some trial and error, I get something close with the picture in B.


(Using this stacked set of shader parameters:

shaders = "3"
shader0 = shaders_slangscalehqshaders4xScaleHQ.slang
Filter 0 = Nearest
Scale 0 = 2x
shader1 = shaders_slangsharpenshadersadaptive-sharpen.slang
Filter 0 = Nearest
Scale 0 = Dont Care
shader2 = shaders_slang
Filter 0 = Dont Care
Scale 0 = Dont Care


This is decent, but the scanlines are too 'thin' – so in game looks abit off.

Compare picture A, which is output from a Sega Genesis model 1 via Framemeister – the scanlines are thicker / more solid.

That's what I'm attempting to get to.  I know scanlines and shaders can be a deeper conversation, but any additional suggestions as it may pertain to this build appreciated.  The other shaders I've tried (and I've tried nearly all of them from the .slag selection) seem to not work as intended.  Things look off with every 10 lines for example being bolded / improper (example C)

I've done some research and I see others getting better results than my B or C examples (outside of this build).  So i'm just wondering if something may be affecting shaders.

any additional information appreciated.


September 5, 2019
7:08 pm
Forum Posts: 8
Member Since:
September 4, 2019
sp_UserOfflineSmall Offline

Update – I think I'm 95% there using the shader crt-geom.slang, with some adjustments.  (see attachment D) (note be sure to full screen to see effect)

This is good and I can live with this for now, but if anyone else has suggestions or thoughts, they're appreciated.  I probably need to go to Shaders/Scanlines University but just wondered if something specific to this build was affecting the shaders.


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