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@ -39,11 +39,11 @@ This can be partially solved by using High GPU accuracy in OpenGL with Assembly
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## Graphical fixes
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Textures blits (bit block transfers, a combination of bitmaps) can sometimes work out of bounds by design, by interleaving copy regions.
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yuzu has to be able to [understand this behaviour](https://github.com/yuzu-emu/yuzu/pull/6289) and return the correct out of bounds portion,
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yuzu has to be able to [understand this behaviour](https://github.com/yuzu-emu/yuzu/pull/6289) and return the correct portion,
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something epicboy had no problem in properly implementing for us.
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{{< imgs
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"./blits.png| Here’s an example of the old wrong behaviour in red, and the correct results in green"
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"./blits.png| Here’s a beautifully detailed example of the old out-of-bounds wrong behaviour in red, and the correct result in blue, with the affected area moving to the next row,as it should"
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>}}
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The result is quite noticeable in, for example, `Shantae` and `Pixel Game Maker Series Werewolf Princess Kaguya`, which we mentioned in the previous progress report.
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@ -266,7 +266,7 @@ As a result, we recommend users of CPUs that do have FMA to stick to `Accurate`
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Using Unsafe is known to cause precision issues, for example, exaggerating the hitboxes of characters in `Super Smash Bros. Ultimate`.
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Users with old or low-end Intel CPUs that lack FMA, feel free to keep Unsafe enabled all the time.
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We provide some examples in the following beautiful and totally perfect table:
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We provide some examples in the following gorgeous and totally perfect table:
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| CPU series | FMA support | Recommended setting |
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| :-----------: | :--------------: | ------------ |
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