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+date = "2020-09-29T23:20:00+05:30"
+title = "New Feature Release - NVDEC emulation!"
+author = "CaptV0rt3x"
+forum = 309130
++++
+
+Hello, yuzu fans!
+Tired of broken cutscenes and having to mash your controller buttons in hopes of skipping them? Well, look no further!
+Thanks to the efforts of [epicboy](https://github.com/ameerj), yuzu can now play (most of) your favorite in-game cutscene videos.
+Jump right in to find out more!
+
+
+
+{{< youtube usvAZosD16o >}}
+
+# NVDEC - What is it?
+
+For a long time, one of the most noticable missing features of yuzu was support for NVDEC.
+What is [NVDEC](https://en.wikipedia.org/wiki/Nvidia_NVDEC)?
+NVDEC stands for **Nvidia Video Decoder** and is a feature in Nvidia GPUs that performs video decoding.
+And since the Switch has an Nvidia Tegra X1 SoC, it too makes use of its NVDEC module to offload all CPU intensive video decoding tasks to the GPU.
+
+NVDEC supports video codecs like `MPEG2`, `VC1`, `H264 (AVC)`, `H265 (HEVC)`, `VP8`, and `VP9`, but Nintendo only exposes `H264`, `H265`, `VP8` and `VP9`.
+Most games seem to use `H264` because of its wide support and efficiency ratio.
+But many first party games are known to use `VP9` too - eg. Super Smash Bros. Ultimate, Pokémon: Let's Go, Pikachu/Eevee!
+
+With NVDEC support, users no longer have to rely on old save files or crazy button mashing to bypass broken cutscenes.
+Grab the latest yuzu Early Access build to try it out now!
+
+
+{{< youtube XsXpxZE2rcc >}}
+
+
+# Development
+
+The Switch uses NVDEC along with VIC (Video Image Composer) in the GPU for video decoding.
+Games are exposed to higher level APIs by Nintendo which abstract the configuration of these modules.
+
+NVDEC and VIC work together to decode incoming videos and the process usually goes like this:
+
+ - Allocate memory
+ - Place encoded video frame data in known memory location
+ - Decode and place frame data into GPU memory
+ - Clear intermediary allocated memory
+
+Although this seems fairly simple, implementing it was quite the task.
+[epicboy](https://github.com/ameerj) began working on this by implementing the service/command calls to NVDEC and VIC.
+It was decided to use the [FFmpeg](https://github.com/FFmpeg/FFmpeg) library to decode the frame data once we knew its codec (`H264` or `VP9`).
+
+
+{{< youtube EGDodmeKGWY >}}
+
+
+### VP9
+
+`VP9` was the biggest challenge as its decoding required knowledge on the different attributes of a specific frame.
+Each frame carries two headers and raw frame data with it.
+The headers contain the information as to which previous frame the current frame refers to or depends on.
+Frames usually refer to previously decoded frames, along with transformations to be done on various parts of those, to compose new frames.
+This is done in an effort to reduce the memory footprint of each frame.
+
+Here is where things got complicated.
+On the Switch, these headers are parsed by the Nvidia library in the games; therefore, NVDEC never recieves this data.
+But for us to decode the frames using FFmpeg, we need to provide it with the full frame - Two headers and raw frame data from NVDEC.
+And since NVDEC hardware doesn't expose all of the data of the two `VP9` headers, [epicboy](https://github.com/ameerj) had to manually compose these headers from the provided information.
+
+[epicboy](https://github.com/ameerj) took an interesting approach to this problem - he buffered two frames in advance.
+As the frame data from NVDEC holds some data on previous frames, knowing two frames in advance was useful.
+But this wasn't sufficient as a few games resulted in issues with this approach.
+We are currently researching these edge cases to properly fix it for all games.
+
+
+{{< youtube xHYYntEB05o >}}
+
+
+### H264
+
+`H264` was relatively easier compared to `VP9`.
+Each `H264` frame contains two headers and raw frame data with it.
+Unlike `VP9`, `H264` doesn't have different headers for each frame but has same headers for entire video.
+
+[ogniK](https://github.com/ogniK5377) had, long ago, already implemented `H264` support in his experimental branch.
+[epicboy](https://github.com/ameerj) based his work off of [ogniK](https://github.com/ogniK5377)'s and fixed a bug in it which caused distorted videos.
+It turned out that [ogniK](https://github.com/ogniK5377) was using incorrect dimensions when writing the pixel location.
