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Vortex suggestions
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@ -6,22 +6,22 @@ coauthor = "Honghoa"
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forum = 0
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forum = 0
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Yuz-ers! Welcome to the last progress report of 2021, released in 2022 because we still haven’t figured out how to travel in time.
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Yuz-ers! Welcome to the last progress report of 2021, released in 2022 because we still haven’t figured out how to travel back in time.
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We keep trying, but we’re running out of bananas to microwave and trash to fuel the Mr. Fusion.
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We keep trying, but we’re running out of bananas to microwave and trash to fuel the Mr. Fusion.
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December offered kernel emulation changes, driver issues sorted out, input, rendering, and stability improvements, getting Skyline closer to stable, and more.
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December brought us improved kernel emulation, fixes for driver issues, improvements to input, rendering, overall stability, and more!
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<!--more-->
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<!--more-->
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## PSA for NVIDIA users, part 2
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## PSA for NVIDIA users, part 2
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As mentioned [two months ago](https://yuzu-emu.org/entry/yuzu-progress-report-oct-2021/#psa-for-nvidia-users), NVIDIA continues to have issues with the changes introduced
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As mentioned [two months ago](https://yuzu-emu.org/entry/yuzu-progress-report-oct-2021/#psa-for-nvidia-users), NVIDIA users continued to have issues due to the
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by the drop of support for Kepler cards in the 49X series of drivers when using GLSL.
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changes introduced by the drop of support for Kepler cards in the 49X series of drivers when using GLSL.
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We’re happy to announce that we have a [set of workarounds](https://github.com/yuzu-emu/yuzu/pull/7629) done by [epicboy](https://github.com/ameerj) that solves all
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We’re happy to announce that we have a [set of workarounds](https://github.com/yuzu-emu/yuzu/pull/7629) done by [epicboy](https://github.com/ameerj) that solve all
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known issues.
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known issues.
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This applies to both Mainline and Early Access.
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These are already available for both Mainline and Early Access.
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The root of the problem in NVIDIA’s drivers seems to be in negation of integer *and* floating point values, and bitwise conversions of input values.
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The root of the problem in NVIDIA’s drivers seems to be in negation of integer and floating point values, and bitwise conversions of input values.
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On previous drivers you could assign a value to a variable named `x`, then assign `-x` as the value to a new variable named `y`.
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On previous drivers you could assign a value to a variable named `x`, then assign `-x` as the value to a new variable named `y`.
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`y` would be equal to `-1 * x`.
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`y` would be equal to `-1 * x`.
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@ -52,7 +52,7 @@ Since this counts as an optimization, we now apply it to all APIs.
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"./nvidiafix.png"
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"./nvidiafix.png"
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>}}
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>}}
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Please report any issue found, as we know more issues could be still unfixed.
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Please report if you find any issues, as there could be more broken games due to yet unknown driver bugs.
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On a similar note, more fixes should be coming to Vulkan too, if needed.
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On a similar note, more fixes should be coming to Vulkan too, if needed.
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One solved itself, most likely NVIDIA fixed it on the latest drivers.
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One solved itself, most likely NVIDIA fixed it on the latest drivers.
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@ -89,12 +89,12 @@ These are tools used by Vulkan to describe and process data, in order to compose
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This PR fixes the sand and shadow graphical issues in `The Legend of Zelda: Skyward Sword`, and also those observed in the shadows of `Xenoblade Chronicles 2`.
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This PR fixes the sand and shadow graphical issues in `The Legend of Zelda: Skyward Sword`, and also those observed in the shadows of `Xenoblade Chronicles 2`.
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{{< single-title-imgs-compare
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{{< single-title-imgs-compare
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"When you invert the polarity on your HDR display (Xenoblade Chronicles 2)"
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"When you invert the polarity of your HDR display (Xenoblade Chronicles 2)"
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"./xc2bug.png"
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"./xc2bug.png"
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"./xc2fix.png"
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"./xc2fix.png"
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>}}
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>}}
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epicboy took a look at the issues that affected games who made heavy use of sparse GPU memory, and [made the changes necessary](https://github.com/yuzu-emu/yuzu/pull/7658)
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epicboy took a look at the issues that affected games that made heavy use of sparse GPU memory, and [made the changes necessary](https://github.com/yuzu-emu/yuzu/pull/7658)
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to mitigate the problem.
