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RetroArch - Display, Filters, Scaling, Shaders & Overlays Guide

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Warning: Hardware-Intensive Operations

Adjusting Display settings, Filters, Shaders, Scaling and Overlays in RetroArch can be extremely demanding on your hardware. Applying too many of these features simultaneously may cause significant performance drops or freeze the game. We recommend tweaking these settings incrementally and monitoring system performance to ensure your hardware can handle the load.


Display Concepts

This section explains the difference between PPI, size, resolution, and aspect ratio, which are often confused but describe different properties of a display.

Pixel Density (PPI)

Pixel density describes how tightly pixels are packed into a screen.

  • Higher PPI = sharper image
  • Depends on both resolution AND display size

Display Size

Display dimensions measured diagonally in inches. Relevant primarily when calculating pixel density (PPI).


Resolution

Total pixel count expressed as horizontal x vertical (e.g., 640x480) on the display. Higher resolution yields sharper imagery through increased PPI.

Resolution Common Name Typical Use
160x144 GB Game Boy, Game Gear
240x160 GBA Game Boy Advance
256x192 DS Nintendo DS
320x200 QVGA+ DOS games, early PC gaming
320x240 QVGA PS1, Saturn, arcade games
400x240 3DS Nintendo 3DS top screen
480x272 WQVGA PSP
640x480 480p / VGA Dreamcast, GameCube, PS2, Wii
720x480 EDTV DVD video, enhanced-definition consoles
800x600 SVGA Late DOS / early Windows gaming
960x544 qHD+ PlayStation Vita
1024x768 XGA Early LCD monitors
1280x720 720p HD Xbox 360, PS3, HDTV standard
1280x800 WXGA Steam Deck, laptops, handheld PCs
1366x768 HD Ready Budget LCD displays
1440x900 WXGA+ Widescreen desktop monitors
1600x900 HD+ Mid-range monitors
1680x1050 WSXGA+ Professional LCDs
1920x1080 1080p Full HD Modern displays, consoles, streaming
1920x1200 WUXGA Productivity monitors
2560x1440 1440p QHD Gaming monitors
2560x1600 WQXGA High-end productivity displays
3440x1440 UWQHD Ultrawide gaming monitors
3840x2160 4K UHD Modern TVs and monitors
5120x1440 DQHD Super-ultrawide displays
5120x2160 5K Ultrawide Professional creative work
5120x2880 5K High-end desktop displays
7680x4320 8K UHD Next-generation displays

Aspect Ratio

Proportional relationship between width and height, derived by simplifying the horizontal/vertical pixel ratio.

Here are some examples:

