The Retroid Pocket Mini shader issue is now confirmed to not be fixable.
Shortly after the Mini was released, users began to notice that applied shaders either looked incorrectly spaced or altered the visuals of certain games in ways they shouldn’t have.
Identifying the Problem
Initially, sleuths believed that the issue was based on the pixel grid of the screen, potentially blaming Retroid for sourcing a cheaper AMOLED screen option. The reported issue then was that the screen was realistically outputting a 928p image and then stretching that image to the 960p the Retroid Pocket Mini was advertised as having.
Having gained traction on Reddit, multiple users tried to figure out the cause of the issue, and their attempted fixes. Most notably, user /u/Stremon used a macro telescope to try and visually see the subpixel layout, believing it to be the culprit.
As the issue grew in infamy, the company announced that they had a team dedicated to finding a solution to the issue.
Initially, it was believed that the issue could be fixed via software, but that it may require more than a simple OTA update. For reference, a process somewhat similar to upgrading the Mini to Android 13 could be used to update various portions of the device that aren’t necessarily tied to the OS, like the bootloader for example.
Gamma, creator of GammaOS looked deeper into the issue and found that the issue had little to nothing to do with the pixel grid and that a majority of phones with AMOLED screens used the same delta subpixel layout, yet did not face any issues when attempting to apply shaders via RetroArch.
At this point, the issue had spiraled into more than one central area of concern for those trying to deep-dive into the device a find a potential fix. It had evolved from what was believed to be faulty shaders into the panel being used, the subpixel layout, the pixel grid itself, the resolution, or the bootloader. However, the actual root of the problem was still unknown.
After a few months of gamers becoming antsy in regards to a possible fix being announced, Retroid David, one of their Discord server’s contacts for software and hardware issues, offered the above updates to users as the information became available.
Retroid then claimed to be working alongside Qualcomm and their supplier to find the root cause of the issue, but none of their attempts were successful.
The Issue Cannot Be Fixed
It has been announced today that after months of troubleshooting and attempted fixes, the issue is simply unfixable sans a hardware revision. Retroid says the issue is tied to the screen driver and how it applies an image-optimizing engine that negatively impacts the application of certain shaders.
The Retroid Pocket Mini has a resolution of 1280 * 960, making it one of the highest resolutions available on a device with a 4:3 screen. That resolution can net 4x integer scaling on any retro console that supports 240p — a vast majority of them. Outside of retro consoles, the resolution also allows for perfect 5x integer scaling on DS games, and 2x on game consoles supporting 480p.
The shader issue is mostly only noticeable when specific CRT shaders are applied to older games. Users can expect to see misplaced scanlines, uneven pixels, or a slightly distorted image when using the aforementioned shaders in retro games.
However, many users also feel as if the issue doesn’t impact them. Since the device has such a naturally high resolution crammed into a relatively small 3.7-inch screen, the need for shaders is negligible for some.
Do Shaders Matter on the Mini?
Shaders, when applied to retro games, offer a visual layer that makes games appear more in line with how they would appear on typical screens or monitors. For example, certain CRT shaders mimic the vignette and bloom of older Sony PVM sets, while others offer scanlines similar to how they would appear on old-school CRT monitors.
In the above images, all sourced from the Retroid Discord server’s #retroid-pocket-mini channel, you can see various effects being applied to different games and how the output is skewed in a way that produces uneven lines and miscounted pixel grids.
To somewhat combat the issues users have with shaders, some of their Discord members have compiled lists of shaders that they believe work well with the system, regardless of the aforementioned problems.
Shaders don’t necessarily have to alter or add scanlines or pixel grids to game visuals. Some do, but others focus squarely on the visual representation around the game. For instance, CRT geometry shaders add a slight curvature to the corners of the screen that would be expected when playing games on an old-school TV.
It should be noted, however, that the device has such a high resolution for its screen size that certain shaders don’t seem to produce any problems, moreover, if you don’t use shaders, you may never see or experience any problems at all. With integer scaling at its max, a user would be hard-pressed to spot or locate any misaligned pixels on retro games. But still, the issue is there.
Where Does Retroid Go From Here?
With the Retroid Pocket Flip 2 and Classic being announced recently, Retroid is still working on manufacturing its next line of handheld devices. With Flip 2 utilizing the same screen as the Retroid Pocket 5, there should be no related shader issues as the larger, 1080p 16:9 Retroid Pocket 5 does not face the same problems as the Mini.
As sad as this news is for those who adored the Retroid Pocket Mini and were hoping to use shaders with select titles, the Mini still stands in a class of its own. Currently, there are no other options that offer a 4:3 screen with a glass panel offering an OLED screen. As stated above, some report that the issue is unseen to them due to them not opting to use shaders in conjunction with such high integer scaling.
Fortunately, as the issue is unfixable, Retroid is extending its return policy and allowing users to return their devices for a refund if they contact the company via email at sales@retroid.com. Be sure to supply them with any pertinent information; order number, date the order was made, and a reference to the issues shown or mentioned above.
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