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@ -18,7 +18,9 @@ They, however, support `VK_PRESENT_MODE_IMMEDIATE_KHR`, another mode that allows
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[epicboy](https://github.com/ameerj) made the [necessary changes](https://github.com/yuzu-emu/yuzu/pull/7003) in order to unlock FPS on these GPUs.
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Due to the nature of this presentation mode, this may cause visible tearing on the screen, so bear that in mind if you try this out.
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pic
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{{< imgs
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"./framerate.png| And this is with just an RX 550 (Metroid Dread)"
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>}}
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Booting a title in Linux with the Vulkan API using the Intel Mesa driver resulted in a crash due to a device loss error.
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The problem laid on the synchronization between the rendering and subsequent presentation of frames.
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@ -53,7 +55,11 @@ Ahem, anyway, AMD Radeon GPUs lack support for fixed point 24-bit depth textures
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To bypass this hardware limitation, yuzu uses D32 textures instead, which can cause precision issues during the conversion process.
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[By adjusting the Depth Bias and Polygon Offset of yuzu’s D24 emulation,](https://github.com/yuzu-emu/yuzu/pull/7070) Blinkhawk solves the issue for good.
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pic Fair play, please
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{{< single-title-imgs
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"Fair play, please (Super Smash Bros. Ultimate)"
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"./smashbug.png"
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"./smashfix.png"
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>}}
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Yet another AMD Radeon specific issue is visible when playing `The Legend of Zelda: Breath of the Wild`.
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Terrain textures looked colourful and corrupted, like the default RGB rainbow puke setting of most “gaming” hardware.
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@ -68,12 +74,17 @@ Cube maps are a cube with it’s six faces filled with different textures.
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The coordinate used to fetch the data, unlike the regular X and Y values, is a single [versor](https://en.wikipedia.org/wiki/Versor) originating from the center and pointing
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to the surface of the cube.
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pic
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{{< imgs
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"./array.png| "
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>}}
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Texture arrays on the other hand are just as the name implies, an ordered array of textures one after the other, with X and Y used for positioning information inside the
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texture, and a Z axis used to determine which texture of the array is in use.
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pic
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{{< imgs
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"./cube.png| "
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>}}
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So tl;dr, one is a sphere and the other is a list.
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@ -87,7 +98,11 @@ While this should not be a problem on its own, as coordinates can still be pulle
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[By disabling Cube Compatibility on GCN4 and older devices running the official AMD proprietary drivers,](https://github.com/yuzu-emu/yuzu/pull/7076) epicboy returned proper
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sense to the devastated land of Hyrule.
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pics I prefer no RGB.
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{{< single-title-imgs
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"I prefer no RGB, thanks (The Legend of Zelda: Breath of the Wild)"
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"./botwbug.png"
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"./botwfix.png"
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>}}
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Speaking of RGB, [as discussed back in February](https://yuzu-emu.org/entry/yuzu-progress-report-feb-2021/#paint-me-like-one-of-your-french-bits), yuzu has to use compute
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shaders to convert most BGR texture formats in OpenGL to avoid mismatched colours.
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@ -97,9 +112,15 @@ Users of Kepler series Nvidia GPUs (usually GTX 600/700 series, with several ren
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corrupt rendering.
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Instead of using compute shaders to swizzle textures, epicboy figured we could just use `Pixel Buffer Objects`
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[(or PBO for short)](https://www.khronos.org/opengl/wiki/Pixel_Buffer_Object) for [all affected texture formats instead.](https://github.com/yuzu-emu/yuzu/pull/7036)
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This has many benefits, it solves Kepler BGR issues, improves performance on weak devices from any GPU vendor, and it is also a required change for `A.R.T.`, the resolution
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This has many benefits, it solves Kepler BGR issues, improves performance on weak devices from any GPU vendor, and is also a required change for `A.R.T.`, the resolution
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scaler in development.
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{{< single-title-imgs
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"A Hat in Time"
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"./keplerbug.png"
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"./keplerfix.png"
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>}}
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On the subject of changes needed for the resolution scaler, Blinkhawk implemented [fixes to queries and indexed samplers.](https://github.com/yuzu-emu/yuzu/pull/7077)
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The result is fewer crashes while playing `Luigi’s Mansion 3` on Intel and AMD GPUs, be it on Windows or Linux.
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This PR also helps improve stability for `A.R.T.` too.
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@ -113,7 +134,11 @@ epicboy has also [fixed some minor bugs with the `StencilOp`](https://github.com
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rendering area.
