mirror of
https://github.com/yuzu-emu/yuzu-emu.github.io.git
synced 2025-07-16 04:38:18 +00:00
Apply suggestions from code review
Byte's Co-authored-by: liamwhite <liamwhite@users.noreply.github.com>
This commit is contained in:
parent
0e9955fc74
commit
564652966b
|
@ -5,7 +5,7 @@ author = "GoldenX86"
|
|||
forum = 0
|
||||
+++
|
||||
|
||||
*What a month!* GoaT releases, yuzu ventures into new platforms, we get a taste of Project Gaia, full Amiibo support, more Project Y.F.C., and a lot more!
|
||||
*What a month!* GOAT releases, yuzu ventures into new platforms, we get a taste of Project Gaia, full Amiibo support, more Project Y.F.C., and a lot more!
|
||||
Put on your safety belt and start playing some [eurobeat](https://youtu.be/8B4guKLlbVU), this will be a long ride.
|
||||
|
||||
<!--more-->
|
||||
|
@ -188,7 +188,7 @@ There were also reports of graphical glitches when using the 2X resolution scali
|
|||
Blinkhawk quickly identified the cause of this problem: wrong clears were being done in the code responsible for synchronisation in the buffer cache.
|
||||
{{< gh-hovercard "10249" "Some tweaks," >}} and the game can be safely played while scaled.
|
||||
|
||||
For the Linux AMD users, specifically people using older Mesa RADV Vulkan driver releases, byte[] found out that one of the features of `VK_EXT_extended_dynamic_state3`, dynamic depth clamp, was implemented incorrectly in the driver, leading to vertex explosions in some expository and cutscenes moments in the game.
|
||||
For the Linux AMD users, specifically people using older Mesa RADV Vulkan driver releases, byte[] found out that one of the features of `VK_EXT_extended_dynamic_state3`, dynamic depth clamp, was implemented incorrectly in the driver, leading to vertex explosions in some expository moments in the game.
|
||||
|
||||
{{< single-title-imgs-compare
|
||||
"Oh, there goes the vertex… (The Legend of Zelda: Tears of the Kingdom)"
|
||||
|
@ -332,7 +332,7 @@ Hopefully future iterations of this hardware ship more up to date drivers.
|
|||
For all other vendors like PowerVR, Vivante, etc: don't even try.
|
||||
These vendors provide such poor quality drivers that support is out of the question.
|
||||
|
||||
We’re working hard in improving GPU compatibility, adding the required changes needed to boot within the limitations set by the vendors.
|
||||
We’re working hard on improving GPU compatibility, adding the required changes needed to boot within the limitations set by the vendors.
|
||||
|
||||
CPU emulation still uses the Dynarmic JIT, instead of native code execution.
|
||||
This allows us to run 32-bit games like `Mario Kart 8 Deluxe`, but is slow for 64-bit games.
|
||||
|
@ -477,7 +477,7 @@ In fact, nowadays there are 4 VSync options supported by GPU drives:
|
|||
Mailbox is the obvious recommendation for most games, so of course only NVIDIA on Windows, Mesa on Linux, and Android drivers offer support for it.
|
||||
|
||||
{{< imgs
|
||||
"./VSync.png| Qualcomm has no tolerance for tearing."
|
||||
"./VSync.png| Android has no tolerance for tearing."
|
||||
>}}
|
||||
|
||||
Per your writer’s ~~begging~~ request, [toastUnlimited](https://github.com/lat9nq) updated the old VSync toggle in Graphics, Advanced, for a {{< gh-hovercard "10125" "proper drop list" >}} mentioning all available Vulkan options.
|
||||
|
@ -551,16 +551,16 @@ At best, this would break the state of the guest pipeline, and at worst, it woul
|
|||
If you experienced random crashes in `Xenoblade Chronicles` games, `Luigi’s Mansion 3`, `Bayonetta 3`, among others, you might now know why.
|
||||
|
||||
So, how can this be solved? “Simple!” Let’s just give the host and guest compute pipelines their own {{< gh-hovercard "10222" "queues." >}}
|
||||
Having this information in separate queues keeps data integrity, greatly improving stability.
|
||||
Having this information in separate queues fixes the data integrity issues, greatly improving stability.
|
||||
|
||||
Newcomer [danilaml](https://github.com/danilaml) identified a {{< gh-hovercard "10254" "missing write bit flag" >}} in the header responsible for decoding h.264 videos.
