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Byte's suggestions
Co-authored-by: liamwhite <liamwhite@users.noreply.github.com>
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@ -156,7 +156,7 @@ We have many more changes Blinkhawk implemented, but they didn’t make it in ti
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## General changes and settings glossary
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The modding community requested us to allow for larger texture mods. The old 6GB limit was not enough, so byte[] {{< gh-hovercard "10035" "expanded it to support the 8GB arrangement" >}} instead, giving almost all of it to the emulated program.
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The modding community requested us to allow for larger texture mods. The old 6GB limit was not enough, so byte[] {{< gh-hovercard "10035" "expanded it to support a custom 8GB arrangement" >}} instead, giving almost all of it to the emulated program.
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This had unforeseen consequences.
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@ -340,7 +340,7 @@ This is some kind of twisted joke.
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For comparison, when you do this with NVIDIA, they *hire* you.
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We’re left with no option but to mitigate the crashes as much as we can.
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To do so, Morph {{< gh-hovercard "10110" "disabled compute shaders" >}} entirely for Intel Windows drivers, ensuring games like `The Legend of Zelda: Breath of the Wild` can even be booted, let alone playable.
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To do so, Morph {{< gh-hovercard "10110" "disabled compute shaders" >}} entirely for Intel Windows drivers, ensuring games like `The Legend of Zelda: Breath of the Wild` can still boot―even though they'll have gameplay issues as a result.
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This isn’t enough to solve all crashes. Some games like `Xenoblade Chronicles 3` will still crash the shader compiler. We haven't diagnosed this yet, but believe that it's likely closely related to the same issue we have already reported.
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