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Thanks to this, `WarioWare: Get It Together!` properly renders its models.
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pics
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{{< single-title-imgs
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"Waa! (WarioWare: Get It Together!)"
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"./waabug.png"
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"./waafix.png"
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>}}
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[vonchenplus](https://github.com/vonchenplus) added support for the legacy GLSL `gl_Color` and `gl_TexCoord` attributes into our Vulkan backend, so that any game that uses
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them can render properly when using this API.
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@ -130,7 +155,11 @@ After that, vonchenplus corrected the definition of [the values in an enum](http
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Both these changes affect `DRAGON QUEST III: The Seeds of Salvation`, fixing the graphical bugs present in this game.
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pics
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{{< single-title-imgs
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"Waa! (WarioWare: Get It Together!)"
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"./qdbug.png"
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"./qdfix.png"
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>}}
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## Tool-assisted speedrun
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@ -141,7 +170,9 @@ The format used to store them is the one [TAS-nx](https://github.com/hamhub7/TAS
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You can access TAS configuration by going to `Tools > Configure TAS…`
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pic
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{{< imgs
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"./tas.png| "
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>}}
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## Other input changes
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@ -151,7 +182,9 @@ for epic fights with your friends.
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You can find the option in `Emulation > Configure… > Controls > Advanced > Enable XInput 8 player support (disables web applet)`.
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pic
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{{< imgs
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"./8.png| "
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>}}
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[v1993](https://github.com/v1993) later [hid the option on non-Windows OSes,](https://github.com/yuzu-emu/yuzu/pull/7042) as this limitation doesn’t apply outside the Windows
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SDL builds.
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@ -183,7 +216,11 @@ While the plan is to add support for this in the future, major changes to the fi
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[behunin](https://github.com/behunin) implemented much needed [clean ups to our debug configuration window.](https://github.com/yuzu-emu/yuzu/pull/7068)
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Check the results below:
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pics
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{{< single-title-imgs
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" "
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"./debugbug.png"
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"./debugfix.png"
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>}}
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## General bugfixes
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@ -221,7 +258,9 @@ This isn’t enough to allow full UMM compatibility, but we’re getting there.
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Some games pop-up a confirmation window when trying to stop emulation.
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pic
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{{< imgs
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"./exit.png| Like this"
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>}}
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This kind of redundant question is made by the game itself and while we always had a toggle to skip it, it wasn’t working properly. epicboy comes to the rescue,
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[fixing the toggle](https://github.com/yuzu-emu/yuzu/pull/6997) for good and saving us trying to stop our games some seconds of time in the process.
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@ -240,17 +279,24 @@ splatting!
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german77 [stubbed `SetTouchScreenConfiguration` and implemented `GetNotificationStorageChannelEvent`](https://github.com/yuzu-emu/yuzu/pull/6992) to make `Dr Kawashima's Brain
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Training for Nintendo Switch` playable.
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pic
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{{< imgs
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"./brain.png| Dr Kawashima's Brain Training for Nintendo Switch"
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>}}
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He has also [stubbed `Match`](https://github.com/yuzu-emu/yuzu/pull/7015) to make `Cruis'n Blast` playable.
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This game experiences some crashes, so there’s more work to do.
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pic
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{{< imgs
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"./blast.png| Cruis'n Blast"
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>}}
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ogniK [implemented the `EnsureTokenIdCacheAsync` service,](https://github.com/yuzu-emu/yuzu/pull/6975) making `Death Coming` go in-game, albeit with some graphical bugs that
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we have to sort out in the future.
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pic
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{{< imgs
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"./death.png| Death Coming"
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>}}
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Morph has been working on implementing what is needed to get `Diablo II: Resurrected` working.
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Initially, the [`Read` socket service was implemented](https://github.com/yuzu-emu/yuzu/pull/7082), but this mandates also implementing more complex services like `Select` and
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`EventFD`.
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@ -258,13 +304,17 @@ EventFD is particularly tricky as there is no native support for it on Windows,
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As a temporary alternative, [Read was just stubbed,](https://github.com/yuzu-emu/yuzu/pull/7085), allowing the game to boot.
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pic as you can see, there’s more work to do
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{{< imgs
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"./diablo.png| Diablo II: Resurrected"
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>}}
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## Future projects
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For anyone wondering about `Project A.R.T.`, the following image speaks of its own.
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bikini
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{{< imgs
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"./art.png| Xenoblade Chronicles Definitive Edition"
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>}}
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Regarding other works, there are more rendering fixes underway, and we’re already starting plans on what to focus on after A.R.T. is finished.
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