Retroarch input driver

RetroArch is the official front end for the libretro API. RetroArch and libretro provide a way to take an existing emulator and load that emulator as a library or "core". RetroArch then handles the input controls and output graphics and audio while the emulator core handles the emulation of the original system.

With a few simple changes to the emulator source code, almost any existing emulator could become a libretro core. In RetroPie, the libretro emulator cores are identified with a lr- in front of their name. For example, lr-snes9x is the libretro core of the SNES emulator called snes9x RetroArch and libretro provide ability to configure controllers once for many emulators instead of having to configure each emulator individually. However, RetroArch also provides the freedom to configure specific emulators individually and even individual games differently if the user wants.

This allows a specific setting or button mapping for a certain console or even just for a certain game.

retroarch input driver

For emulators which are not libretro cores, there are emulator-specific configurations under the respective system's wiki page. When you configure your controller in EmulationStation, the RetroPie setup script automatically configures RetroArch with the same controls.

RetroArch controls map real-world controller buttons to a virtual controller called a "RetroPad". A RetroPad does not exist in real life, it's a concept only within RetroArch. You don't have to map all of the RetroPad buttons to a real world button. If your real controller has less buttons than a DualShock, then the virtual RetroPad also has less buttons, that's perfectly fine.

As RetroArch starts an emulator core, it maps the RetroPad configuration to the emulated system's original controls. The mapping for many consoles is represented by the pictures below and on each system's wiki page. If you wish, you can reconfigure this control mapping, either for all RetroArch, for a specific system, or even for a specific ROM.

retroarch input driver

RetroArch controls have been integrated into EmulationStation and will be the first thing you see when you boot from the RetroPie SD image the first time. You can also access it from the start menu within EmulationStation under the Configure Input option.

Your joypad is automagically configured for libretro RetroArch emulators when you configure your controller in EmulationStation. You'll know if your controller has been automagically configured if you see a flash of yellow text on the bottom of the screen with your gamepad ID when you start a game. The following diagrams are for the 3 most common controllers: Super Nintendo, Xboxand PlayStation 3. They can be used as a reference when configuring your controllers.

Each emulator page on the wiki has a diagram of the original controller for its respective console that will correspond to the same inputs listed below.

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When setting up the controller in EmulationStation, these values are then assigned a respective action on RetroArch. Therefore, the next time you play a game such as Super Mario Bros. Hotkeys are combinations of buttons you can press in order to access options such as saving, loading, and exiting games. The following defaults are set automatically the first time you set up your controller from EmulationStation the numbers will vary depending the controller you use. If you want to edit the entries in the.

Usually the relationship between the two can be deduced by looking at the file and noting the entries' names along with the values next to them, assuming that the values have not been jumbled from previous edits or been mixed up due to unknown issues.

On the other hand, maybe you are not sure if the values in the. You can run jstest joystick test in the terminal by selecting Quit EmulationStation a keyboard will be required for the following steps. A multitude of rows and columns should appear. If you are interested in figuring out which is your "Select" button, pressing and holding "Select" on your controller will cause one column to switch from off to on. The value next to it corresponds to the "Select" button. If you have a controller with a "Home" button, pressing the "Home" button will also cause one column to switch from off to on.RetroArch makes use of two input systems in order to support the full range of input devices available across RetroArch's supported platforms.

Absolute mouse devices in the tables below refers to input drivers which support mouse-like devices such as light guns, air mice, and Wiimotes that use 'absolute' coordinate systems.

Certain input drivers only support mouse devices with 'relative' coordinate systems.

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It supports hotplugging and force feedback if supported by device. TThe libudev and libxkbdcommon packages are required.