Manufacturer System Type Width (px) Height (px) Aspect Ratio
Atari Atari 2600 Home 160 192 0.83 (5:6)
Atari Atari 5200 Home 320 192 1.67 (5:3)
Atari Atari 7800 Home 320 240 1.33 (4:3)
Atari Jaguar Home 320 240 1.33 (4:3)
Atari Jaguar CD Home 320 240 1.33 (4:3)
Atari Lynx Handheld 160 102 1.57 (80:51)
Bandai Playdia Home 320 240 1.33 (4:3)
Bandai WonderSwan Handheld 224 144 1.56 (14:9)
Bandai WonderSwan Color Handheld 224 144 1.56 (14:9)
Bandai SwanCrystal Handheld 224 144 1.56 (14:9)
Casio Loopy Home 256 224 1.14 (8:7)
Casio PV-1000 Home 256 192 1.33 (4:3)
Coleco ColecoVision Home 256 192 1.33 (4:3)
Emerson Arcadia 2001 Home 128 208 0.62 (8:13)
Epoch Super Cassette Vision Home 256 222 1.15
Epoch Game Pocket Computer Handheld 75 64 1.17
Fairchild Channel F Home 128 64 2.00 (2:1)
GCE Vectrex Home 240 320 0.75 (3:4)
Magnavox Odyssey² / Videopac Home 160 200 0.80 (4:5)
Mattel Intellivision Home 160 192 0.83 (5:6)
Mattel HyperScan Home 640 480 1.33 (4:3)
Microsoft Xbox Home 640 480 1.33 (4:3)
Microsoft Xbox 360 Home 1280 720 1.78 (16:9)
NEC PC Engine / TurboGrafx-16 Home 256 239 1.07
NEC CoreGrafx Home 256 239 1.07
NEC SuperGrafx Home 256 239 1.07
NEC PC Engine CD-ROM² Home 256 239 1.07
NEC PC-FX Home 320 240 1.33 (4:3)
NEC TurboExpress Handheld 400 270 1.48
Nintendo Color TV-Game Home 192 192 1.00 (1:1)
Nintendo Game & Watch Handheld Varies Varies Varies
Nintendo Famicom / NES Home 256 240 1.07 (16:15)
Nintendo Famicom Disk System Home 256 240 1.07 (16:15)
Nintendo SNES / Super Famicom Home 256 224 1.14 (8:7)
Nintendo Satellaview Home 256 224 1.14 (8:7)
Nintendo Virtual Boy Handheld 384 224 1.71 (12:7)
Nintendo Nintendo 64 Home 640 480 1.33 (4:3)
Nintendo GameCube Home 640 480 1.33 (4:3)
Nintendo Wii Home 640 480 1.33 (4:3)
Nintendo Wii U Home 1920 1080 1.78 (16:9)
Nintendo Pokémon Mini Handheld 96 64 1.50 (3:2)
Nintendo Game Boy Handheld 160 144 1.11 (10:9)
Nintendo Game Boy Color Handheld 160 144 1.11 (10:9)
Nintendo Game Boy Advance Handheld 240 160 1.50 (3:2)
Nintendo Nintendo DS Handheld 256 192 1.33 (4:3)
Nintendo Nintendo 3DS Handheld 400 240 1.67 (5:3)
Nokia N-Gage Handheld 176 208 0.85 (11:13)
Panasonic 3DO Interactive Multiplayer Home 320 240 1.33 (4:3)
Sega SG-1000 Home 256 192 1.33 (4:3)
Sega SC-3000 Home 256 192 1.33 (4:3)
Sega Master System Home 256 192 1.33 (4:3)
Sega Genesis / Mega Drive Home 320 224 1.43 (10:7)
Sega Sega CD / Mega-CD Home 320 224 1.43 (10:7)
Sega 32X Home 320 240 1.33 (4:3)
Sega Nomad Handheld 320 224 1.43 (10:7)
Sega Saturn Home 320 224 1.43 (10:7)
Sega Dreamcast Home 640 480 1.33 (4:3)
Sega Game Gear Handheld 160 144 1.11 (10:9)
Sega Pico Home 320 224 1.43 (10:7)
SNK Neo Geo AES Home 320 224 1.43 (10:7)
SNK Neo Geo CD Home 320 224 1.43 (10:7)
SNK Neo Geo Pocket Handheld 160 152 1.05 (20:19)
SNK Neo Geo Pocket Color Handheld 160 152 1.05 (20:19)
Sony PocketStation Handheld 32 32 1.00 (1:1)
Sony PlayStation Home 320 240 1.33 (4:3)
Sony PlayStation 2 Home 640 480 1.33 (4:3)
Sony PSP Handheld 480 272 1.76 (30:17)
Sony PlayStation Vita Handheld 960 544 1.76 (30:17)
Sony PlayStation 3 Home 1920 1080 1.78 (16:9)
Tiger Game.com Handheld 200 160 1.25 (5:4)
Tiger R-Zone Handheld 160 120 1.33 (4:3)
Watara Supervision Handheld 160 160 1.00 (1:1)

Scaling

Scaling refers to enlarging a game image beyond its native resolution to fit the display surface while preserving the original aspect ratio.


Integer Scaling

Scales pixels by whole number multipliers only. Preserves perfect pixel balance but may not fill the screen.

Path: RetroArch Settings → Video → Scaling → Integer Scaling

Example: GBA on Steam Deck (1280x800)

  • Original: 240x160 (3:2)
  • 4x Scale: 960x640 (fits within 1280x800)
  • 5x Scale: 1200x800 (fits perfectly)
  • 6x Scale: 1440x960 (exceeds display bounds)

In this case, the Steam Deck can display a perfect 5x integer-scaled GBA image with no unused vertical space.

