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@ -31,8 +31,6 @@ Plus, all this wizardry reduces bandwidth usage, boosting performance up to 50%
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Here’s an incomplete list of changes:
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- As noted previously, many games which required high GPU accuracy to be visually accurate now work with normal GPU accuracy with minimal sacrifice.
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- Particles in `The Legend of Zelda: Breath of the Wild` have been fixed, resulting in 40% higher performance with accurate rendering at normal GPU accuracy.
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- Tree flickering in `The Legend of Zelda: Breath of the Wild` has been fixed on all GPU accuracy options.
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- Particles and character lighting/shading in `Pokemon Sword & Shield` have been fixed at normal GPU accuracy. Performance has improved by up to 40% at normal GPU accuracy.
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- Models (the BowWow, for example) and particle rendering are fixed at normal GPU accuracy in `The Legend of Zelda: Link's Awakening`. Performance at normal accuracy, with correct rendering, is now up to 70% higher than before.
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- Lighting in `Diablo II: Resurrected` has been fixed and will no longer flicker.
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@ -49,6 +47,8 @@ Here’s an incomplete list of changes:
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- `NieR:Automata The End of YoRHa Edition"` now renders correctly.
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- `Bayonetta 3` no longer requires high GPU accuracy to render correctly.
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- `Splatoon 2`’s ink physics work correctly on AMD GPUs while using high GPU accuracy.
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- Particles in `The Legend of Zelda: Breath of the Wild` have been fixed, resulting in 40% higher performance with accurate rendering at normal GPU accuracy.
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- Tree flickering in `The Legend of Zelda: Breath of the Wild` has been fixed on all GPU accuracy options.
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- And much more.
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No option needs to be enabled to take advantage of all of this, just switch GPU accuracy to normal if you haven’t already.
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@ -197,7 +197,7 @@ One of the options available to the users with [LDN](https://yuzu-emu.org/entry/
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They implemented the functionality and now users can pass the `--bind-address` argument to the room’s configuration.
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Thanks!
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Continuing his work on improving CPU timing accuracy, [Morph](https://github.com/Morph1984) fixed confusion between the raw CPU frequency and `Counter-timer Frequency`, or CNTFRQ.
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Continuing his work on {{< gh-hovercard "10086" "improving CPU timing accuracy," >}} [Morph](https://github.com/Morph1984) fixed confusion between the raw CPU frequency and `Counter-timer Frequency`, or CNTFRQ.
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The difference between the two is that CNTFRQ reports the frequency of the system clock, instead of the CPU frequency.
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While fixing this, he also reduced the time it takes to measure timing information by about 60%.
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