RetroArch 1.9.10 released!

Read very important linux changes!
RetroArch 1.9.10 has just been released.
If you'd like to learn more about upcoming releases, please consult our roadmap here. The next version of Lakka (with an updated RetroArch 1.9.10 version) is scheduled to be released very soon!
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Highlights
[h2]RetroArch is now finally on Steam![/h2]
On September 14, 2021, RetroArch finally appeared on Steam (available here). It is available right now for both Linux (SteamOS) and Windows. See our initial release article here. Since then, we have already had over 100K+ downloads on Steam and over one million visits. Thanks to you all! We aim to make RetroArch the very best it can be.
What you need to know:
- New cores are coming as DLC additions.
- There is no macOS version available on Steam yet (but we'd like to!)
- Remote Play is supported. We make no guarantees as to how well this will work.
- Steam Cloud sync should be supported for save files.
- There is work underway on automation - the idea is that both cores and RetroArch on Steam would be updated automatically.
Lastly, we hope that new users can be understanding of the fact that RetroArch’s UI might have a bit of an initial learning curve. We are a small team, and we definitely intend to simplify the UI at least for beginners in the coming months, but we are simply not ready yet. So we hope people are understanding of this and appreciate the swiss knife flexibility and power of RetroArch in the meantime instead of focusing on the overall complexities or whatnot of the UI/UX.
The Steam version should be updated to 1.9.10 soon.
[h2]High Dynamic Range fixes for D3D11/D3D12![/h2]
- Fixed contrast to be more correct - now scales from 0-10 linearly and behaves more the way you'd expect it to - changed name to ditch legacy settings users may have
- D3D11/HDR: Fixed D3D11's blend, rasterizer and topology states not being set to the sames when using HDR and leaving the menu - caused issues with PCSX2's Shadow of the Colossus
- Added ability to skip inverse tonemapper to the shader via the constant buffer using 'inverse_tonemap' - set to 0.0f to skip
- Fixed potential bug when swapping between HDR and SDR and the bit depth not being set correctly
[h2]Filters[/h2]
1.9.10 adds a new Picoscale_256x-320x240 video filter. This uses a number of high quality, high performance algorithms developed by irixxxx for Picodrive standalone to upscale 256x224, 256x239 and 256x240 content to 320x240 (content of any other resolution is passed through unchanged).
Much like the existing Upscale_256x-320x240 filter, this is intended for use on platforms/devices with native 320x240 resolution support, where it greatly reduces aliasing while producing a significantly sharper image than conventional (hardware) bilinear filtering.
Three filter variants are provided:
Picoscale_snn_256x-320x240: 'Smoothed' nearest neighbour
Picoscale_bl2_256x-320x240: 2-level-bilinear with 2 quantized weights
Picoscale_bl4_256x-320x240: 4-level-bilinear with 4 quantized weights
Essentially, both image 'smoothness' and performance requirements increase in order of snn -> bl2 -> bl4.
Go here to see several screenshots demonstrating the output of each filter type: (click for full-size images)
These filters are highly efficient. Tested with the Snes9x 2005 Plus core (a lightweight core which is nonetheless at the upper limit of many low powered handheld devices), we see the following increase in total performance overheads when each filter is applied (note that the existing Upscale_256x-320x240 filter is included for comparison):
Filter
Performance
overheadbl2
+13%
No filter
+0%
snn
+8%
bl4
+30%
upscale_256x_320x240
+27%
The performance overheads relative to the existing Upscale_256x-320x240 filter are:
Filter
Performance overhead
snn
-69%
bl2
-45%
bl4
+14%