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Update index.md
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{{< imgs
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"./spirit.png| More work is needed to make World of Light playable, we continue to fight for it! (Super Smash Bros. Ultimate)"
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>}}
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{{< single-title-imgs
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"No more hard crashes (Fire Emblem: Three Houses)"
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"./wip1.png"
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"./wip2.png"
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"./wip3.png"
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>}}
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+++
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date = "2021-05-01T12:00:00-03:00"
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title = "Progress Report April 2021"
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@ -12,21 +23,26 @@ Howdy yuz-ers! Another month gone, another progress report showing up. From new
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## Project Eleuthia
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As described in [its own dedicated article](https://yuzu-emu.org/entry/yuzu-applet-overlays/),
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[Morph](https://github.com/Morph1984) and [Rei](https://github.com/Its-Rei) have been very busy in [*rei*mplementing the applets](https://github.com/yuzu-emu/yuzu/pull/6133)
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yuzu uses.
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As described in [its own dedicated article](https://yuzu-emu.org/entry/yuzu-applet-overlays/), [Morph](https://github.com/Morph1984) and [Rei](https://github.com/Its-Rei) have been very busy in [*rei*mplementing the applets](https://github.com/yuzu-emu/yuzu/pull/6133) yuzu uses.
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This first step implements the `On-Screen Keyboard` (or OSK) that games use, and the `Error Display` yuzu uses to inform bugs, missing data or crashes.
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pic: some examples of the different kinds of keyboards games request
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{{< single-title-imgs
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"Some examples of the different kinds of keyboards games request"
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"./osk1.png"
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"./osk2.png"
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"./osk3.png"
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>}}
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Another major advantage is adding gamepad support! No need to get out of the couch to grab a keyboard anymore.
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Another major advantage is adding gamepad support! No need to get off the couch to grab a keyboard anymore.
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pic: some error examples
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{{< imgs
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"./error1.png| An error example"
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>}}
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Part of the work included going around Qt’s quirks, so as a by-product users now have the option to select either `Exclusive Fullscreen` (the old method, recommended and used as default on Linux), or the [new](https://github.com/yuzu-emu/yuzu/pull/6135) `Borderless Fullscreen`, recommended for most cases, and to have OSK properly working.
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Borderless not only gives us better input support for gamepads, but also reduces tearing and improves clock management related performance issues on some AMD GPUs.
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Borderless not only gives us better input support for gamepads, but also reduces screen tearing and improves clock management related performance issues on some AMD GPUs.
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## Input improvements
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@ -35,30 +51,39 @@ This is commonly used for moving the camera with your head when the Switch is in
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[german77](https://github.com/german77) [implemented SevenSixAxis and ConsoleSixAxisSensor](https://github.com/yuzu-emu/yuzu/pull/6226), continuing from [previous work](https://github.com/yuzu-emu/yuzu/pull/6224) done by [Morph,](https://github.com/Morph1984) allowing your configured motion device to freely let you look around in compatible games.
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pic Please don’t use it like this...
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{{< imgs
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"./vr.png| Please don't use it like this..."
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>}}
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Both the left and right Joy-Cons map their buttons to different memory locations, as [german77](https://github.com/german77) found out. Turns out, we had the wrong [location for the SL and SR buttons.](https://github.com/yuzu-emu/yuzu/pull/6131) One fix later, and everything is as it should be.
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Both the left and right Joy-Cons map their buttons to different memory locations, as [german77](https://github.com/german77) found out.
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Turns out, we had the wrong [location for the SL and SR buttons.](https://github.com/yuzu-emu/yuzu/pull/6131) One fix later, and everything is as it should be.
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A long standing but when trying to play `Mario Kart 8 Deluxe` in split screen multiplayer was a lock up when closing the controller applet after confirming the input of all players.
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[Morph](https://github.com/yuzu-emu/yuzu/pull/6205) fixed this crash by [sending the focus state change message](https://github.com/yuzu-emu/yuzu/pull/6205) on applet state changes.
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vid: better to crash other players than crash the game!
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{{< imgs
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"./mk8input.mp4| Better to crash other players than crash the game!"
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>}}
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Thank you EmulationFanatic and riperiperi for the help!
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Taking inspiration from [RPCS3](https://rpcs3.net/), [Morph](https://github.com/yuzu-emu/yuzu/pull/6205) [sets the default keyboard input](https://github.com/yuzu-emu/yuzu/pull/6241) to something more suitable for PC users.
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You just can’t beat WASD movement, especially when combined with mouse aiming.
