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Apply suggestions from code review gx edition
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -6,7 +6,7 @@ coauthor = "GoldenX86"
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Welcome yuz-ers, to our monthly report of developer suffering and other happenings! This time we offer you Radeon fixes, Reaper v3, LAN support, smooth video rendering and more!
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Welcome, yuz-ers, to our monthly report of developer suffering and other happenings! In this recap, we'll discuss Radeon fixes, Reaper v3, LAN support, smooth video rendering, and more!
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<!--more-->
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@ -103,7 +103,7 @@ On a similar vein, [he increased the number of sets per pool on AMD](https://git
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fixing the random crashes that occurred when booting `Xenoblade Chronicles 2`.
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[K0bin](https://github.com/K0bin) is back again, fixing another major issue.
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This time, yuzu was not following the official Vulkan specification right, leading to overlapping information for textures and buffers on Nvidia graphics cards.
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This time, yuzu was not following the official Vulkan specification correctly, leading to overlapping information for textures and buffers on Nvidia graphics cards.
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`bufferImageGranularity` specifies the size in bytes at which textures and buffers can be aligned.
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AMD and Intel GPUs allow for pretty precise values of 1 or 64 bytes depending on the hardware, but Nvidia on the other hand is hard limited to a 1024 byte block.
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@ -114,7 +114,7 @@ But the same issue could affect any game that handles small textures at any time
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[Properly respecting this hardware set value](https://github.com/yuzu-emu/yuzu/pull/6834) fixes unheard instabilities when running games in Vulkan with an Nvidia GPU, and allows
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Reaper, the GPU cache garbage collector, to work on all games.
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There was a bug that made Mario's moustache appear to be light-brown instead of the classical dark shade we are used to seeing when using an Intel GPU with the Vulkan API.
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There was a bug that made Mario's moustache appear to be light-brown (instead of the classical dark shade we are used to seeing) when using an Intel GPU with the Vulkan API.
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The problem was a simple one: yuzu was returning the wrong data type when querying the `gl_FrontFacing` attribute — an unsigned integer, instead of a 32-bit floating-point value.
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The solution was equally simple: epicboy changed the code so that the [queried attribute returned with the correct data type](https://github.com/yuzu-emu/yuzu/pull/6928).
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@ -124,13 +124,13 @@ The solution was equally simple: epicboy changed the code so that the [queried a
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"./intelfix.png"
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>}}
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[v1993](https://github.com/yuzu-emu/yuzu/pull/6887) has been using [PVS-Studio](https://pvs-studio.com/en/) to catch logic errors in the code to good success so far. For example,
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[v1993](https://github.com/yuzu-emu/yuzu/pull/6887) has been using [PVS-Studio](https://pvs-studio.com/en/) to catch logic errors in the code with good success so far. For example,
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[a small clean up in SPIR-V was possible thanks to this](https://github.com/yuzu-emu/yuzu/pull/6887).
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## LAN party time!
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Work on `Local Wireless` continues, but in the meantime, thanks to work done by [spholz](https://github.com/spholz) yuzu is proud to announce that `LAN`
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[(Local Area Network)](https://github.com/yuzu-emu/yuzu/pull/6863) support has been added to all users!
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Work on `Local Wireless` continues, but in the meantime, yuzu is proud to announce that `LAN`
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[(Local Area Network)](https://github.com/yuzu-emu/yuzu/pull/6863) support has been added for all users! This is all thanks to work done by [spholz](https://github.com/spholz).
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This means that a small selection of games can now be played with a Switch or any other computer running yuzu while connected to the same network (be it wired ethernet, or via
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WiFi). With a service like [ZeroTier](https://www.zerotier.com/) (hamachi has not worked so far) or by manually configuring a VPN
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@ -152,14 +152,14 @@ WiFi). With a service like [ZeroTier](https://www.zerotier.com/) (hamachi has no
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- `Splatoon 2` (works with auto-stub enabled)
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- `Titan Quest`
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Not all the listed games work at the moment due to missing services or just not having the best compatibility right now, but gameplay proved stable in all working cases.
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At the moment, not all of the listed games work due to missing services or not having the best compatibility with yuzu, but gameplay proved stable in all working cases.
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{{< imgs
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"./lan.png| It just works! (Mario Kart 8 Deluxe)"
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>}}
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Keep in mind that some games require certain button combinations to switch between LAN and Local Wireless modes.
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For example, `Mario Kart 8 Deluxe` needs holding L + R + presing the left analog trigger (L3) in the main menu to be able to create or join a LAN room.
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For example, `Mario Kart 8 Deluxe` requires the user to hold L + R + depressing the left analog stick (L3) in the main menu to be able to create or join a LAN room.
