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Flam's first batch
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -6,37 +6,37 @@ coauthor = "Honghoa"
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Glad to have you here, yuz-ers! This month we can show you tons of kernel changes finally fixing long standing bugs, massive performance improvements, UI and input changes, and more.
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Glad to have you here, yuz-ers! This month we're proud to showcase a ton of kernel changes that finally fix long standing bugs, massive performance improvements, UI and input changes, and more!
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<!--more-->
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But first, a heavily requested feature. Not for yuzu, but for these articles.
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But first, we present to you: a heavily requested feature. Not for yuzu, but for our articles.
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While we try to only inform changes that are currently in Mainline builds, due to time constraints or delays, we sometimes list pull requests that will be in Early Access for a few extra days after the release of a progress report.
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While we try to only discuss changes that are currently available in Mainline builds, due to time constraints or delays, we sometimes list pull requests that will be in Early Access for a few extra days after the release of a progress report.
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To fix this, [liushuyu](https://github.com/liushuyu) implemented hover-cards we writers then add over each pull request.
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If you place the mouse over the dotted hyperlink you get the current status, title, number and merge date, for example, {{< gh-hovercard "7969" "here" >}}.
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To allow for accurate status reports, [liushuyu](https://github.com/liushuyu) implemented hovercards that we writers can then add to links for pull requests.
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If you place the mouse over the dotted hyperlink, you will be able to see the current status, title, number, and merge date of a PR. Try it {{< gh-hovercard "7969" "here!" >}}.
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The different possible statuses are:
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- Red: Pull request closed, it won’t be part of any build
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- Purple: Merged to master, it already is on Mainline, or will be in 24 hours at most (if our buildbot doesn’t die in the process!)
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- Green: Pull request open, not yet added to Mainline unless it has the `mainline-merge` tag, check the pull request link to confirm
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{{< imgs
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"./merge.png| There are a few more, but these 3 are the most important"
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>}}
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Red: Pull request closed, it won’t be part of any build.
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Purple: Merged to master, it already is on Mainline, or will be in 24 hours at most, if our buildbot doesn’t die in the process!
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Green: Pull request open, not yet added to Mainline unless it has the `mainline-merge` tag, check the pull request link to confirm.
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You can come back to the articles at any time from now on to see if a feature has been merged to mainline already, as these cards will update dynamically accordingly.
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You can come back to the articles at any time from now on to see if a feature has been merged to Mainline already, as these cards will update dynamically accordingly.
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Keep in mind that this is not an immediate process.
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A merged pull request will be added to mainline on the next autobuild, so it may take up to 24 hours to see a change in place.
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A merged pull request will be added to Mainline in the next autobuild, so it may take up to 24 hours to see a status change on this site.
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With that out of the way, let’s get started.
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With that out of the way, let’s get started!
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## Graphical fixes, and how to increase performance
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Due to problems with the RADV drivers on Linux, using the Vulkan API would crash yuzu when run on AMD's RDNA2 graphics cards.
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Most notably, this problem affected the Steam Deck, as reported by users who tried testing our emulator in their devices.
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Most notably, this problem affected the Steam Deck, as reported by users who tried testing yuzu on their devices.
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It was determined that the crash happened because of `VK_EXT_vertex_input_dynamic_state`, a Vulkan extension used to minimize the number of pipeline objects needed during the shader compilation process.
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These structures are massive, and sometimes, a game may want to change only a small portion of the contents held in them, such as the vertex input state.
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@ -51,13 +51,13 @@ To bypass this problem, [voidanix](https://github.com/voidanix) implemented a so
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In a similar vein, [Morph](https://github.com/Morph1984) implemented a {{< gh-hovercard "7948" "missing vertex format" >}}, used by the title `パワプロクンポケットR` (Power Pro Kun Pocket R).
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[asLody](https://github.com/asLody), also implemented a missing {{< gh-hovercard "7939" "framebuffer format" >}}, used by `Yokai-watch 4`.
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[asLody](https://github.com/asLody) also implemented a missing {{< gh-hovercard "7939" "framebuffer format" >}}, this time used by `Yokai-watch 4`.
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{{< imgs
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"./ykw4.png| The real name technically is 妖怪ウォッチ4 ぼくらは同じ空を見上げている"
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"./ykw4.png| The original name is technically 妖怪ウォッチ4 ぼくらは同じ空を見上げている"
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>}}
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Another addition by this author was {{< gh-hovercard "7930" "adding missing semaphore operations" >}} for `MaxwellDMA`, used by `Legend of Zelda: Breath of the Wild` and `Pokémon Legends: Arceus`.
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Another fix by this developer was {{< gh-hovercard "7930" "adding missing semaphore operations" >}} for `MaxwellDMA`, used by `Legend of Zelda: Breath of the Wild` and `Pokémon Legends: Arceus`.
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## Kernel changes, and how to tame Smash
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@ -65,7 +65,7 @@ Continuing with the ongoing work on the kernel, [bunnei](https://github.com/bunn
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One neat setting that came along with these changes is the ability for yuzu to support different memory layouts, such as the "6 GB extended memory layout", used in developer units (a feature requested by the modding community).
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Some mods can take more RAM than the Switch can provide, mainly high resolution texture replacements.
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Some mods can utilize more RAM than the Switch can provide, mainly high resolution texture replacements.
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To solve this issue, bunnei {{< gh-hovercard "7932" "added a toggle to enable the extended 6GB memory layout" >}} that real developer kits would have available.
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Those extra 2GB will allow heavy mods to work without issues.
