mirror of
https://github.com/yuzu-emu/yuzu-emu.github.io.git
synced 2026-08-09 11:15:00 +00:00
site: Fix markdown after jpg compression
This commit is contained in:
parent
5e323446b4
commit
8fc926cadb
|
|
@ -129,7 +129,7 @@ yuzu's Local Wireless Multiplayer was tested by our team of Testers and Support
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Animal Crossing: New Horizons"
|
"Animal Crossing: New Horizons"
|
||||||
"./acnh1.jpg"
|
"./acnh1.jpg"
|
||||||
"./acnh2.png"
|
"./acnh2.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
|
|
@ -141,8 +141,8 @@ yuzu's Local Wireless Multiplayer was tested by our team of Testers and Support
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Mario Kart 8 Deluxe"
|
"Mario Kart 8 Deluxe"
|
||||||
"./mk8d_1.png"
|
"./mk8d_1.jpg"
|
||||||
"./mk8d_2.png"
|
"./mk8d_2.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
|
|
@ -160,9 +160,9 @@ yuzu's Local Wireless Multiplayer was tested by our team of Testers and Support
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Super Mario Smash Bros. Ultimate"
|
"Super Mario Smash Bros. Ultimate"
|
||||||
"./ssbu_ldn_2.png"
|
"./ssbu_ldn_2.jpg"
|
||||||
"./ssbu_ldn_3.png"
|
"./ssbu_ldn_3.jpg"
|
||||||
"./ssbu_ldn_1.png"
|
"./ssbu_ldn_1.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
|
|
@ -177,14 +177,14 @@ yuzu's Local Wireless Multiplayer was tested by our team of Testers and Support
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./bdsp_1.png|"
|
"./bdsp_1.jpg|"
|
||||||
"./bdsp_2.png|"
|
"./bdsp_2.jpg|"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Pokémon Brilliant Diamond/Shining Pearl"
|
"Pokémon Brilliant Diamond/Shining Pearl"
|
||||||
"./bdsp_3.png"
|
"./bdsp_3.png"
|
||||||
"./bdsp_4.png"
|
"./bdsp_4.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
|
|
@ -194,9 +194,9 @@ yuzu's Local Wireless Multiplayer was tested by our team of Testers and Support
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./cowabunga.png| Teenage Mutant Ninja Turtles: The Cowabunga Collection"
|
"./cowabunga.jpg| Teenage Mutant Ninja Turtles: The Cowabunga Collection"
|
||||||
"./monster_hunter_ultimate.png| Monster Hunter Generations Ultimate"
|
"./monster_hunter_ultimate.jpg| Monster Hunter Generations Ultimate"
|
||||||
"./kirby_dream_buffet.png| Kirby's Dream Buffet"
|
"./kirby_dream_buffet.jpg| Kirby's Dream Buffet"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -55,7 +55,7 @@ However, the planned rewrites of the [**Texture Cache**](https://yuzu-emu.org/en
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Hyrule Warriors: Age of Calamity (1x Vs. 3x)"
|
"Hyrule Warriors: Age of Calamity (1x Vs. 3x)"
|
||||||
"aoc1x.png"
|
"aoc1x.png"
|
||||||
"aoc3x.png"
|
"aoc3x.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
## Enter Project ART
|
## Enter Project ART
|
||||||
|
|
@ -108,7 +108,7 @@ This makes it quite hard to figure out where the bug originally manifested.