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to mitigate the problem.
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Sparse memory is a technique to store data non-contiguously, which is a fancy way to say that data is broken down to small blocks and only the relevant bits are loaded
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Sparse memory is a technique to store data non-contiguously, which is a fancy way to say that data is broken down to small blocks and only the relevant bits are loaded
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@ -104,26 +104,24 @@ For the sake of precaution, he also added an extra guard that prevents modifying
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been loaded in yet.
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been loaded in yet.
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These changes are meant to address (no pun intended) issues related to the GPU memory management, and hopefully alleviate some stability complications related to it.
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These changes are meant to address (no pun intended) issues related to the GPU memory management, and hopefully alleviate some stability complications related to it.
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Notably, the crashes on titles developed with the `UE4` engine (cough, True Goddess Reincarnation V or some such, cough).
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Notably, the crashes on titles developed with the `UE4` engine *(cough, True Goddess Reincarnation V or some such, cough)*.
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The devs are still investigating any other oddities surrounding this game, so stay tuned for more updates.
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The devs are still investigating any other oddities surrounding this game, so stay tuned for more updates.
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some rando pic of SMTV
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// Hong: These changes mitigate memory-related problems but are not guaranteed to “fix” them completely.
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{{< imgs
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{{< imgs
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"./ue4.png| These changes mitigate memory-related problems but are not guaranteed to “fix” them completely (SHIN MEGAMI TENSEI V)"
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"./ue4.png| These changes mitigate memory-related problems but are not guaranteed to “fix” them completely (SHIN MEGAMI TENSEI V)"
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>}}
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>}}
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Users reported crashes when playing `Sonic Colors Ultimate` on AMD and Intel GPUs on Vulkan after the resolution scaler was introduced.
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Users reported crashes when playing `Sonic Colors Ultimate` on AMD and Intel GPUs on Vulkan after the resolution scaler was introduced.
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epicboy jumped to intervene and save the Blue Hedgehog.
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epicboy quickly jumped in, to intervene and save the Blue Hedgehog.
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On the red AMD side, our Blue Blur suffers from ImageView issues, causing an invalid pointer dereference when the `slot_images` container of the texture cache is resized,
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On the red AMD side, our Blue Blur suffers from ImageView issues, causing an invalid pointer dereference when the `slot_images` container of the texture cache is resized,
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this can happen even at native resolution.
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this can happen even at native resolution.
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[Keeping a reference of the container](https://github.com/yuzu-emu/yuzu/pull/7622) solves it.
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[Keeping a reference of the container](https://github.com/yuzu-emu/yuzu/pull/7622) solves it.
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Intel’s blue team now, their Vulkan driver strongly follows the specification when dealing with image blits. Khronos defines that
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Intel’s blue team turn now.
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[MSAA](https://en.wikipedia.org/wiki/Multisample_anti-aliasing) blits are not allowed, and while most drivers let this pass, Intel is a good boy and crashes when trying
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The Intel Vulkan Windows driver strongly follows the specification when dealing with image blits.
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to rescale MSAA textures..
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Khronos defines that [MSAA](https://en.wikipedia.org/wiki/Multisample_anti-aliasing) blits are not allowed, and while most drivers let this pass, Intel is being a good boy and
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crashes when trying to rescale MSAA textures.
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Leaving aside that using traditional antialiasing on a mobile device like the Switch is a *crime against humanity* (you don’t waste extremely limited bandwidth on
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Leaving aside that using traditional antialiasing on a mobile device like the Switch is a *crime against humanity* (you don’t waste extremely limited bandwidth on
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traditional antialiasing), the issue is solved by [rendering directly into the scaled image](https://github.com/yuzu-emu/yuzu/pull/7624) when rescaling by using the 3D pipeline.
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traditional antialiasing), the issue is solved by [rendering directly into the scaled image](https://github.com/yuzu-emu/yuzu/pull/7624) when rescaling by using the 3D pipeline.