Only root and users in the group "input" are able to access raw input. This is a security feature in case the system is used by multiple users. If adding your user to the input group does not succeed, you may also set up a udev rule which makes this input accessible to non-root users:. The linuxraw driver requires an active TTY in order to read keyboard events. Skip to content. Libretro Docs. Table of contents Linux udev input driver Features Required packages Setting up udev permissions linuxraw input driver Features wayland input driver Features sdl2 input driver Features hid joypad driver Features linuxraw joypad driver Features sdl2 joypad driver Features udev joypad driver Features xinput joypad driver Features Windows raw input driver Features dinput input driver Features sdl2 input driver Features dinput joypad driver Features hid joypad driver Features sdl2 joypad driver Features xinput joypad driver Features Android android input driver Features linuxraw input driver Features udev input driver Features android joypad driver Features hid joypad driver Features udev joypad driver Features OS X cocoa input driver Features hid joypad driver Features sdl2 joypad driver Features DOS DOS input driver Features DOS joypad driver Features.

Input Drivers provide access to keyboards, mice, and mouse-like devices such as lightguns, spinners, steering wheels, etc.

Joypad Drivers provide access to gamepads and joysticks.RetroArch configurations are kept in a file called retroarch.

RetroArch input and joypad drivers

Skip to content. RetroPie Docs. Table of contents Default retroarch. Default retroarch. This option is mandatory. Path to a libretro implementation. DEBUG logs are always ignored unless verbose mode is activated --verbose. This config file is used to expose core-specific options. It will be written to by RetroArch.

A default path will be assigned if not set. RetroArch keeps track of all content loaded in the menu and from CLI directly for convenient quick loading. RetroArch keeps track of all music content loaded in the menu and from CLI directly for convenient quick loading.

RetroArch keeps track of all image content loaded in the menu and from CLI directly for convenient quick loading.

retroarch input driver

RetroArch keeps track of all video content loaded in the menu and from CLI directly for convenient quick loading. Is automatically set to false when seen for the first time. Useful for menu as settings can be modified. Overwrites the config. Depending on video driver, it might force a different input driver.

Possible ones for desktop are: glx, x-egl, kms-egl, sdl-gl, wgl.

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By default, tries to use first suitable driver. Depending on configuration possible candidates are: alsa, pulse, oss, jack, rsound, roar, openal, sdl, xaudio.

Which audio resampler to use. Default will use "sinc".GitHub is home to over 50 million developers working together to host and review code, manage projects, and build software together. Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community. Already on GitHub? Sign in to your account.

I know that recently the option to configure a retroarch controller has been removed to avoid confusion that it may be required now that ES handles the config file generation: 6d7d74c. However, I've found some instances where the ES generation doesnt always match the old style of generation.

An example is with the 8bitdo controllers, there are mismatches on some of the buttons although the axis are fine. Would it be possible to re-instate this menu option, albeit with a warning that it shouldnt be required unless you know what you are doing type message?

I'm happy to provide the retroarch cfg file with ES and the old file for comparison if that helps? It was only removed from the ES menu - it's still available from retropie-setup. The problem was people kept using it, and usually it isn't needed. I see a lot of the button ids are higher - so there may be something odd at play regarding how ES handles the mapping vs RetroArch - perhaps due to difference input drivers, but very strange as it works for most controllers.

Also, does it make a difference if you switch the input driver in retroarch from udev to SDL2 or linuxraw? Ah, I see - my mistake, I thought it was being removed from the retropie-setup.

RetroArch Controller Configuration

Ok, no real problem then, at least there is a fallback option. Which doesnt work "in-game" but "12" does, which is what retroarch-joyconfig generates.

Yep, the controller was connected in exactly the same way for both sets of controller config files, no difference at all. I don't actually know for sure but please try changing that yes. It looks like in the case of your controller, via the udev driver, different button codes are used.

retroarch input driver

I've just tried setting it to sdl2 in the controller file, and the only button recognised is the 'a' button which is acting as the start button. Button and directions working! Good to know it works like that. It's worth noting that retroarch-joyconfig has been removed from retroarch now, so that is no longer a viable option really. It needs testing though in case there are downsides to using sdl2 for input.

RetroArch 1.7.1 - New Direct3D 11 video driver - with XMB support!

The main difference between linuxraw and udev was udev supports hot-plugging. If retroarch is running and you plug-in or connect wireless a controller, retroarch recognizes the controller instantly. If you use linuxraw it is necessary to restart retroarch before you can use a new controller.