Integer Scaling Table

Note: RetroArch does not support extreme scaling ratios. The table below outlines the theoretical maximum values required to fully fill the screen for each display type. Select the setting closest to your needs that your hardware can comfortably handle and the core supports.

Resolution Aspect Consoles / Systems Steam Deck (1280x800) HD (1920x1080) 4K (3840x2160) 8K (7680x4320)
32x32 1:1 PocketStation 25x 33x 67x 135x
75x64 1.17 Game Pocket Computer 12x 16x 33x 67x
96x64 3:2 Pokémon Mini 12x 16x 33x 67x
128x64 2:1 Channel F 10x 15x 30x 60x
128x208 8:13 Arcadia 2001 3x 5x 10x 20x
160x102 80:51 Atari Lynx 7x 10x 21x 42x
160x120 4:3 Tiger R-Zone 6x 9x 18x 36x
160x144 10:9 Game Boy, Game Boy Color, Game Gear 5x 7x 15x 30x
160x152 20:19 Neo Geo Pocket, Neo Geo Pocket Color 5x 7x 14x 28x
160x160 1:1 Watara Supervision 5x 6x 13x 27x
160x192 5:6 Atari 2600, Intellivision 4x 5x 11x 22x
160x200 4:5 Odyssey² / Videopac 4x 5x 10x 21x
176x208 11:13 Nokia N-Gage 3x 5x 10x 20x
192x192 1:1 Nintendo Color TV-Game 4x 5x 11x 22x
200x160 5:4 Tiger Game.com 5x 6x 13x 27x
224x144 14:9 WonderSwan, WonderSwan Color, SwanCrystal 5x 7x 15x 30x
240x160 3:2 Game Boy Advance 5x 6x 13x 27x
240x320 3:4 Vectrex 2x 3x 6x 13x
256x192 4:3 PV-1000, ColecoVision, SG-1000, SC-3000, Master System, Nintendo DS 4x 5x 11x 22x
256x222 1.15 Super Cassette Vision 3x 4x 9x 18x
256x224 8:7 Casio Loopy, SNES, Super Famicom, Satellaview 3x 4x 9x 18x
256x239 1.07 PC Engine, TurboGrafx-16, CoreGrafx, SuperGrafx, PC Engine CD-ROM² 3x 4x 9x 18x
256x240 16:15 NES, Famicom, Famicom Disk System 3x 4x 9x 18x
320x192 5:3 Atari 5200 4x 5x 11x 22x
320x224 10:7 Genesis, Mega Drive, Sega CD, Saturn, Nomad, Pico, Neo Geo AES, Neo Geo CD 3x 4x 9x 18x
320x240 4:3 Atari 7800, Jaguar, Jaguar CD, Playdia, PC-FX, 3DO, PlayStation 3x 4x 9x 18x
384x224 12:7 Virtual Boy 3x 4x 9x 18x
400x240 5:3 Nintendo 3DS (top screen) 3x 4x 9x 18x
400x270 1.48 TurboExpress 2x 4x 8x 16x
480x272 30:17 PSP 2x 3x 7x 15x
640x480 4:3 HyperScan, Xbox, Nintendo 64, GameCube, Wii, Dreamcast, PlayStation 2 1x 2x 4x 9x
960x544 30:17 PlayStation Vita 1x 1x 3x 7x
1280x720 16:9 Xbox 360, PlayStation 3, Wii U 1x 1x 3x 6x

Non-Integer Scaling

Fills the screen completely using fractional multipliers. May cause pixel distortion or uneven pixel sizes.

Example: GBA on Steam Deck (Fullscreen)

  • Original: 240x160
  • Display: 1280x800
  • Horizontal Scale: 1280 ÷ 240 = 5.333x
  • Vertical Scale: 800 ÷ 160 = 5x

To fill the entire width, RetroArch must use a non-integer horizontal scale, which can introduce uneven pixel widths.


Filters vs Shaders

Filters are simpler and usually CPU-based. Shaders are GPU-based and far more powerful, but generally cannot be combined with filters.

