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Apply suggestions from code review
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -282,31 +282,31 @@ If the user sets a very high DPI value for their mouse while using mouse panning
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Let’s begin with an interesting one.
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yuzu’s screenshot capture feature allows an easy way to save moments at the resolution the scaler is currently set at.
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The hotkey for capture could be spammed, leading yuzu to a crash if several requests for capture were sent, this could be aggravated if the rendering resolution was set to a high value.
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The hotkey for screenshot capture could be spammed, leading yuzu to a crash if several requests for screenshots were sent. This could be worsened if the rendering resolution was set to a high value.
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To solve this, yuzu now {{< gh-hovercard "8192" "ignores new requests while a capture is being processed" >}}, and prints a warning in the log.
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There’s always room for improvements in emulation, as nothing is ever truly complete. This time, german77 focuses on inaccuracies found on our input emulation.
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There’s always room for improvements in emulation, as nothing is ever truly complete. This time, german77 focuses on inaccuracies found in our input emulation.
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{{< gh-hovercard "8222" "`IsSixAxisSensorFusionEnabled` is implemented" >}} by reverse engineering all sixaxis functions, and it was verified by comparing with unit test homebrew results done on the Switch.
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{{< gh-hovercard "8222" "`IsSixAxisSensorFusionEnabled` is implemented" >}} by reverse engineering all Sixaxis functions, and it was verified by comparing with unit test homebrew results done on the Switch.
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This should potentially improve motion accuracy.
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The [HID](https://en.wikipedia.org/wiki/Human_interface_device) service in charge of handling input commands, among other things, used to operate by copying its assigned shared memory and reporting back the changes.
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This leads to mismatches or delays in the input process, and can potentially make games read completely wrong data.
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This leads to mismatches or delays in the input process, and can potentially make games read completely incorrect data.
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Of course, this is not ideal at all, so german77 {{< gh-hovercard "8229" "gets rid of the memory duplication" >}} and uses the ever magical * pointers to access the shared memory directly instead.
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This can fix bugs on countless games, with the biggest example being the `Pokémon: Let’s Go` games having a hard time detecting controllers.
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Obviously this isn't ideal, so german77 {{< gh-hovercard "8229" "gets rid of the memory duplication" >}} and uses the ever magical [* pointers](https://en.wikipedia.org/wiki/Pointer_(computer_programming)) to access the shared memory directly instead.
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This can fix bugs affecting countless games, with the biggest example being the `Pokémon: Let’s Go` games having a hard time detecting controllers.
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Hotkey presses will now be {{< gh-hovercard "8249" "triggered by using a queue" >}}. This has the benefit of not having to wait for the UI to respond, reducing their delay.
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Analog sticks {{< gh-hovercard "8272" "got some love" >}}, with a couple of important changes in their mapping:
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The default maximum range is now set to 95%, to ensure that games get to use the whole range. This change, for example, avoids character walking when the stick is at certain angles in games like `Pokémon Legends: Arceus`.
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Minimum range was lowered from 50% to 25%, providing greater precision, particularly for people trying to play racing games with a matching wheel.
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The default maximum range is now set to 95%, to ensure that games get to use the whole range. This change, for example, avoids characters walking when the stick is at certain angles in games like `Pokémon Legends: Arceus`.
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The minimum range was lowered from 50% to 25%, providing greater precision, particularly for people trying to play racing games with a matching wheel.
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Auto-center correction is stronger now, avoiding drifting without having to rely on stronger dead-zone values.
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Individual axis values can be manually deleted now if buttons were mapped manually.
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Previously, only player 1 could automatically reconnect a controller by pressing a button. Other players only could do so when using a keyboard.
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german77’s pull requests aims to solve that, {{< gh-hovercard "8277" "allowing any of the remaining 7 players to reconnect their controller" >}}. No privileges for the higher in hierarchy anymore.
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Previously, only Player 1 could automatically reconnect a controller by pressing a button. Other players only could do so when using a keyboard.
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german77’s pull requests aims to solve that, {{< gh-hovercard "8277" "allowing any of the remaining 7 players to reconnect their controller" >}}. No privileges for those higher in the hierarchy anymore.
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This change is under testing at the time of writing, as it could potentially cause regressions. Be sure to use the status hovercard to check back in a few days!
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@ -314,10 +314,10 @@ This change is under testing at the time of writing, as it could potentially cau
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`Project Y.F.C.` is not far away from releasing its first part of two planned.
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`Project Gaia` continues to progress slowly but surely, it can now finally let some previously broken games to boot for the first time.
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`Project Gaia` continues to progress slowly but surely, now causing some previously broken games to finally boot for the first time.
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{{< single-title-imgs
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"."
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"Minecraft and Mortal Kombat 11 are now booting!"
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"./gaia1.png"
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"./gaia2.png"
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>}}
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