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Super Mario Party (1x Vs. 3x)"
|
"Super Mario Party (1x Vs. 3x)"
|
||||||
"./smp1x.png"
|
"./smp1x.png"
|
||||||
"./smp3x.png"
|
"./smp3x.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Fast-forward a few weeks, and thanks to continuous iterative internal testing, our developers were finally able to fix most of the bugs they came across.
|
Fast-forward a few weeks, and thanks to continuous iterative internal testing, our developers were finally able to fix most of the bugs they came across.
|
||||||
|
|
@ -119,7 +119,7 @@ BreadFish later tuned them and also added a little something extra, AMD's [**Fid
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Super Mario Odyssey (1x Vs. 3x)"
|
"Super Mario Odyssey (1x Vs. 3x)"
|
||||||
"./smo1x.png"
|
"./smo1x.png"
|
||||||
"./smo3x.png"
|
"./smo3x.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
## Benefits of Project ART
|
## Benefits of Project ART
|
||||||
|
|
|
||||||
|
|
@ -48,7 +48,7 @@ Rewriting the decompiler would allow us to audit it through [unit testing](https
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./Dark Souls.png| Dark Souls"
|
"./Dark Souls.png| Dark Souls"
|
||||||
"./Dragon Quest XI.png| Dragon Quest XI"
|
"./Dragon Quest XI.jpg| Dragon Quest XI"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Taking a leaf from dynarmic's book, the developers opted to use an [SSA representation](https://en.wikipedia.org/wiki/Static_single_assignment_form), as it would work very nicely with the `SPIR-V` IR used for shaders, thanks to its native support for SSA.
|
Taking a leaf from dynarmic's book, the developers opted to use an [SSA representation](https://en.wikipedia.org/wiki/Static_single_assignment_form), as it would work very nicely with the `SPIR-V` IR used for shaders, thanks to its native support for SSA.
|
||||||
|
|
@ -204,7 +204,7 @@ Various graphical glitches, crashes and general stability issues in `Fire Emblem
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Fire Emblem: Three Houses"
|
"Fire Emblem: Three Houses"
|
||||||
"./Fire emblem Three houses.png"
|
"./Fire emblem Three houses.jpg"
|
||||||
"./feth1.png"
|
"./feth1.png"
|
||||||
"./feth2.png"
|
"./feth2.png"
|
||||||
>}}
|
>}}
|
||||||
|
|
|
||||||
|
|
@ -286,7 +286,7 @@ It has a downside worth mentioning, it can be up to 5% slower than regular Vulka
|
||||||
While this fun renaming works fine, we also heard from Windows Insider users that future versions of the Xbox Game Bar application will allow yuzu to work with Auto HDR without doing any renaming.
|
While this fun renaming works fine, we also heard from Windows Insider users that future versions of the Xbox Game Bar application will allow yuzu to work with Auto HDR without doing any renaming.
|
||||||
This will most likely require newer NVIDIA drivers to work.
|
This will most likely require newer NVIDIA drivers to work.
|
||||||
|
|
||||||
If you own an HDR-compatible monitor and want to compare the results, here’s a .jxr [HDR capture](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-apr-2023/hdr.jxr) that the default Windows 11 photo viewer can open, and a comparable .png native [SDR capture](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-apr-2023/sdr.png).
|
If you own an HDR-compatible monitor and want to compare the results, here’s a .jxr [HDR capture](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-apr-2023/hdr.jxr) that the default Windows 11 photo viewer can open, and a comparable .png native [SDR capture](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-apr-2023/sdr.jpg).
|
||||||
You will of course need HDR output enabled in both your display’s and Windows 11 settings.
|
You will of course need HDR output enabled in both your display’s and Windows 11 settings.
|
||||||
Notice the difference in the sky and lamps.
|
Notice the difference in the sky and lamps.
|
||||||
The tonemapping isn’t perfect, but we will never get Switch games outputting native HDR anyway.
|
The tonemapping isn’t perfect, but we will never get Switch games outputting native HDR anyway.
|
||||||
|
|
|
||||||
|
|
@ -344,7 +344,7 @@ And finally, the Web Applet can cause the SDL process to die, [disabling an unne
|
||||||
## Future projects
|
## Future projects
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./art.png| 4K beach episode (Xenoblade Chronicles Definitive Edition)"
|
"./art.jpg| 4K beach episode (Xenoblade Chronicles Definitive Edition)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Progress on `Project A.R.T.` is going well, most major problems have been addressed. Morph had several eureka moments with `Project Gaia`. And now other secret recipes are in the oven,
|
Progress on `Project A.R.T.` is going well, most major problems have been addressed. Morph had several eureka moments with `Project Gaia`. And now other secret recipes are in the oven,
|
||||||
|
|
|
||||||
|
|
@ -100,7 +100,7 @@ This mode is not very useful, so it is a surprise to see it still used by games.
