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@ -48,7 +48,7 @@ bunnei is still working on more cleanups and looking for things that can be furt
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We’ve already spoken in detail about [this feature](https://github.com/yuzu-emu/yuzu/pull/4967) in its [dedicated article](https://yuzu-emu.org/entry/yuzu-tcr/), so in short, the `Texture Cache Rewrite` (which is not a shader cache change) is a work done by [Rodrigo](https://github.com/ReinUsesLisp) to reimplement the old texture cache yuzu used, which was forked from [Citra.]() This work took over 10000 lines of code, fixing graphical bugs on uncountable games and improving performance along the way.
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This paves the way for future important changes that will come later, like the `Buffer Cache Rewrite`, which is expected to not only continue to improve render accuracy, but to raise performance by optimizing the “hottest” code in the GPU section of our source, according to profiling. After this, `Project Hades`is planned, as a rewrite of the `Shader Cache`, with its main focus being improved precision and stability, and increased performance in Intel GPUs that are bottlenecked by the current implementation.
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This paves the way for future important changes that will come later, like the `Buffer Cache Rewrite`, which is expected to not only continue to improve render accuracy, but to raise performance by optimizing the “hottest” code in the GPU section of our source, according to profiling. After this, `Project Hades` is planned, as a rewrite of the `Shader Cache`, with its main focus being improved precision and stability, and increased performance in Intel GPUs that are bottlenecked by the current implementation.
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Expected soon-ish is the `Compute Texture Decoders`, leveraging the compute shader capabilities of GPUs to decode the texture formats handled by the Nintendo Switch games. This includes even elusive formats like `ASTC`, the main cause of non-shader related stuttering on non-Intel GPUs.
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