+
+Currently NVDEC operations are synchronous, but are asynchronous compatible.
+This means that in the future, NVDEC operations can be made asynchronous thus yielding even better performance.
+Also, thanks to the FFmpeg library, we have access to hardware accelaration for faster decoding.
+And in the future, this will allow yuzu to offload video decoding to the host GPU (user's GPU).
+
+
+{{< youtube ImXim7BXl0E >}}
+
+
+### VP8 & H265
+
+The Switch officially supports `VP8` and `H265` too, along with `VP9` and `H264`.
+However, we are yet to see games make use of these codecs for in-game videos and hence support for these codecs remains unimplemented for now.
+
+# Testing
+
+As development work progressed, there were a lot of challenges and issues with games.
+**Link's Awakening**, for example, wasn't providing the proper memory locations to write frame data to and
+the NVDEC/VIC service/command calls were inaccurate as well.
+This led to data corruption when we wrote frame data to wrong memory locations.
+
+
+{{< youtube 4Lz1NqZsYlA >}}
+
+
+[epicboy](https://github.com/ameerj) and our testers spent tens of hours testing various games in yuzu to make sure any minor issues were ironed out.
+This rigourous testing also brought to our attention more games that exhibit weird edge cases.
+Over the next couple of weeks, we plan to fix these bugs and make our decoding even more accurate.
+
+Huge shoutout to our testers for testing and compiling these lists.
+
+{{< message "Games that work" >}}
+The following games were tested by our team and work well with minor occasional glitches:
+
+* 1-2-Switch
+* AI: The Somnium Files
+* Animal Crossing: New Horizons
+* Attack on Titan 2
+* Atelier Ryza: Ever Darkness & the Secret Hideout
+* Bloodstained: Ritual of the Night
+* Bulletstorm
+* Children of Morta
+* Dark Souls Remastered
+* Deadly Premonition Origins
+* Devil May Cry
+* Devil May Cry 2
+* Devil May Cry 3
+* Disgaea 5 Complete
+* Donkey Kong Country: Tropical Freeze
+* Dragon's Dogma
+* Dragon Quest Builders
+* Dragon Quest XI:S
+* Dragons: Dawn Of New Riders
+* Fairy Tail
+* Final Fantasy IX
+* Fire Emblem: Three Houses
+* Fire Emblem Warriors
+* Go Vacation
+* Hollow Knight
+* Huntdown
+* Hyrule Warriors: Definitive Edition
+* Indivisible
+* Just Dance 2020
+* Kirby Star Allies
+* LEGO City Undercover
+* Mario Kart 8 Deluxe
+* Marvel Ultimate Alliance
+* Monster Boy and the Cursed Kingdom
+* ŌKAMI HD
+* Paper Mario: The Origami King
+* Pokkén Tournament DX
+* Psyvariar Delta
+* Resident Evil
+* Resident Evil 0
+* Resident Evil 4
+* Resident Evil 5
+* Resident Evil 6
+* Resident Evil Revelations
+* Resident Evil Revelations 2
+* Ring Fit Adventure
+* Rune Factory 4 Special
+* Shantae and the Seven Sirens
+* Star Ocean First Departure R
+* Steins;Gate Elite
+* Super Mario 3D All-Stars
+* Super Mario Odyssey
+* Super Smash Bros. Ultimate
+* TLOZ - Breath of the Wild
+* Tokyo Mirage Sessions #FE Encore
+* Trials of Mana
+* Xenoblade Chronicles Definitive Edition
+* Yu-Gi-Oh: Legacy of the Duelist
+{{< /message >}}
+
+{{< message "Games with known issues">}}
+The following games are known to have issues, and we are actively working on fixing them:
+
+* Alien: Isolation
+* Ni no Kuni: Wrath of the White Witch
+* Onimusha: Warlords
+* Persona 5 Scramble
+* Resident Evil 0
+* TLOZ: Link's Awakening
+* The Legend of Heroes: Trails of Cold Steel III
+* Final Fantasy VIII Remastered
+* Pokémon Let's Go
+* Pokémon Sword
+{{< /message >}}
+
+
+# Fin
+
+As always, we would like to remind users that the features released on Early Access are still being worked on.
+Hence not all games might behave in the way we want them to.
+If you come across more games (other than the ones mentioned above) that encounter bugs or issues, feel free to
+reach out to us on our [Discord server](https://discord.com/invite/u77vRWY) and share your findings.
+
+See you next time,
+ - yuzu development team!
+
+
+
+