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"No more vacations in the Abyss (The Touryst)"
|
"No more vacations in the Abyss (The Touryst)"
|
||||||
"./tourystbug.png"
|
"./tourystbug.png"
|
||||||
"./tourystfix.png"
|
"./tourystfix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
In the case of `Fast RMX`, disabling `DYNAMIC CAMERA EXPOSURE` in its in-game graphic settings fixes an overbright rendering bug.
|
In the case of `Fast RMX`, disabling `DYNAMIC CAMERA EXPOSURE` in its in-game graphic settings fixes an overbright rendering bug.
|
||||||
|
|
@ -144,8 +144,8 @@ Games like `Street of Rage 4`, `Celeste`, `Axiom Verge`, and many others are now
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"A new meaning for inverse climbing (Celeste)"
|
"A new meaning for inverse climbing (Celeste)"
|
||||||
"./celestebug.png"
|
"./celestebug.jpg"
|
||||||
"./celestefix.png"
|
"./celestefix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
|
|
|
||||||
|
|
@ -49,8 +49,8 @@ Since this counts as an optimization, we now apply it to all APIs.
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Back to the early days (Fire Emblem: Three Houses)"
|
"Back to the early days (Fire Emblem: Three Houses)"
|
||||||
"./nvidiabug.png"
|
"./nvidiabug.jpg"
|
||||||
"./nvidiafix.png"
|
"./nvidiafix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Please report if you find any issues, as there could be more broken games due to yet unknown driver bugs.
|
Please report if you find any issues, as there could be more broken games due to yet unknown driver bugs.
|
||||||
|
|
@ -78,7 +78,7 @@ sending the correct frame data only to the correct decoder.
|
||||||
(Please note that `Immortals Fenyx Rising` gets in game but has broken graphics at the moment).
|
(Please note that `Immortals Fenyx Rising` gets in game but has broken graphics at the moment).
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./lcu.png| I brick you not (LEGO® CITY UNDERCOVER)"
|
"./lcu.jpg| I brick you not (LEGO® CITY UNDERCOVER)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
[Blinkhawk](https://github.com/FernandoS27) [fixed a bug in the texture cache](https://github.com/yuzu-emu/yuzu/pull/7495) that was conveniently ignored by the AMD driver,
|
[Blinkhawk](https://github.com/FernandoS27) [fixed a bug in the texture cache](https://github.com/yuzu-emu/yuzu/pull/7495) that was conveniently ignored by the AMD driver,
|
||||||
|
|
@ -91,8 +91,8 @@ This PR fixes the sand and shadow graphical problems in `The Legend of Zelda: Sk
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"When you invert the polarity of your HDR display (Xenoblade Chronicles 2)"
|
"When you invert the polarity of your HDR display (Xenoblade Chronicles 2)"
|
||||||
"./xc2bug.png"
|
"./xc2bug.jpg"
|
||||||
"./xc2fix.png"
|
"./xc2fix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
epicboy took a look at the issues that affected games that made heavy use of sparse GPU memory, and [made the changes necessary](https://github.com/yuzu-emu/yuzu/pull/7658)
|
epicboy took a look at the issues that affected games that made heavy use of sparse GPU memory, and [made the changes necessary](https://github.com/yuzu-emu/yuzu/pull/7658)
|
||||||
|
|
@ -109,7 +109,7 @@ Notably, the crashes on titles developed with the `UE4` engine *(cough, True God
|
||||||
The devs are still investigating any other oddities surrounding this game, so stay tuned for more updates.
