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{{< imgs
"./spirit.png| More work is needed to make World of Light playable, we continue to fight for it! (Super Smash Bros. Ultimate)"
>}}
{{< single-title-imgs
"No more hard crashes (Fire Emblem: Three Houses)"
"./wip1.png"
"./wip2.png"
"./wip3.png"
>}}
+++ +++
date = "2021-05-01T12:00:00-03:00" date = "2021-05-01T12:00:00-03:00"
title = "Progress Report April 2021" title = "Progress Report April 2021"
@ -12,21 +23,26 @@ Howdy yuz-ers! Another month gone, another progress report showing up. From new
## Project Eleuthia ## Project Eleuthia
As described in [its own dedicated article](https://yuzu-emu.org/entry/yuzu-applet-overlays/), 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.
[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.
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. 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.
pic: some examples of the different kinds of keyboards games request {{< single-title-imgs
"Some examples of the different kinds of keyboards games request"
"./osk1.png"
"./osk2.png"
"./osk3.png"
>}}
Another major advantage is adding gamepad support! No need to get out of the couch to grab a keyboard anymore. Another major advantage is adding gamepad support! No need to get off the couch to grab a keyboard anymore.
pic: some error examples {{< imgs
"./error1.png| An error example"
>}}
Part of the work included going around Qts 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. Part of the work included going around Qts 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.
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. 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.
## Input improvements ## Input improvements
@ -35,30 +51,39 @@ This is commonly used for moving the camera with your head when the Switch is in
[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. [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.
pic Please dont use it like this... {{< imgs
"./vr.png| Please don't use it like this..."
>}}
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. 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.
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. 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.
[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. [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.
vid: better to crash other players than crash the game! {{< imgs
"./mk8input.mp4| Better to crash other players than crash the game!"
>}}
Thank you EmulationFanatic and riperiperi for the help! Thank you EmulationFanatic and riperiperi for the help!
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. 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.
You just cant beat WASD movement, especially when combined with mouse aiming. You just cant beat WASD movement, especially when combined with mouse aiming.
pic Rip and tear, press and click until it is done {{< imgs
"./keys.png| Rip and tear, press and click until it is done"
>}}
Gamecube controllers connected to an adapter sometimes reported the joystick off-center, due to invalid data being sent during plugging. Gamecube controllers connected to an adapter sometimes reported the joystick off-center, due to invalid data being sent during plugging.
[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. [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.
## User interface changes ## User interface changes
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. 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.
pic: just right click them! {{< imgs
"./fav.png| Just right click them!"
>}}
[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. [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.
@ -109,7 +134,11 @@ With this PR, processes don't "own" their own instance of `resource limits`, and
[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. [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.
pic no items, the best only, final destination pic
{{< imgs
"./smash.png| No items, The Best only, Final Destination"
>}}
Surprisingly, this simple change fixed a very obnoxious problem in a completely different game: the strange slowdowns in `Super Smash Bros. Ultimate`. Surprisingly, this simple change fixed a very obnoxious problem in a completely different game: the strange slowdowns in `Super Smash Bros. Ultimate`.
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. 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.
@ -123,9 +152,17 @@ Continuing with previous `Super Smash Bros. Ultimate` Spirit Boards fixes, [M
pic: poyo! pic: poyo!
{{< imgs
"./kirby.png| Poyo!"
>}}
[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! [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!
pics {{< single-title-imgs
"Right picture is from a more recent PR that will be mentioned in the next progress report (Pixel Game Maker Series Werewolf Princess Kaguya)"
"./kaguya1.png"
"./kaguya2.png"
>}}
The game currently has rendering bugs especially affecting Nvidia hardware. AMD users will have a better experience in this particular game for now. The game currently has rendering bugs especially affecting Nvidia hardware. AMD users will have a better experience in this particular game for now.
@ -150,9 +187,17 @@ Not only OpenGL had BGR issues, it turns out Vulkan can also suffer from blue ma
[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 Lets Go Eevee/Pikachu`, `Shantae: Riskys Revenge`, and many others! [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 Lets Go Eevee/Pikachu`, `Shantae: Riskys Revenge`, and many others!
You can see the result in the following pictures, before (left) and after (right). You can see the result in the following pictures, before (left) and after (right).
pic I didnt want Pokémon Blue! {{< single-title-imgs
"I didnt want Pokémon Blue! (Pokémon Let's Go, Eevee!)"
"./pokebug.png"
"./pokefix.png"
>}}
pic Thats definitely not Vivi {{< single-title-imgs
"Thats definitely not Vivi (Shantae: Riskys Revenge)"
"./shanbug.png"
"./shanfix.png"
>}}
## Linux Build System ## Linux Build System
@ -169,7 +214,6 @@ As a special bonus, due to all these changes, Red Hat Enterprise Linux 8 and der
For anyone interested, we keep updated build instructions [in this article.](https://github.com/yuzu-emu/yuzu/wiki/Building-For-Linux) For anyone interested, we keep updated build instructions [in this article.](https://github.com/yuzu-emu/yuzu/wiki/Building-For-Linux)
## Future projects ## Future projects
This section has lately turned into Project Hades teasing, We wont apologise for that. Heres more info/teasing: This section has lately turned into Project Hades teasing, We wont apologise for that. Heres more info/teasing:
@ -178,7 +222,9 @@ While working on implementing SPIR-V for OpenGL, we discovered that Nvidia decid
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. 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.
We are forced to also implement GLSL in Project Hades, introducing a considerable amount of extra work that wasnt expected. We are forced to also implement GLSL in Project Hades, introducing a considerable amount of extra work that wasnt expected.
vid {{< imgs
"./hades.mp4| The best use of Tessellation Shaders ever"
>}}
This will provide better compatibility for Nvidia hardware, saving Fermi once again from the gutter. This will provide better compatibility for Nvidia hardware, saving Fermi once again from the gutter.