Is there any recommended settings for the Video or Latency?
I noticed it's missing the Threaded Video option that's in the 1.6.7 (ARM Version) and in 1.7.5 (x86_64 Version for PC).
I'm getting 50-55fps in mGBA and Genesis Plus GX. Bastien fixed it, I just isolated where it looked like the problem was. That one has the fix but it's a pretty garbage build. I'm going to try to have another build out today that actually works with snes9x and probably a bunch of other things that need Qt. I am tested your build, i think you fixed this issue, i not change any setting, just started playing and all is ok. I'll try to have a build out in another hour or two depending on compile times.
build_steamlink make and make install again, but this second part should really only be what's needed (I'm building for x86 atm and taking hours). So far I've gone into steamlink-sdk/external/qt-everywhere-opensource-src-5.9.1/ ran. Otherwise I did sudo apt-get install and the name and it sometimes told me.Īlso, make sure you ran "source setenv.sh" in the SDK folder (no quotes). Pretty much anything I ran into I googled apt-get and the error and it told me what packages. Sudo apt-get install libudev1 libudev-dev
Although most of that was due to thinking there was a video driver problem and trying to update the steamlink (no bricks yet :) ) I'm on my third Linux VM because I tend to mangle things with experimenting. I'm just throwing hammers at it and seeing what sticks. Give me a few and I'll have an updated release.Īs far as github I'm probably not the best one to work on that. I'll play with that today.Įdit: I'm getting Qt built as it's dependant. I grabbed the core builds from the OP post and SNES9x still won't load up. It was probably bad advice to change the buildbot in the config to, but it worked with the FCEUMM core. I think there's some things wrong with my build options as I'm not able to load up a SNES9xcore game. I'm getting around stable 50% processor usage and no run up usage while running FCEUMM and 1943.Ĭouple things. SDL_FlushEvents(SDL_JOYAXISMOTION, SDL_CONTROLLERDEVICEREMAPPED) after this line: I have the steamlink-sdk, arm gcc/g++ cross compile toolchain, libsdl2 and libfreetype. Makefile 187: recipe for target 'retroarch' failed usr/lib/gcc-cross/arm-linux-gnueabihf/6/././././arm-linux-gnuaebihf/bin/ld: cannot find -lfreetypeĬollect2: error: ld returned 1 exit status After running make, near the end of compiling I get the error: "Build assumed that _ARM_NEON_ is defined, but it's not. I used your config.mk and Makefile settings, but I'm facing two errors. I think it downloaded the newest one or maybe I just put the source in there myself. It's just using the examples folder that comes with the SDK. Garbalen původně napsal:Compiling I created a virtualbox VM of Xubuntu on my Win10 box, and had to change some options. I am returned from test picodrive core with input driver udev, and got same result - framerate slowdown on end of Level One of Gunstar Heroes. If people find this fixes things I'll start a new thread and try to keep it updated with new builds. OPTIMIZE_FLAG = -Ofast -fomit-frame-pointer -ffast-math -march=armv7-a -mfloat-abi=hard -mfpu=neon -gĮdit2. configure -host=$SOC_BUILD -disable-threads -disable-alsa -disable-pulse -disable-vg -disable-ffmpeg -disable-sdl -disable-x11 -disable-xvideo -enable-opengles -disable-kms -enable-opengl -enable-freetype -enable-neon -enable-shaderpipeline -disable-qt (fyi: rawlinux driver causes failure to load retroarch) If you still have issues after the change let me know and I'll reupload a custom build of 1.7.5 I'm using and my config. No clue why sdl is bugging out but I think it's a fix. I've been testing on 1943 because it's an autoscroller and I beat level 3 with zero drops, which I hadn't been able to before (usually drops end of level 2).
Change your input driver from sdl to udev. Well that stupid observation pointed me to an easy fix. If I'm using the controller and actually playing it then it starts dropping again. I can leave a game running as long as I want (over an hour) and there wasn't a single drop. Problem is still here? Framerate still dropping after 10-20 minutes after run? No solution?