|
The devs are still investigating any other oddities surrounding this game, so stay tuned for more updates.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./ue4.png| These changes mitigate memory-related problems but are not guaranteed to “fix” them completely (SHIN MEGAMI TENSEI V)"
|
"./ue4.jpg| These changes mitigate memory-related problems but are not guaranteed to “fix” them completely (SHIN MEGAMI TENSEI V)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Users reported crashes when playing `Sonic Colors Ultimate` on AMD and Intel GPUs on Vulkan after the resolution scaler was introduced.
|
Users reported crashes when playing `Sonic Colors Ultimate` on AMD and Intel GPUs on Vulkan after the resolution scaler was introduced.
|
||||||
|
|
@ -140,8 +140,8 @@ Thanks to epicboy, [users no longer have to suffer this sudden crash](https://gi
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"BRAVELY DEFAULT II"
|
"BRAVELY DEFAULT II"
|
||||||
"./bd1.png"
|
"./bd1.jpg"
|
||||||
"./bd2.png"
|
"./bd2.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
## Skyline framework: Part 2
|
## Skyline framework: Part 2
|
||||||
|
|
|
||||||
|
|
@ -182,7 +182,7 @@ These changes fixed the Hero's path in `Legend of Zelda: Breath of the Wild`, as
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"When the Sheika GPS signal returns (The Legend of Zelda: Breath of the Wild)"
|
"When the Sheika GPS signal returns (The Legend of Zelda: Breath of the Wild)"
|
||||||
"./botwbug.png"
|
"./botwbug.png"
|
||||||
"./botwfix.png"
|
"./botwfix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Blinkhawk has added {{< gh-hovercard "9383" "alpha to coverage and alpha to one" >}} to our Vulkan backend.
|
Blinkhawk has added {{< gh-hovercard "9383" "alpha to coverage and alpha to one" >}} to our Vulkan backend.
|
||||||
|
|
@ -198,8 +198,8 @@ These changes have fixed the shading of trees and grass problems when viewed up
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"The camera isn’t more interested in that tree, you should learn from this, Dark Souls (Pokémon Scarlet)"
|
"The camera isn’t more interested in that tree, you should learn from this, Dark Souls (Pokémon Scarlet)"
|
||||||
"./alphabug.png"
|
"./alphabug.jpg"
|
||||||
"./alphafix.png"
|
"./alphafix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
vonchenplus has corrected errors caused by yuzu's faulty detection of draw types.
|
vonchenplus has corrected errors caused by yuzu's faulty detection of draw types.
|
||||||
|
|
@ -328,7 +328,7 @@ Without the fix, the threads would return successfully from the operation but fa
|
||||||
This change fixes the random hangs that have been plaguing us for months in `The Legend of Zelda: Breath of the Wild`, as well as `Persona 5 Royal`.
|
This change fixes the random hangs that have been plaguing us for months in `The Legend of Zelda: Breath of the Wild`, as well as `Persona 5 Royal`.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./p5.png| The soundtrack that steals your heart (Persona 5 Royal)"
|
"./p5.jpg| The soundtrack that steals your heart (Persona 5 Royal)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
byte[] also introduced a {{< gh-hovercard "9496" "workaround for crashes caused due to unallocated memory" >}} after noticing that yuzu always used memory blocks without marking them as allocated, causing it to overlap memory used by the game.
|
byte[] also introduced a {{< gh-hovercard "9496" "workaround for crashes caused due to unallocated memory" >}} after noticing that yuzu always used memory blocks without marking them as allocated, causing it to overlap memory used by the game.
|
||||||
|
|
|
||||||
|
|
@ -68,8 +68,8 @@ While working on {{< gh-hovercard "9749" "fixing regressions" >}} in Blinkhawk
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"No more ghost town (Pokémon Scarlet)"
|
"No more ghost town (Pokémon Scarlet)"
|
||||||
"./pokebug.png"
|
"./pokebug.jpg"
|
||||||
"./pokefix.png"
|
"./pokefix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Ahh, [ASTC](https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression), most of you know the struggle by now.