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The performance cost is higher (integrated GPUs like most Intel ones also hate traditional antialiasing), but it’s a price to pay to avoid crashing or losing the scaling.
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The performance cost is higher (integrated GPUs like most Intel ones also hate traditional antialiasing), but it’s a price to pay to avoid crashing or losing the scaling.
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@ -132,9 +130,9 @@ The performance cost is higher (integrated GPUs like most Intel ones also hate t
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"./sc.png| Colourful (Sonic Colors: Ultimate)"
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"./sc.png| Colourful (Sonic Colors: Ultimate)"
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>}}
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>}}
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The texture cache has to handle several weird situations when dealing with rendering, one aspect of the process are `overlaps`, when different textures compete for the
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The texture cache has to handle several weird situations when dealing with rendering.
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same video memory space.
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One of the aspects of the process are `overlaps`, when different textures compete for the same video memory space.
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A bug in the texture cache logic occured when an overlap occurs over relatively big distances in GPU memory, an overflow could happen leading to a wrongly massive texture
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A bug in the texture cache's logic was found when an overlap occurs over relatively big distances in GPU memory, an overflow could happen leading to a wrongly massive texture
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trying to be rendered causing VRAM to fill up instantly and leading yuzu to a crash.
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trying to be rendered causing VRAM to fill up instantly and leading yuzu to a crash.
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This issue was common in `BRAVELY DEFAULT II`.
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This issue was common in `BRAVELY DEFAULT II`.
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Thanks to epicboy, [users no longer have to suffer this sudden crash](https://github.com/yuzu-emu/yuzu/pull/7659).
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Thanks to epicboy, [users no longer have to suffer this sudden crash](https://github.com/yuzu-emu/yuzu/pull/7659).
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@ -164,7 +162,7 @@ You can check the current progress [here](https://github.com/yuzu-emu/yuzu/issue
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[german77](https://github.com/german77) has several fixes for us, and some important new additions.
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[german77](https://github.com/german77) has several fixes for us, and some important new additions.
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Let’s kick things on with a great one for handheld PC users, couch players, and anyone not wanting to reach all the way to their keyboard while playing.
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Let’s kick things off with a great new feature for handheld PC users, couch players, and anyone not wanting to reach all the way to their keyboard while playing.
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For us lazy humans, german77 offers us: [Support for gamepad hotkeys](https://github.com/yuzu-emu/yuzu/pull/7633).
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For us lazy humans, german77 offers us: [Support for gamepad hotkeys](https://github.com/yuzu-emu/yuzu/pull/7633).
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{{< imgs
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{{< imgs
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@ -183,9 +181,9 @@ default conveniently mapped to the capture button of the Nintendo controllers),
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When a game starts, some internal testing is done to ensure that things are where they should and respond with an acceptable delay, one of those tests involves rumble.
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When a game starts, some internal testing is done to ensure that things are where they should and respond with an acceptable delay, one of those tests involves rumble.
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Games prod the controllers with a low frequency rumble test, but sometimes, some games never stop and the controller continues to vibrate, depleting battery and making you
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Games prod the controllers with a low frequency rumble test, but sometimes, some games never stop and the controller continues to vibrate, depleting battery and making you
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doubt what was the original intention of the developer.
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doubt what was the original intention of the developer.
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german77 [forces the rumble amplitude to zero after the test](https://github.com/yuzu-emu/yuzu/pull/7593), stopping unwanted vibrations only for it.
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german77 [forces the rumble amplitude to zero after the test](https://github.com/yuzu-emu/yuzu/pull/7593), stopping unwanted vibrations only for these affected games.
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VR games may use the gyroscopic sensor on the Switch itself (not the controllers) to feed motion data.
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VR games may use the gyroscope sensor on the Switch itself (not the controllers) to feed motion data.
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Previously, yuzu would only give partial data to the game, causing erratic movements on the game’s camera.
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Previously, yuzu would only give partial data to the game, causing erratic movements on the game’s camera.
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german77 added [all missing data, including the gyro sensor](https://github.com/yuzu-emu/yuzu/pull/7481), to solve this issue.
