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Small nit
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@ -148,7 +148,8 @@ For this reason, the conditions to determine when to clean ASTC textures were ma
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Although these changes were originally part of the `YFC` project, Blinkhawk decided to implement these changes now, in order to alleviate the problems related to the previous `GC` implementation.
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There is still a lot to come from this project, so please stay tuned for more information in future updates.
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Keep in mind, special case titles like `ASTRAL CHAIN` will still require 3GB or more of VRAM to properly emulate.
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Keep in mind, special case titles like `ASTRAL CHAIN` will still require 3GB of VRAM or more to properly emulate.
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On another hand, some titles, such as the `Super Mario 64` port (homebrew), would experience freezes in some GPU models (especially iGPUs).
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@ -219,7 +220,7 @@ This change fixes a hang that could occur when stopping emulation in yuzu.
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In a series of minor changes, a number of contributors decided to improve and correct some elements displayed on our interface, and the way the user can interact with them.
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[german77](https://github.com/german77) noticed that some items, such as the `stop` and `start` buttons, were not being disabled from interaction once the emulation process stopped, and [promptly fixed this erroneous behaviour](https://github.com/yuzu-emu/yuzu/pull/7662).
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[german77](https://github.com/german77) noticed that some items, such as the `Stop` and `Start` buttons, were not being disabled from interaction once the emulation process stopped, and [promptly fixed this erroneous behaviour](https://github.com/yuzu-emu/yuzu/pull/7662).
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He also went ahead and implemented the graphical elements needed to [report the battery levels](https://github.com/yuzu-emu/yuzu/pull/7735) of UDP controllers.
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While this code has been in yuzu's source for some time already, preparing the appropriate front-end graphics and the subsequent implementation into the UI had been pending tasks for a long time.
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