From 830b60a73ec035610d405f5fd1dff1a05c6a8f96 Mon Sep 17 00:00:00 2001 From: Honghoa <59675380+kurenaihana@users.noreply.github.com> Date: Fri, 7 Jan 2022 18:53:38 -0300 Subject: [PATCH] Update index.md --- site/content/entry/yuzu-progress-report-dec-2021/index.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/site/content/entry/yuzu-progress-report-dec-2021/index.md b/site/content/entry/yuzu-progress-report-dec-2021/index.md index 3214e36e..b669bc50 100644 --- a/site/content/entry/yuzu-progress-report-dec-2021/index.md +++ b/site/content/entry/yuzu-progress-report-dec-2021/index.md @@ -84,9 +84,9 @@ Blinkhawk [fixed a bug in the texture cache](https://github.com/yuzu-emu/yuzu/pu crash when using the Vulkan API. This crash happened when blitting textures with different format types, something that points to a problem in the texture cache that will be addressed in a future PR. -[Blinkhawk](https://github.com/FernandoS27) also updated the Vulkan headers to introduce a [fix and implemented logical operations](https://github.com/yuzu-emu/yuzu/pull/7599). -These are tools used by Vulkan to describe and process data, in order to compose the frames that will later be sent to the screen. -This PR fixes the sand and shadow graphical issues in `The Legend of Zelda: Skyward Sword`, and also those observed in the shadows of `Xenoblade Chronicles 2`. +[Blinkhawk](https://github.com/FernandoS27) also updated the Vulkan headers to introduce a [fix an extension and implemented logical operations](https://github.com/yuzu-emu/yuzu/pull/7599). +Both the extension and these logical operations are used by Vulkan to describe and process data, in order to compose the frames that will later be sent to the screen. +This PR fixes the sand and shadow graphical problems in The Legend of Zelda: Skyward Sword, and also the shadow problems in seen on Xenoblade Chronicles 2. {{< single-title-imgs-compare "When you invert the polarity of your HDR display (Xenoblade Chronicles 2)" @@ -131,7 +131,7 @@ The performance cost is higher (integrated GPUs like most Intel ones also hate t >}} The texture cache has to handle several weird situations when dealing with rendering. -One of the aspects of the process are `overlaps`, when different textures compete for the same video memory space. +One of the aspects of the process is `overlaps`, when different textures compete for the same video memory space. A bug in the texture cache's logic was found when an overlap occurs over relatively big distances in GPU memory, an overflow could happen leading to a wrongly massive texture trying to be rendered causing VRAM to fill up instantly and leading yuzu to a crash. This issue was common in `BRAVELY DEFAULT II`.