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Matías Locatti 2021-06-07 02:28:05 -03:00 committed by liushuyu
parent 61c72b6daa
commit 35f6be8285

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