|
Ahh, [ASTC](https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression), most of you know the struggle by now.
|
||||||
|
|
@ -136,8 +136,8 @@ One game that benefited from this is `Taiko Risshiden V DX`, which got its load
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Take your time (Taiko Risshiden V DX)"
|
"Take your time (Taiko Risshiden V DX)"
|
||||||
"./taiko1.png"
|
"./taiko1.jpg"
|
||||||
"./taiko2.png"
|
"./taiko2.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
[byte[]](https://github.com/liamwhite) has also been going deep into the kernel code. One of his changes improves the `SVC wrappers`.
|
[byte[]](https://github.com/liamwhite) has also been going deep into the kernel code. One of his changes improves the `SVC wrappers`.
|
||||||
|
|
@ -172,7 +172,7 @@ Most games were tolerant to this, but `FINAL FANTASY CRYSTAL CHRONICLES Remaster
|
||||||
A tweak here and there and the regression is now gone!
|
A tweak here and there and the regression is now gone!
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./ffcc.png| Feel free to progress the game now (FINAL FANTASY CRYSTAL CHRONICLES Remastered Edition)"
|
"./ffcc.jpg| Feel free to progress the game now (FINAL FANTASY CRYSTAL CHRONICLES Remastered Edition)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
New Pokémon game update, new things to fix.
|
New Pokémon game update, new things to fix.
|
||||||
|
|
@ -181,7 +181,7 @@ Once again, `Pokémon Scarlet/Violet` is giving us a headache.
|
||||||
This time, the recently released update 1.2.0 wouldn’t boot on yuzu. After investigating for a bit, [german77](https://github.com/german77) found out that the cause was that some {{< gh-hovercard "9874" "Bluetooth functions" >}} weren’t properly implemented, causing the game to crash when attempting to start with the latest update installed.
|
This time, the recently released update 1.2.0 wouldn’t boot on yuzu. After investigating for a bit, [german77](https://github.com/german77) found out that the cause was that some {{< gh-hovercard "9874" "Bluetooth functions" >}} weren’t properly implemented, causing the game to crash when attempting to start with the latest update installed.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./ps.png| Mandatory protagonist seat (Pokémon Scarlet)"
|
"./ps.jpg| Mandatory protagonist seat (Pokémon Scarlet)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Some code changes later, and german77 fixed the issue! Now anyone can enjoy the reduced NPC count and lower draw distance.
|
Some code changes later, and german77 fixed the issue! Now anyone can enjoy the reduced NPC count and lower draw distance.
|
||||||
|
|
@ -205,8 +205,8 @@ I’m a disaster, sorry.
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"This game is gorgeous, like Samus (Metroid Prime Remastered)"
|
"This game is gorgeous, like Samus (Metroid Prime Remastered)"
|
||||||
"./mpr.png"
|
"./mpr.jpg"
|
||||||
"./mpr2.png"
|
"./mpr2.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
The problem is that the game uses motion on top of stick input to aim, making it an interesting case for how to handle non-controller input.
|
The problem is that the game uses motion on top of stick input to aim, making it an interesting case for how to handle non-controller input.
|
||||||
|
|
@ -258,7 +258,7 @@ Now each audio channel stores its information in {{< gh-hovercard "9795" "differ
|
||||||
Not only `Metroid Prime Remastered` benefits from this; both `Fire Emblem` games have shown improvements as well.
|
Not only `Metroid Prime Remastered` benefits from this; both `Fire Emblem` games have shown improvements as well.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./fee.png| Clown Swimsuit (Fire Emblem Engage)"
|
"./fee.jpg| Clown Swimsuit (Fire Emblem Engage)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Another issue Maide found was a missed check causing an array index to read negative values, which is, in simple terms, “very wrong”.