  • Filters: lightweight, simple effects and CPU-based.
  • Shaders: advanced visual control (CRT, scaling, smoothing, etc.) and GPU-based.

Shaders

Shaders are GPU-based post-processing effects applied to the final image. Compared to CPU-based filters, they typically offer higher visual flexibility with lower performance impact on modern hardware, as they leverage unused GPU resources.

RetroArch supports two main shader formats: GLSL and SLANG.


Shader Categories

Interpolation Shaders

Improve scaling quality while preserving pixel structure. Used for clean, sharp pixel scaling without CPU filters.

Handheld Shaders

Simulate LCD characteristics or add pixel grid effects. Emulates Game Boy, GBA, DS, and similar screens.

CRT Shaders

Simulate analog CRT displays (scanlines, bloom, curvature). Used for authentic retro TV and arcade visuals.

Signal / Composite Shaders

Simulate analog video transmission artifacts like NTSC/PAL, color bleed, and RF noise.

Mask / Subpixel Shaders

Replicate physical pixel layouts (RGB stripes, shadow masks, aperture grille) to improve perceived sharpness and realism.

Post-Processing Shaders

General image enhancement such as sharpening, color correction, bloom, and LUT-based grading.

Dithering / Reconstruction Shaders

Improve or reconstruct dithering patterns and reduce banding in retro graphics.

Stylization Shaders

Artistic effects such as VHS distortion, sketch filters, or glitch-style rendering.

Utility / Debug Shaders

Technical tools used for framebuffer inspection, texture viewing, and rendering diagnostics.


Shader Formats

GLSL

Set video driver: Settings → Video → Output → OpenGL

  • OpenGL-based
  • Common on lightweight Linux handhelds
  • Broad compatibility, lower feature set

SLANG

Set video driver: Settings → Video → Output → Vulkan

  • Modern Vulkan/DirectX/OpenGL backend support
  • Preferred on Android, Windows, and handheld PCs
  • More advanced and actively developed

Shaders: Usage

Shaders are applied via:

Quick Menu → Shaders → Load Preset

Adjust via:

Shader Parameters

Save options:

  • Game Preset: single game
  • Core Preset: emulator core
  • Directory Preset: system folder

Filters

Filters are post-processing effects applied to the final image in RetroArch. Most are lightweight, but some can be CPU-intensive and impact performance depending on the system.

Bilinear Filtering

Enable via: Settings → Video → Scaling → Bilinear Filtering

Smooths pixel edges by blending them together. Useful for non-integer scaling, but can make pixel art look slightly blurry.

  • No filter: sharp pixels
  • Bilinear: smoother, softer image

CRT / Retro Filters (Blargg)

Includes NTSC, S-Video, and composite simulation filters.

  • Adds scanlines, color bleed, and analog softness
  • Mimics CRT display output
  • More performance-heavy than bilinear filters

Filters: Usage

Filters are applied via:

Settings → Video → Video Filter

Save options:

Quick Menu → Overrides

  • Game Override: single game
  • Core Override: emulator core
  • Content Directory Override: system folder

Overlays

Overlays are image layers applied on top of the game screen. Unlike shaders or filters, they do not modify the game image itself-instead, they act as visual frames, bezels, or textures that sit over or around the gameplay area.

They are commonly used to:

  • Fill black bars on widescreen displays
  • Add console-specific bezels
  • Simulate printed artwork or handheld shells
  • Overlay scanlines or grid effects

Types of Overlays

Bezels
Decorative frames that fill unused screen space, often matching the original hardware or arcade cabinet.

Screen Frames / Artwork Overlays
Recreate the look of the original device (Game Boy shell, arcade monitor borders, etc.).

Scanline / Grid Overlays
Semi-transparent layers that simulate display artifacts, sometimes combined with shaders.

Touch Control Overlays (Mobile)
On-screen virtual controls used on Android/iOS devices by default.


Overlays: Usage

Overlays are applied via:

Quick Menu → On-Screen Overlay → Display Overlay → ON

Adjust via:

Overlay Preset

Save options:

Quick Menu → Overrides

  • Game Override: single game
  • Core Override: emulator core
  • Content Directory Override: system folder