one of the lead ra devs has a rep for bullying and harassment, leading to the duckstation author leaving the scene entirely i gather
is there even a Linux Duckstation? Itās like, only offering windows and android on the site
There is. On steam deck you can even get a flatpak of Duckstation through the Discovery app.
Huh! Deeply weird to me the their website goes out of its way to not mention it, then
I think project is technically dead because of reasons alluded to above, so maybe like Swanstation the flatpak version of Duckstation might not be not by the original developer. But it works fine and I think it even gets updates.
https://misterfpga.org/viewtopic.php?t=3413
Fascinating thread on trying to make Donkey Kong sound right on Mister which lead to a lot of comparisons with PCB/Mame/Mister with a lot of tangents. Still not a solved issue but man a lot goes into those old games.
getting the design right for the portable CRT pie station.
Blue is the main body/aluminum
Red is the speaker shelf
Green is the speaker
White is the existing monitor
In the blue zone I want to put a drawer that slides all the way through the body with the back half housing the pie and power strip, front half holding controllers and keyboard.
The only thing Iām really worried about is magnetically isolating the speakers.
Another feature Id like is flip down cover for the screen for when its not in use.
If I could park it half way it could act as a sun visor.
by fuck, turns out this is a crt royale bug. if you have the border set as anything less than 0.1 itāll do this
is the correct solution to just run pcsx2 in retroarch now? trying to navigate pcsx2 and getting the games to look either ārightā (like they did on composite in 2002) or āwrongā (34xAA, 16X9, 1080p) is a headache. What do any of these menus do?
the correct solution is to use the dev builds of pcsx2. you shouldnāt have to do anything if you want it to look normal. if you want a crt shader go to post processing part of the graphics menu and turn on lottes crt for the easy way, or use reshade and crt royale if youāre really committed to the lifestyle.
PCSX2 RetroArch does not work in my experience
pcsx2 retroarch only has the hardware renderer which imo should simply Not Be Used⦠besides that imo 1080p rendering breaks the aesthetic of a lot of games it also can struggle with rendering a lot of effects which can completely just break the graphics of a lot of games like steambot cheonicles
nice i was just about to ask on here if the software renderer is the way to go for pcsx2 nowadays
not using hardware renderer is a very select button opinion, but hardware renderer can make PS2 games look very beautiful in different ways. itās exciting to see some of these games at higher resolutions while maintaining the same aspect ratio. Iād use hardware renderer except when the game just doesnāt like it (fatal frame 3 and nocturne were like this for a long while). MGS2 at 2K internal resolution is so pretty.
in my limited experimentation, the software renderer is sometimes more accurate (not just resolution but certain effects simply donāt work on the hardware renderer), but the hardware renderer is also fine when there arenāt compatibility errors. i donāt have any nostalgia for the PS2 though so itās actually kind of fun to run it at a mega-high resolution just to see how it looks. the hello kitty game i played looks actually quite phenomenal at a good high resolution? but the barbie horse adventure game looks like shit unless itās in software.
so yeah ymmv, iād experiment per-game
As I ran more of these games at high resolution, I started understanding that the artists build density towards the output resolution. I started noticing that environments began to look emptier and give off a different feeling when they were too clean and visible.
I ended up thinking games with a graphic design or pop-art style can be upscaled for days: Rez, Space Channel 5. Games with too much texture detail for the original resolution, but with a detailed world, usually benefit from no more than a 2x scale: Final Fantasy XII, Gran Turismo 4 become more legible without making the textures look poor or the world vacant. And games that want to look grimy should be left at original resolution: Silent Hill 2, Siren.
im always just into seeing things as close to possible as people did when they were released. but whats even more more important to me is to use the controller they were intended for. i just like to know what the designers were going for, how they were programming for the output and input devices at the time
It surprises me how it matters a lot to some people and not a lot to others. Iāve never had trouble adapting to controllers so changing controllers (as long as I have enough buttons) is almost invisible to me.
Itās funny how the layout of controllers subtly disincentives certain things. The SNES diamond shape allow B-Y and B-A transitions that canāt really be replicated on a Sega pad, as much as I prefer my M30. And the Gamecubeās face button layout specifically prevents any button combinations except with the A button.
in wave race blue storm the optimal hand position is thumb hovering over A/B/Y so you can hold A + mash B + turbo with Y
it causes hand cramps without fail lol
oof
I wonder if prototype Gamecube controllers had a more traditional layout, catching early games by surprise.