|
Another issue Maide found was a missed check causing an array index to read negative values, which is, in simple terms, “very wrong”.
|
||||||
|
|
|
||||||
|
|
@ -18,8 +18,8 @@ What a month we've had, yuz-ers. This time, we offer you a plethora of kernel ch
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Crispy (Super Mario Odyssey)"
|
"Crispy (Super Mario Odyssey)"
|
||||||
"./astcbug.png"
|
"./astcbug.jpg"
|
||||||
"./astcfix.png"
|
"./astcfix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
After some investigation, [epicboy](https://github.com/ameerj) found that the reason for the bug is an over-optimization introduced by the new drivers (an optimization for one scenario results in issues for another).
|
After some investigation, [epicboy](https://github.com/ameerj) found that the reason for the bug is an over-optimization introduced by the new drivers (an optimization for one scenario results in issues for another).
|
||||||
|
|
@ -49,7 +49,7 @@ Apart from the disappointing graphics, this game's release exposed several issue
|
||||||
The problem can be summarised as follows: One thread (thread `A`) would be waiting for another one (thread `B`) to release a lock, and conversely, thread `B` would be waiting for thread `A` to release another lock, resulting in a deadlock.
|
The problem can be summarised as follows: One thread (thread `A`) would be waiting for another one (thread `B`) to release a lock, and conversely, thread `B` would be waiting for thread `A` to release another lock, resulting in a deadlock.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./ending.png| Best gameplay change in decades (Pokémon Legends: Arceus)"
|
"./ending.jpg| Best gameplay change in decades (Pokémon Legends: Arceus)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Moving on from kernel issues, epicboy implemented various GPU changes.
|
Moving on from kernel issues, epicboy implemented various GPU changes.
|
||||||
|
|
@ -125,8 +125,8 @@ These settings will cause weird shadow acne on characters, and the solution is t
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Broken shadows? Zero! (Pokémon Legends: Arceus)"
|
"Broken shadows? Zero! (Pokémon Legends: Arceus)"
|
||||||
"./glasmbug.png"
|
"./glasmbug.jpg"
|
||||||
"./glasmfix.png"
|
"./glasmfix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Users of Radeon GPUs older than the 400 series running Windows will experience crashes due to outdated and out of support drivers.
|
Users of Radeon GPUs older than the 400 series running Windows will experience crashes due to outdated and out of support drivers.
|
||||||
|
|
@ -323,7 +323,7 @@ This allows `Gravity Rider Zero` to boot, but nothing is yet displayed on screen
|
||||||
And finally, german77 {{< gh-hovercard "7821" "implemented the 32-bit variant of the supervisor call (SVC) `SynchronizePreemptionState`" >}}, making `Espgaluda II` playable.
|
And finally, german77 {{< gh-hovercard "7821" "implemented the 32-bit variant of the supervisor call (SVC) `SynchronizePreemptionState`" >}}, making `Espgaluda II` playable.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./esp.png| Espgaluda II"
|
"./esp.jpg| Espgaluda II"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Meanwhile, [liushuyu](https://github.com/liushuyu) updated the dynarmic external submodule, providing {{< gh-hovercard "7679" "optimizations and also fixing compile errors" >}} caused by an update of another external, the `fmt` library — used to format text in yuzu's log and interface.
|
Meanwhile, [liushuyu](https://github.com/liushuyu) updated the dynarmic external submodule, providing {{< gh-hovercard "7679" "optimizations and also fixing compile errors" >}} caused by an update of another external, the `fmt` library — used to format text in yuzu's log and interface.
|
||||||
|
|
|
||||||
|
|
@ -78,8 +78,8 @@ We preemptively apologize to all Smash players (even though it hasn't happened y
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Now your favorite characters won't be half-way in the Shadow Realm (Fire Emblem Engage)"
|
"Now your favorite characters won't be half-way in the Shadow Realm (Fire Emblem Engage)"
|
||||||
"./feebug.png"
|
"./feebug.jpg"
|
||||||
"./feefix.png"
|
"./feefix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
This fixed menu rendering in other games, such as `Dokapon UP!` and `Pokémon Mystery Dungeon: Rescue Team DX`.
|
This fixed menu rendering in other games, such as `Dokapon UP!` and `Pokémon Mystery Dungeon: Rescue Team DX`.
|
||||||
|
|
@ -199,8 +199,8 @@ Have fun shiny hunting!
