Beetle PSX HW - RetroArch - Battle Arena Toshinden - NTSC - Maxed out settings

2,157 views · Published 28 November 2018 · 4:14 · Indexed 24 October 2026

Channel: LibRetro · 2018 · Gaming

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In this video, we will show you Battle Arena Toshinden running on RetroArch using the Beetle PSX HW emulator.

Our settings are as follows: we are running RetroArch at 4K output resolution. We are running the emulator at an internal 16x native resolution. We have PGXP turned on (PGXP memory only), which gives us subpixel precision. In addition to having PGXP turned on, we have also enabled perspective correct texture mapping. We have CD-ROM speed set to 14x, which should give us faster loading times than the original. Also important to note is that we are using the Vulkan renderer. It would be possible to use the OpenGL renderer too, and you'd likely get similar results.

During the first round, texture filtering is set to 'nearest', which basically amounts to no filtering being applied to the textures. Shortly afterwards you see us enabling texture smoothing and setting the texture filter to SABR, which gives us a smoothed out look on textures.

We have the widescreen resolution hack enabled.

We are using the NTSC version of the game, and the game runs at a proper framerate and with consistent frame timing. The original game ran at 640x240 at a framerate of 30fps for the NTSC version.

Of course, it's also perfectly possible to run Beetle PSX HW at native resolution and without any of the enhancements you see in this video. It all comes down to your personal preferences.

It's also worth noting that at this moment in time, Beetle PSX has several huge advantages over PCSX ReARMed. PCSX ReARMed does not have the PGXP enhancement features for one, it is less accurate than Beetle/Mednafen PSX, and it also does not have hardware accelerated renderers for OpenGL and Vulkan.

What this video serves to illustrate is that in 2018, emulating PlayStation games on modern emulators and modern frontends can far exceed the experience of playing it on original hardware. Latency can also be mitigated by using features like runahead and/or applying frame delay and using GPU Hard Sync.

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