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german77 added [all missing data, including the gyro sensor](https://github.com/yuzu-emu/yuzu/pull/7481), to solve this issue.
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@ -213,7 +211,7 @@ Well, [not any more](https://github.com/yuzu-emu/yuzu/pull/7647), again thanks t
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## Flatpak fixes
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## Flatpak fixes
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Following up from our previous mention [last month](https://yuzu-emu.org/entry/yuzu-progress-report-nov-2021/#graphical-fixes), [liushuyu](https://github.com/liushuyu)
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Following up from our previous mention [last month](https://yuzu-emu.org/entry/yuzu-progress-report-nov-2021/#graphical-fixes), [liushuyu](https://github.com/liushuyu)
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continues to fight.
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continues to fight against the weirdness of Flatpak.
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[NVDEC requirements are now more flexible](https://github.com/yuzu-emu/yuzu/pull/7565), the CUDA libraries are no longer mandatory, without actually affecting CUDA
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[NVDEC requirements are now more flexible](https://github.com/yuzu-emu/yuzu/pull/7565), the CUDA libraries are no longer mandatory, without actually affecting CUDA
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decoding support.
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decoding support.
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@ -239,7 +237,7 @@ Morph [pointed the OSK to the proper array](https://github.com/yuzu-emu/yuzu/pul
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## General changes and bugfixes
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## General changes and bugfixes
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[bunnei](https://github.com/bunnei) continues the ongoing work on the kernel rewrite, in order to increase the accuracy of our implementation.
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[bunnei](https://github.com/bunnei) continues to work on the kernel rewrite, in order to increase the accuracy of our implementation.
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This time, by simplifying a number of functions and polishing the tracking of resources, he introduced more changes to
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This time, by simplifying a number of functions and polishing the tracking of resources, he introduced more changes to
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[improve the threading and scheduling kernel routines](https://github.com/yuzu-emu/yuzu/pull/7462).
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[improve the threading and scheduling kernel routines](https://github.com/yuzu-emu/yuzu/pull/7462).
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`Let me pick from a list of device drivers on my computer`, `Have Disk…`, then finally browse to the folder where the driver was unpacked and select the `iigd_dch.inf` file.
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`Let me pick from a list of device drivers on my computer`, `Have Disk…`, then finally browse to the folder where the driver was unpacked and select the `iigd_dch.inf` file.
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What a very intuitive and user-friendly way to update a GPU driver, great job Intel…
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What a very intuitive and user-friendly way to update a GPU driver, great job Intel…
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Here's a [video tutorial](https://www.youtube.com/watch?v=BZG50Nm5sOM&t=72s) for those that prefer visual aid over our rambling. Just make sure to use the `iigd_dch.inf`
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file instead of the one shown in the slightly outdated video.
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Other mentioned optimizations on the video no longer apply.
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With this *easy job* done, the Intel GPU gets full Vulkan support, runs at its intended performance, and has access to all the new features, fixes, and performance
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With this *easy job* done, the Intel GPU gets full Vulkan support, runs at its intended performance, and has access to all the new features, fixes, and performance
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improvements that the driver developers worked on.
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improvements that the driver developers worked on.
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The driver is also allowed to auto-update on new official releases.
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The driver is also allowed to auto-update on new official releases.
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`Project Gaia`, our Virtual File System rewrite is progressing smoothly.
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`Project Gaia`, our Virtual File System rewrite is progressing smoothly.
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As a tip, SSD users will benefit from extra access time performance with it.
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As a tip, SSD users will benefit from extra access time performance with it.
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Blinkhawk informs us that `Project Y.F.C.` has dissolved into smaller features to get more progressive updates instead of delaying for a big release that would require
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Blinkhawk informs us that `Project Y.F.C.` will be grouping together the changes into smaller pieces, to get more progressive updates instead of delaying for a big release
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more testing time.
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that would require more testing time.
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We continue to plan to add several of GPU features that have been pending, for example:
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We continue to plan to add several of GPU features that have been pending, for example:
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{{< imgs
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{{< imgs
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