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"If you ask why all pics are in the same area, it's one of the best benchmarking spots. Normal accuracy on the left, High accuracy on the right (Pokémon Scarlet)"
|
"If you ask why all pics are in the same area, it's one of the best benchmarking spots. Normal accuracy on the left, High accuracy on the right (Pokémon Scarlet)"
|
||||||
"./psn.png"
|
"./psn.jpg"
|
||||||
"./psh.png"
|
"./psh.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Keep in mind that Normal GPU accuracy will produce vertex explosions for a frame, but only last just as long. Permanent vertex explosions be gone!
|
Keep in mind that Normal GPU accuracy will produce vertex explosions for a frame, but only last just as long. Permanent vertex explosions be gone!
|
||||||
|
|
|
||||||
|
|
@ -458,7 +458,7 @@ If you're interested in a more technical explanation about textures and their ty
|
||||||
`Project A.R.T.`, the designated name for our revival of the resolution scaler, has started, and early results look very promising!
|
`Project A.R.T.`, the designated name for our revival of the resolution scaler, has started, and early results look very promising!
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./art.png| Getting blue-shelled at 4K doesn't really help with anger management (Mario Kart 8 Deluxe)"
|
"./art.jpg| Getting blue-shelled at 4K doesn't really help with anger management (Mario Kart 8 Deluxe)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
There are many bugs to fix, optimizations to make, and tons of testing to do before we can confidently release this feature.
|
There are many bugs to fix, optimizations to make, and tons of testing to do before we can confidently release this feature.
|
||||||
|
|
|
||||||
|
|
@ -53,8 +53,8 @@ We’re working to resolve these regressions, but Blinkhawk is busy with IRL thi
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Not all games are in perfect shape... yet! (The Witcher 3: Wild Hunt)"
|
"Not all games are in perfect shape... yet! (The Witcher 3: Wild Hunt)"
|
||||||
"./witcher.png"
|
"./witcher.jpg"
|
||||||
"./plaid.png"
|
"./plaid.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
## Project Andio
|
## Project Andio
|
||||||
|
|
@ -142,8 +142,8 @@ This also provides a significant performance boost in many games due to keeping
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Time to smash those attack buttons (Fire Emblem Warriors: Three Hopes)"
|
"Time to smash those attack buttons (Fire Emblem Warriors: Three Hopes)"
|
||||||
"./few3h.png"
|
"./few3h.jpg"
|
||||||
"./3hopes.png"
|
"./3hopes.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Finally, [BreadFish64](https://github.com/BreadFish64) {{< gh-hovercard "8543" "implemented a way to read the exact TSC frequency of the host CPU." >}}
|
Finally, [BreadFish64](https://github.com/BreadFish64) {{< gh-hovercard "8543" "implemented a way to read the exact TSC frequency of the host CPU." >}}
|
||||||
|
|
@ -168,7 +168,7 @@ This time around, while searching for the source of a mysterious freezing bug in
|
||||||
This fixed issues in a number of games, but most notably fixed the freezing issues users had in `Mario Strikers: Battle League` (once you use an [intro-skipping mod](https://github.com/piplup55/switch-mods/blob/master/mario%20strike%20battle%20league/cutscene%20skip.7z?raw=true)), and allowed `Mononoke Slashdown` to boot for the first time.