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You can find the setting in `Emulation > Configure… > General > Extended memory layout (6GB DRAM)`.
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Don’t expect it to make a difference in emulation performance, games will not care if the emulated console has more than 4GB, they only care about having enough free memory for their operations.
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bunnei has also been improving the accuracy of the page table management, by {{< gh-hovercard "7835" "migrating locks to using emulated guest locks" >}} and {{< gh-hovercard "7919" "improving the mapping and unmapping of physical memory" >}}.
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bunnei has also been improving the accuracy of the page table management by {{< gh-hovercard "7835" "migrating locks to using emulated guest locks" >}} and {{< gh-hovercard "7919" "improving the mapping and unmapping of physical memory" >}}.
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As always, the biggest motivator behind this work is increasing the accuracy of our implementation, while also fixing any bugs that may have been hiding there these past years.
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@ -122,14 +122,14 @@ Titles that make extensive use of these exclusive instructions, such as `Pokémo
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>}}
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{{< imgs
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"./gamd.png| And some AMD ones"
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"./gamd.png| Some AMD numbers"
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>}}
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## General bugfixes and UI changes
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[german77](https://github.com/german77) did some work on the UI to spice things up.
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He {{< gh-hovercard "7859" "improved SDL battery level detection" >}}, realigned some of the UI elements in the control settings, {{< gh-hovercard "7839" "and gave us new prettier battery symbols!" >}}
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He {{< gh-hovercard "7859" "improved SDL battery level detection" >}}, realigned some of the UI elements in the control settings, {{< gh-hovercard "7839" "and gave us new, prettier battery symbols!" >}}
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{{< single-title-imgs-compare
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"Cute and simple!"
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@ -144,15 +144,15 @@ Joining the fray are Docked/Undocked (for controllers), Window Adapting Filter,
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"./hotkeys.png| Once you master the hotkey-jutsu, no one will be able to stop you"
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>}}
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Another very requested fix was {{< gh-hovercard "7867" "improving Amiibo support" >}}.
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Another highly requested fix was {{< gh-hovercard "7867" "improving Amiibo support" >}}.
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Our old code wasn’t very accurate, leading to several games failing.
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While there is room for improvement, this new implementation is far more accurate and should allow stable use of Amiibo dumps on most games now.
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While there is room for improvement, this new implementation is far more accurate and should allow stable use of Amiibo dumps in most games now.
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Native support for NFC scanning of physical Amiibos is being worked on.
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We also want to announce that native support for NFC scanning of physical Amiibos is being worked on! We'll have more information to share as progress is made.
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Morph fixed a weird issue that’s been appearing lately.
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Under some circumstances, after reopening yuzu, the window would be a maximized borderless *thing*.
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Turns out, for some reason the configuration file was not resetting the frameless flag after closing yuzu.
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Under some circumstances, after reopening yuzu, the window would be a maximized borderless... *thing*.
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As it turns out, for some reason the configuration file was not resetting the frameless flag after closing yuzu.
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{{< gh-hovercard "7849" "Forcing a removal of the flag" >}} at each boot solves the issue.
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[Maide](https://github.com/Kelebek1) added a very useful feature to modders and anyone interested in the internals of their games.
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Splat your friends with impunity!
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{{< imgs
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"./splat.png| With all that ink dissipating to the atmosphere, rain must be fantastic"
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"./splat.png| With all that ink evaporating into the atmosphere, rain must be fantastic"
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>}}
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For retro gaming fans, both toastUnlimited and german77 have fixes for the SNES and NES emulators included with the Nintendo Switch Online service (yes, you can dump and play those offline too).
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{{< gh-hovercard "7878" "Stubbing`mnpp:app`" >}} solves crashes, and {{< gh-hovercard "7877" "Updating the process revision" >}} of our audio emulation allows the official emulators to work properly on yuzu.
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{{< gh-hovercard "7878" "Stubbing`mnpp:app`" >}} solves crashes, and {{< gh-hovercard "7877" "updating the process revision" >}} of our audio emulation allows the official emulators to work properly on yuzu.
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{{< single-title-imgs
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"Our team members are big Earthbound fans"
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As it happens each month, german77 dominates this section.
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As a way to test how strong the current rumble setting is, now you can {{< gh-hovercard "7842" "force the controller to vibrate" >}} by pressing any button while the Configure Vibration window is open.
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As a way to test how strong the current rumble setting is, you can now {{< gh-hovercard "7842" "force the controller to vibrate" >}} by pressing any button while the Configure Vibration window is open.
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{{< imgs
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"./rumble.png| Joy-Con goes BRRRR"
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## Vulkan is the future
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With the work on `Project Y.F.C` and other changes scheduled, we’re slowly aiming for enabling Vulkan by default, and keeping OpenGL in long term support.
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This section will not list changes in yuzu, but settings users can tweak to improve their Vulkan performance on yuzu and other emulators.
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This section will not list changes in yuzu, but settings users can tweak to improve their Vulkan performance in yuzu and other emulators.
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One of the main issues with performance on Vulkan is the aggressive frequency management current GPUs will do to save power.
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Since the actual 3D load produced by Nintendo Switch games will be very low for even a modern low-end GPU, clock speeds tend to stay on the power saving side of their spectrum.
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## Future projects
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`Project Y.F.C.` continues to mature as more previously broken games start to become playable.
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Blinkhawk informs us that he changes focus to performance.
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Blinkhawk informs us that he's currently changing focus to performance.
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We can't wait to tell you more!
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{{< imgs
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