From 2f3c9730968f32a59ee512f5a3096abff689bd9c 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 09:18:50 -0300 Subject: [PATCH] Update site/content/entry/yuzu-progress-report-may-2021/index.md Co-authored-by: Schplee <24275329+Schplee@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 b0ae0f73..b5c4b215 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 was brought to our attention that our FPS counter in the lower right corner of yuzu’s window was not accurate. The readings were previously accurate when the GPU thread was synchronous with the other services. -Since asynchronous GPU emulation was implemented, this is no longer the case. +Now that asynchronous GPU emulation is 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.