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@ -792,10 +792,10 @@ Affected users will have to wait to see if future driver updates solve this.
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After the… peculiar [discussion](https://github.com/IGCIT/Intel-GPU-Community-Issue-Tracker-IGCIT/issues/159) we had with Intel regarding their drivers and how they handle bug reports, we are happy to announce the [latest public beta driver](https://www.intel.com/content/www/us/en/download/729157/intel-arc-iris-xe-graphics-beta-windows.html) solves the SPIR-V issues we reported seven months ago!
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After the… peculiar [discussion](https://github.com/IGCIT/Intel-GPU-Community-Issue-Tracker-IGCIT/issues/159) we had with Intel regarding their drivers and how they handle bug reports, we are happy to announce the [latest public beta driver](https://www.intel.com/content/www/us/en/download/729157/intel-arc-iris-xe-graphics-beta-windows.html) solves the SPIR-V issues we reported seven months ago!
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We strongly recommend Intel Windows users to update to this driver to improve stability with most games.
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We strongly recommend Intel Windows users to update to this driver to improve stability with most games.
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Sadly, or luckily, fixing this issue showed us two areas where yuzu is at fault.
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Sadly, fixing this issue showed us two areas where yuzu is at fault.
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Both issues have fixes in testing in the, at the time of writing, latest Early Access release. If everything goes according to plan, they should hit Mainline in a few days. Stay tuned.
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But luckily both issues have fixes in testing in the latest Early Access release (at the time of writing). If everything goes according to plan, they should hit Mainline in a few days. Stay tuned.
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First problem is in yuzu's code.
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The first problem is in yuzu's code.
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Some compute shaders have barriers in places that result in generating invalid SPIR-V code, and while NVIDIA and AMD have no problem with it, Intel is following the Vulkan specification much more closely and doesn’t like the result, leading to crashes.
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Some compute shaders have barriers in places that result in generating invalid SPIR-V code, and while NVIDIA and AMD have no problem with it, Intel is following the Vulkan specification much more closely and doesn’t like the result, leading to crashes.
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While we test the solution, for now we recommend Mainline Intel users to keep the {{< gh-hovercard "10181" "freshly added" >}} “Enable Compute Pipelines (Intel Vulkan only)” disabled in `Emulation > Configure… > Graphics > Advanced`.
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While we test the solution, for now we recommend Mainline Intel users to keep the {{< gh-hovercard "10181" "freshly added" >}} “Enable Compute Pipelines (Intel Vulkan only)” disabled in `Emulation > Configure… > Graphics > Advanced`.
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@ -805,7 +805,7 @@ While we test the solution, for now we recommend Mainline Intel users to keep th
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The other issue is a hardware limitation.
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The other issue is a hardware limitation.
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Intel decided to remove support for Float64 operations on their Generation 12 graphics products (UHD 700/Xe/Arc) without providing a driver fallback.
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Intel decided to remove support for Float64 operations on their Generation 12 graphics products (UHD 700/Xe/Arc) without providing a driver fallback.
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Well, it turns out that, for some Goddess forsaken reason, `Tears of the Kingdom` requires over the top precision in its cutscenes — precision that current Intel hardware physically lacks, causing crashes.
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Well, it turns out that, for unknown reasons, `Tears of the Kingdom` requires over the top precision in its cutscenes — precision that current Intel hardware physically lacks, causing us to crash building the shader.
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We’re testing a Float64 to Float32 shader conversion to solve the problem.
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We’re testing a Float64 to Float32 shader conversion to solve the problem.
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For now, Mainline Intel users will have to get a save past the intro cutscene, or use OpenGL, as the OpenGL spec dictates that Float64 must be supported one way or another, even if it is via software emulation.
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For now, Mainline Intel users will have to get a save past the intro cutscene, or use OpenGL, as the OpenGL spec dictates that Float64 must be supported one way or another, even if it is via software emulation.
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