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Update index.md
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@ -62,6 +62,12 @@ We'd like to thank [BreadFish64](https://github.com/BreadFish64/) for informing
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As was previously mentioned, this feature is incompatible for Windows OS previous to Windows 10 version 1803, where the old `MMU` implementation is used in such cases as a fallback — although this requirement could change in the future.
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As was previously mentioned, this feature is incompatible for Windows OS previous to Windows 10 version 1803, where the old `MMU` implementation is used in such cases as a fallback — although this requirement could change in the future.
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In case you are interested in a more detailed explanation of how it works and the limitations that prevented its implementation, we have written a [dedicated article to fastmem](https://yuzu-emu.org/entry/yuzu-fastmem/), so feel free to check it out if you haven't.
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In case you are interested in a more detailed explanation of how it works and the limitations that prevented its implementation, we have written a [dedicated article to fastmem](https://yuzu-emu.org/entry/yuzu-fastmem/), so feel free to check it out if you haven't.
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{{< single-title-imgs
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"Some of the measured performance gains, in FPS"
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"./fastmem1.png"
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"./fastmem2.png"
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>}}
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Shortly afterwards, [toastunlimited](https://github.com/lat9nq) noticed there was a bug on our MinGW builds, where fastmem wasn't working.
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Shortly afterwards, [toastunlimited](https://github.com/lat9nq) noticed there was a bug on our MinGW builds, where fastmem wasn't working.
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This was because the defined constant `MEM_RESERVE_PLACEHOLDER`, a mask value used for reserve virtual memory as a placeholder, was manually imported for these builds, but incorrectly declared.
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This was because the defined constant `MEM_RESERVE_PLACEHOLDER`, a mask value used for reserve virtual memory as a placeholder, was manually imported for these builds, but incorrectly declared.
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Thankfully, the fix was as simple as redeclaring it with the correct value, which Toast [did in this PR](https://github.com/yuzu-emu/yuzu/pull/6494).
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Thankfully, the fix was as simple as redeclaring it with the correct value, which Toast [did in this PR](https://github.com/yuzu-emu/yuzu/pull/6494).
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@ -103,7 +109,7 @@ Some titles — particularly those running at fixed frame rate of 30 FPS — wou
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Here's `Hellblade: Senua's Sacrifice` in the old implementation:
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Here's `Hellblade: Senua's Sacrifice` in the old implementation:
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{{< audio "./<audiobug.ogg>" >}}
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{{< audio "./audiobug.ogg" >}}
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By [decoupling the processing and sending of audio samples from the update function](https://github.com/yuzu-emu/yuzu/pull/6498), the games now will be able to call the update function every time they need it (a process that yuzu can't control), while a separate audio thread will process the sample data and send it to the sink.
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By [decoupling the processing and sending of audio samples from the update function](https://github.com/yuzu-emu/yuzu/pull/6498), the games now will be able to call the update function every time they need it (a process that yuzu can't control), while a separate audio thread will process the sample data and send it to the sink.
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With this new implementation, yuzu is now capable of schedule the rate at which it will be sending this audio information based on the `sample rate` and the `sample count`.
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With this new implementation, yuzu is now capable of schedule the rate at which it will be sending this audio information based on the `sample rate` and the `sample count`.
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@ -111,7 +117,7 @@ For example: if a game is using a 48 kHz `sample rate` with a `sample count` of
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And here's `Hellblade: Senua's Sacrifice` again with the current fixes:
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And here's `Hellblade: Senua's Sacrifice` again with the current fixes:
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{{< audio "./<audiofix.ogg>" >}}
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{{< audio "./audiofix.ogg" >}}
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## Graphical improvements
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## Graphical improvements
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