It's a handy feature if you have some bluetooth controllers and want to play multiplayer games. Without this feature it is necessary to connect "all" controllers before you start a game.RetroArch is capable of next-frame responsive time.

On top of all that, there are various settings you can configure to optimize the results even more. RetroArch is truly in a league of its own when it comes to input responsiveness, and it keeps confounding even us here at Libretro. Several independent researchers did their own research on RetroArch's latency and came away being quite blown away by the results, completely shattering several long-held myths that up until now had been accepted as gospel in emulation circles:.

That emulation will always have an implicit 3 to 5 frames of input lag, and that therefore FPGA-based hardware will always hold a distinct advantage over software-based emulation. That there's nothing one can do to avoid this.

RetroArch shatters these myths. This means zero frames of input lag is achievable, indistinguishable from real hardware. Post-RetroArch, latency indistinguishable from real hardware is perfectly possible! Check out people's findings here on our forum and participate, don't just take our word for it! Link here. RetroArch provides you with all the tools you need to combat latency in your games. This includes options such as:.

Toggle navigation. Latency RetroArch is capable of next-frame responsive time. Next-frame response time indistinguishable from real hardware RetroArch is truly in a league of its own when it comes to input responsiveness, and it keeps confounding even us here at Libretro.

Several independent researchers did their own research on RetroArch's latency and came away being quite blown away by the results, completely shattering several long-held myths that up until now had been accepted as gospel in emulation circles: That emulation will always have an implicit 3 to 5 frames of input lag, and that therefore FPGA-based hardware will always hold a distinct advantage over software-based emulation. That there's nothing one can do to avoid this RetroArch shatters these myths.

Your browser does not support the video tag.Just got an update via the ppa, 1. Your answer seems better than what I did. So I removed my retroarch. Turns out I had. Now both my gamepad and keyboard are responding again. I got paranoid to any affect on performance and implemented your solution instead. Plus the documentation recommends using udev over x. Put the retroarch.

Your answer help me to fix this problem. I just had this problem occur to me today. I looked at retroarch. Hmm… yes, it does.

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I wonder what bugged the config file though. You can try bisecting your config. That is, move it away, create a blank one and copy in half of the lines. If the problem is fixed, the offending option is in the other half of the options, so make a new empty one and paste in the half of the lines. Then, delete half of those. If the problem goes away, the offending option is in that half, if not the other.

Rinse and repeat as needed until you can pin it down. Can't get Controller to work. I think you need to set udev permissions, like this: You can also try just using a different input driver, like linuxraw instead of udev. Backspace key. If you move your retroarch.RetroArch is shipped with a set of configuration files for the most common joypads. When you plug a joypad for the first time, we try to find a matching profile in our set. Matching is done using 3 criteria: the device namethe vendor id and the product id.

The vendor id and product id pair is often abbreviated as vid:pid. We compute a matching score for each configuration file based on these 3 informations. The profile with the higher score is chosen to configure the pad. RetroArch works on a lot of different platforms. Each of these platforms have one or more input systems. And these input systems differ widely in the way they enumerate the pad buttons.

For this reason, your joypad buttons may be mapped differently depending on if you are using Windows, Mac or Linux. Traditional emulators lets you map each button of your pad to the original pad of the emulated system. For example, this is how OpenEMU joypad configuration interface looks like:. RetroArch also allows this kind of manual mapping. However, we're trying to go further by detecting your joypad and automatically configuring it. So this step becomes obsolete.

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With RetroArch joypad auto configuration system, your joypad will be recognized and will work out of the box. This allows:. Having automatically configured joypads makes it a lot easier to navigate the RetroArch Menu with the joypad.

This is very convenient when running RetroArch on a game console, where a keyboard and a mouse are not always available. The first part is used for matching, as explained above. The vendor id and product id are in decimal format. The second part is the mapping itself, where each button is asigned to a button of the RetroPad the joypad abstraction of RetroArch.

The set of joypad profiles used by RetroArch can be downloaded and updated from the menu.


Retroarch input driver

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