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pic Rip and tear, press and click until it is done
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{{< imgs
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"./keys.png| Rip and tear, press and click until it is done"
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>}}
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Gamecube controllers connected to an adapter sometimes reported the joystick off-center, due to invalid data being sent during plugging.
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[german77](https://github.com/german77) solved this [by taking 4 measurements](https://github.com/yuzu-emu/yuzu/pull/6243), ensuring that the controller finds its center, like any warrior should.
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[german77](https://github.com/german77) solved this [by taking 4 measurements during initialization](https://github.com/yuzu-emu/yuzu/pull/6243), ensuring that the controller finds its center, like any warrior should.
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## User interface changes
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Starting with [adding a favourite option in the context menu,](https://github.com/yuzu-emu/yuzu/pull/6198) so you can force some of your games to the top of the list.
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pic: just right click them!
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{{< imgs
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"./fav.png| Just right click them!"
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>}}
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[Updating the results from a filtered search](https://github.com/yuzu-emu/yuzu/pull/6261) after you remove a directory. This fixes wrong behaviour if the user decided to do changes to the game folders while doing a filtered search.
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@ -109,7 +134,11 @@ With this PR, processes don't "own" their own instance of `resource limits`, and
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[degasus](https://github.com/degasus) found that the code cache size was too small when testing `The Legend of Zelda: Breath of the Wild`, and alerted [merry](https://github.com/MerryMage), the chief maintainer, about the problem.
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pic no items, the best only, final destination
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pic
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{{< imgs
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"./smash.png| No items, The Best only, Final Destination"
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>}}
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Surprisingly, this simple change fixed a very obnoxious problem in a completely different game: the strange slowdowns in `Super Smash Bros. Ultimate`.
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It turned out that these slowdowns were unrelated to the power of the computer running yuzu, nor were they neither related to building the shader cache.
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@ -123,9 +152,17 @@ Continuing with previous `Super Smash Bros. Ultimate` Spirit Board’s fixes, [M
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pic: poyo!
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{{< imgs
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"./kirby.png| Poyo!"
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>}}
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[Morph](https://github.com/Morph1984) [stubbing `SetRequestExitToLibraryAppletAtExecuteNextProgramEnabled`](https://github.com/yuzu-emu/yuzu/pull/6234) and [german77](https://github.com/german77) [adding the `ectx:aw` service](https://github.com/yuzu-emu/yuzu/pull/6235) made `Pixel Game Maker Series Werewolf Princess Kaguya` boot!
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pics
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{{< single-title-imgs
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"Right picture is from a more recent PR that will be mentioned in the next progress report (Pixel Game Maker Series Werewolf Princess Kaguya)"
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"./kaguya1.png"
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"./kaguya2.png"
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>}}
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The game currently has rendering bugs especially affecting Nvidia hardware. AMD users will have a better experience in this particular game for now.
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@ -150,9 +187,17 @@ Not only OpenGL had BGR issues, it turns out Vulkan can also suffer from blue ma
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[epicboy](https://github.com/ameerj) [swapped the Red and Blue channels,](https://github.com/yuzu-emu/yuzu/pull/6238) fixing colours in games like `Pokémon Let’s Go Eevee/Pikachu`, `Shantae: Risky’s Revenge`, and many others!
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You can see the result in the following pictures, before (left) and after (right).
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pic I didn’t want Pokémon Blue!
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{{< single-title-imgs
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"I didn’t want Pokémon Blue! (Pokémon Let's Go, Eevee!)"
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"./pokebug.png"
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"./pokefix.png"
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>}}
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pic That’s definitely not Vivi
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{{< single-title-imgs
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"That’s definitely not Vivi (Shantae: Risky’s Revenge)"
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"./shanbug.png"
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"./shanfix.png"
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>}}
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## Linux Build System
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@ -169,7 +214,6 @@ As a special bonus, due to all these changes, Red Hat Enterprise Linux 8 and der
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For anyone interested, we keep updated build instructions [in this article.](https://github.com/yuzu-emu/yuzu/wiki/Building-For-Linux)
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## Future projects
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This section has lately turned into Project Hades teasing, We won’t apologise for that. Here’s more info/teasing:
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@ -178,7 +222,9 @@ While working on implementing SPIR-V for OpenGL, we discovered that Nvidia decid
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This not only destroys any benefit we expected to gain when switching to SPIR-V by default, it also causes huge delays and rendering problems.
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We are forced to also implement GLSL in Project Hades, introducing a considerable amount of extra work that wasn’t expected.
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vid
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{{< imgs
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"./hades.mp4| The best use of Tessellation Shaders ever"
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>}}
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This will provide better compatibility for Nvidia hardware, saving Fermi once again from the gutter.
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