From 1d9a4f31341e66db7fa549f1210ebfb0e7988911 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mat=C3=ADas=20Locatti?= <42481638+goldenx86@users.noreply.github.com> Date: Wed, 9 Jun 2021 00:19:15 -0300 Subject: [PATCH] Update site/content/entry/yuzu-progress-report-may-2021/index.md Co-authored-by: Ameer J <52414509+ameerj@users.noreply.github.com> --- site/content/entry/yuzu-progress-report-may-2021/index.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/site/content/entry/yuzu-progress-report-may-2021/index.md b/site/content/entry/yuzu-progress-report-may-2021/index.md index 8a7c9794..7cded293 100644 --- a/site/content/entry/yuzu-progress-report-may-2021/index.md +++ b/site/content/entry/yuzu-progress-report-may-2021/index.md @@ -56,7 +56,7 @@ The result is quite noticeable in games that use this blit technique, such as `S Thanks to user reports, it has been brought to our attention that our FPS counter in the lower right corner of yuzu’s window was not accurate. The readings were accurate in the past, when the GPU thread was synchronous with the other services. -Since multicore support was implemented, this is no longer the case. +Since asynchronous GPU emulation was implemented, this is no longer the case. The solution epicboy came up with is, instead of letting the nvflinger service handle the counter, [let the graphics API inform the counter after it finishes drawing the frame](https://github.com/yuzu-emu/yuzu/pull/6317), this way the value is far more accurate and stable on performance oscillations.