So I vote for # 2, because that one is easier to maintain through time with the easy "rule" of not accepting duplicate profiles in the This is a list of duplicate profiles currently present in the repo. I think # 3 is the more "correct" one, but it's also the hardest one. Or potentially other firmware information that can help to clearly identify each different controller For example, number of buttons/axes reported by the device.
I think we should do one of these things: If somebody has a controller with a different layout but the same input_device, input_vendor_id and input_product_id they basically won't have a way to share that mapping to other people because Retroarch can't differentiate between all the profiles that are "equal". I think Retroarch currently has a limitation of just working "as expected" when just one autoconfig profile for a combination of input_device, input_vendor_id and input_product_id exists. IMHO removing "variables" (any attribute describing the controller) won't help at all. I think the only way to fix the underlying issue is to introduce an additional "variable" that allow us to uniquely identify the right controller. So removing vendor and product id will leave us with two matching profiles with the same name. In this case, the two autoconfig profiles match exactly in the three attributes. I think that won't fix the issue I understand correctly, Retroarch uses input_device, input_vendor_id and input_product_id attributes to match controllers. I don't think the devs are super interested in doing something like this due to the low presence of such generic controllers within retroarch's user base.Īn easy workaround for people having this issue is to remove in their own environments the autoconfig file that creates the conflict. It will be great to have a way to remove the ambiguity by a setting in the UU (manual interaction) or maybe using other controller details to improve the matching process (like number of buttons and axes). Retroarch uses three gamepad attributes to uniquely identify the controller but that is not enough. It may be that some cheap generic circuits are being used for completely different layouts, so there's a naming colision here. My guess is that some generic controllers report themselves to the OS using a vendor ID, product ID and input device name that is pretty generic.
#RETROLINK N64 CONTROLLER WITH RETROACH PS3#
I have an alternative (not original) PS3 controller that also has a conflict with these other two examples you mentioned here. I found for example with Mario Kart 64, using GLideN64 as the plugin meant I could not see what options I had selected on the title screen, Angrylion resolved this issue, so could help with a number of other glitches too.I know this issue is old, but this comment help other people reading this issue. One option I will suggest changing is the RDP Plugin, change this to Angrylion to ensure best compatibility.
We won’t go into detail here, but as a quick win, you can easily upscale and improve the appearance of your N64 games by increasing the resolution and also apply anti aliasing.Īs a quick example, I’m going to increase the resolution, for my screen as well as increase the native resolution factor to 4x, then increase the MSAA anti aliasing to 8. If you select options, you will find a huge list of options relating to the emulator. Since this is emulation, we can benefit from increasing things such as the render resolution and anti aliasing in the games. Press F1 to suspend the game and go back to the RetroArch menu, you will find here lots of useful tools and features, such as save states, control options, video shaders and emulator options. Now Choose A Game To Play! Step 6 – Upscaling Resolution & Additional Options
#RETROLINK N64 CONTROLLER WITH RETROACH HOW TO#
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