|
||||
Newcomer [danilaml](https://github.com/danilaml) identified a {{< gh-hovercard "10254" "missing bitflag" >}} in the header responsible for decoding H.264 videos.
|
||||
This fixes video rendering for `Layton's Mysterious Journey: Katrielle and the Millionaires' Conspiracy`.
|
||||
|
||||
{{< imgs
|
||||
"./layton.png| Games are boring without their cutscenes, right? (Layton's Mysterious Journey: Katrielle and the Millionaires)"
|
||||
>}}
|
||||
|
||||
Not stopping there, danilaml also added support for deinterlaced video playback by using the {{< gh-hovercard "10283" "yadif filter" >}} included with [FFmpeg](https://ffmpeg.org/), fixing the playback performance of the game’s videos.
|
||||
Not stopping there, danilaml also added support for deinterlaced video playback by using the {{< gh-hovercard "10283" "yadif filter" >}} included with [FFmpeg](https://ffmpeg.org/), fixing rendering of the game’s videos.
|
||||
Thank you!
|
||||
|
||||
Intel’s Linux Mesa Vulkan driver, ANV, broke the `VK_KHR_push_descriptor` extension with version 22.3.0 and later, causing several games to fail to boot.
|
||||
|
@ -677,7 +677,7 @@ With the timeout implemented, `SUPER MARIO ODYSSEY` and `Kirby Star Allies`, amo
|
|||
This time, simply {{< gh-hovercard "10362" "updating cubeb" >}} (one of our audio backends, and most of the time the default one) fixed a bug that muted the emulator after resuming the PC from sleep.
|
||||
Feel free to close your lids and continue later!
|
||||
|
||||
Users playing games with lots of shaders or with slow storage devices, like mechanical drives, will know that the audio can desync and sound crackled.
|
||||
Users noticed that after recent changes to fix the wire audio in `SUPER MARIO ODYSSEY`, audio in many games could desync and sound crackled or distorted.
|
||||
bylaws suggested allowing the audio buffer to {{< gh-hovercard "10471" "wait indefinitely" >}} if a queue is too big, so Maide implemented this idea and et voilà, the problem is gone!
|
||||
(Pardon my French; Spanish is cooler).
|
||||
|
||||
|
@ -688,7 +688,7 @@ Well, for the newcomer [Qigo42](https://github.com/Qigo42), this was unsatisfact
|
|||
Nothing beats quality-of-life changes. Thank you!
|
||||
|
||||
[jbeich](https://github.com/jbeich) is back, fixing {{< gh-hovercard "10205" "BSD support" >}} again!
|
||||
What a Chad. It’s always good to have more OS alternatives working.
|
||||
It’s always good to have more OS alternatives working.
|
||||
|
||||
Continuing the trend in quality-of-life changes, newcomer [grimkor](https://github.com/grimkor) has a nice gift for us.
|
||||
|
||||
|
@ -765,7 +765,7 @@ The RTX 4060 Ti 8GB with only a 128-bit wide memory bus and GDDR6 VRAM is a seri
|
|||
You will be getting slower performance in Switch emulation if you get the newer product.
|
||||
We have no choice but to advise users to stick to Ampere products if possible, or aim higher in the product stack if you have to get a 4000 series card for some reason (DLSS3 or AV1 encoding), which is clearly what NVIDIA is aiming for.
|
||||
|
||||
The argument in favour of Ada is the increased cache size, which RDNA2 confirmed in the past helps with performance substantially, but it also has a silent warning no review mentions: if the cache runs out, you’re left with the performance of a 128-bit wide card, and it’s very easy to saturate the cache when using the resolution scaler–just 2X is enough to tank performance.
|
||||
The argument in favour of Ada is the increased cache size, which RDNA2 confirmed in the past helps with performance substantially, but it also has a silent warning no review mentions: if you saturate the cache, you’re left with the performance of a 128-bit wide card, and it’s very easy to saturate the cache when using the resolution scaler–just 2X is enough to tank performance.
|
||||
|
||||
Spending 400 USD on a card that has terrible performance outside of 1X scaling is, in our opinion, a terrible investment, and should be avoided entirely.
|
||||
We hope the 16GB version at least comes equipped with GDDR6X VRAM, which would double the available bandwidth and provide an actual improvement in performance for this kind of workload.
|
||||
|
|
Loading…
Reference in a new issue