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[Morph](https://github.com/Morph1984) later followed with [network interface cleanups](https://github.com/yuzu-emu/yuzu/pull/6905).
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@ -261,7 +261,7 @@ performance on the Switch.
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By lying to the kernel and informing that performance is always good, the emulator avoids unnecessary destruction and reconstruction of textures, saving both performance and VRAM.
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As an added benefit, some games use this *totally-not-adulterated* information to constantly render at their highest supported resolution.
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For both these reasons we recommend users to keep this option always enabled, as no regressions have been found for using it, and the stability benefits on some particular titles
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For both these reasons we recommend users to keep this option always enabled, as no regressions have been found when using it, and the stability benefits on some particular titles
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like `Luigi’s Mansion 3` are more than worth it.
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So, by calling a spade a spade, gidoly now informs us that `Use Fast GPU time` [is indeed a hack](https://github.com/yuzu-emu/yuzu/pull/6817). Al pan, pan, y al vino, vino.
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@ -275,8 +275,8 @@ So, by calling a spade a spade, gidoly now informs us that `Use Fast GPU time` [
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epicboy [flipped the positions of `Limit Speed Percent` and `Framerate Cap`](https://github.com/yuzu-emu/yuzu/pull/6839) in the configuration window. Tidying the user interface
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never hurts.
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Tired of having to wait over 3 minutes for each change done to the texture cache section of the code, [yzct12345](https://github.com/yzct12345)
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[split out the definitions](https://github.com/yuzu-emu/yuzu/pull/6820), reducing the build time to 30 seconds.
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Are there any developers tired of having to wait over 3 minutes to compile each change done to the texture cache section of the code? Well, [yzct12345](https://github.com/yzct12345)
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[split out the definitions](https://github.com/yuzu-emu/yuzu/pull/6820), reducing the build time to only 30 seconds.
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yzct12345 also found a [deadlock](https://en.wikipedia.org/wiki/Deadlock) in our `Single-Producer, Single Consumer queue`,
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[and submitted a fix](https://github.com/yuzu-emu/yuzu/pull/6868) to address this problem.
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@ -303,7 +303,7 @@ In a similar vein, he also corrected a [copy-paste error](https://github.com/yuz
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v1993 also found another bug in the `GetSubmappedRange()` function, used to obtain the CPU memory segments from a GPU memory address. Blinkhawk
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[went ahead and fixed it](https://github.com/yuzu-emu/yuzu/pull/6894).
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Another noteworthy change by blink is that he [changed the logic of the Garbage Collector](https://github.com/yuzu-emu/yuzu/pull/6897), so that it uses a Least-Recently Used
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Another noteworthy change by Blinkhawk is that he [changed the logic of the Garbage Collector](https://github.com/yuzu-emu/yuzu/pull/6897), so that it uses a Least-Recently Used
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(`LRU`) cache instead.
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Previously, the cache of the GC (Garbage Collector) would iterate over `n` textures every frame, checking whether they should be cleaned from memory or not.
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@ -321,17 +321,17 @@ boost.
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# Input improvements
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german77 has a few input changes done this month.
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german77 implemented a few input changes this month.
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First of all, when mapping and moving an analog stick, the previous implementation used to only show a blue dot representing the relative position of the analog stick.
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Now [a new green dot is added](https://github.com/yuzu-emu/yuzu/pull/6815), which represents the emulated position of the stick, considering range and dead zones values.
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Useful to know if the stick actually reaches the whole input range.
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[A new green dot is now present](https://github.com/yuzu-emu/yuzu/pull/6815), representing the emulated position of the stick, considering range and dead zones values.
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It's useful to know if the stick actually reaches the whole input range.
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{{< imgs
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"./stick.mp4| Remember to test and set both Range and Deadzone"
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>}}
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Next, the usual [update to SDL](https://github.com/yuzu-emu/yuzu/pull/6855), which always brings some goodies, in this case:
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Next, the usual [update to SDL](https://github.com/yuzu-emu/yuzu/pull/6855), which always brings some goodies. In this case:
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- The ability to send effects to DualSense triggers (not implemented at the moment).
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- Better sensor data rate for Switch and PlayStation controllers.
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"./art.png| 4K beach episode (Xenoblade Chronicles Definitive Edition)"
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>}}
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Progress on Project A.R.T. is going well, most major problems have been addressed, Morph had several eureka moments with Project Gaia, and other secret recipes are in the oven,
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Progress on `Project A.R.T`. is going well, most major problems have been addressed. Morph had several eureka moments with Project Gaia. And now other secret recipes are in the oven,
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waiting their turn.
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That’s all folks! Thank you for your kind attention, happy playing, and see you next time!
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That’s all folks! Thank you for your attention — happy playing, and see you next time!
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{{< article-end >}}
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