|
This fixed issues in a number of games, but most notably fixed the freezing issues users had in `Mario Strikers: Battle League` (once you use an [intro-skipping mod](https://github.com/piplup55/switch-mods/blob/master/mario%20strike%20battle%20league/cutscene%20skip.7z?raw=true)), and allowed `Mononoke Slashdown` to boot for the first time.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./strikers.png| Some graphical bugs are expected for now (Mario Strikers: Battle League)"
|
"./strikers.jpg| Some graphical bugs are expected for now (Mario Strikers: Battle League)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
|
|
@ -232,7 +232,7 @@ That’s right, another `ASTC` format. Your GPU will hate you while decoding it.
|
||||||
This doesn’t solve the rendering bugs we face with this game, but it makes things look a bit better!
|
This doesn’t solve the rendering bugs we face with this game, but it makes things look a bit better!
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./mhr.png| Rise ye Tarnished! Wait, wrong game (MONSTER HUNTER RISE)"
|
"./mhr.jpg| Rise ye Tarnished! Wait, wrong game (MONSTER HUNTER RISE)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
## Linux Flatpak (Discover) and AppImage fixes
|
## Linux Flatpak (Discover) and AppImage fixes
|
||||||
|
|
|
||||||
|
|
@ -116,8 +116,8 @@ While that was a nice workaround, Wollnashorn wasn’t satisfied with this solut
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"More accurate and better looking! (Mario Kart 8 Deluxe)"
|
"More accurate and better looking! (Mario Kart 8 Deluxe)"
|
||||||
"./afbug.png"
|
"./afbug.jpg"
|
||||||
"./affix.png"
|
"./affix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Now you can safely select 16x filtering and enjoy the results, which you can find in `Emulation > Configure… > Graphics > Advanced > Anisotropic Filtering`:
|
Now you can safely select 16x filtering and enjoy the results, which you can find in `Emulation > Configure… > Graphics > Advanced > Anisotropic Filtering`:
|
||||||
|
|
@ -149,7 +149,7 @@ Speaking of the `Pikmin 4 Demo`, the game taught us that while you can do it, 3D
|
||||||
In order to avoid crashes in Unreal Engine 4 games like this, the LLE slow code path will be used instead.
|
In order to avoid crashes in Unreal Engine 4 games like this, the LLE slow code path will be used instead.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./pm4.png| More proof that games don’t need high requirements to be fun (Pikmin 4 Demo)"
|
"./pm4.jpg| More proof that games don’t need high requirements to be fun (Pikmin 4 Demo)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
This pull request introduced a regression that affected rendering in `Metroid Prime Remastered`.
|
This pull request introduced a regression that affected rendering in `Metroid Prime Remastered`.
|
||||||
|
|
@ -157,7 +157,7 @@ Thankfully, [gidoly](https://github.com/gidoly) quickly solved it by {{< gh-hove
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Chozo Suite error 404: Texture not found (Metroid Prime Remastered)"
|
"Chozo Suite error 404: Texture not found (Metroid Prime Remastered)"
|
||||||
"./mprbug.png"
|
"./mprbug.jpg"
|
||||||
"./mprfix.png"
|
"./mprfix.png"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -48,7 +48,7 @@ And another example in *Fire Emblem: Three Houses*:
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./01.png| AF Off"
|
"./01.png| AF Off"
|
||||||
"./02.png| AF 8x"
|
"./02.jpg| AF 8x"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Shader cache invalidations are something our users don’t like at all.
|
Shader cache invalidations are something our users don’t like at all.
|
||||||
|
|
|
||||||
|
|
@ -100,7 +100,7 @@ This was achieved by {{< gh-hovercard "8023" "improving the accuracy of the cons
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Such pretty locations (MONSTER HUNTER RISE)"
|
"Such pretty locations (MONSTER HUNTER RISE)"
|
||||||
"./rise.png"
|
"./rise.jpg"
|
||||||
"./rise2.png"
|
"./rise2.png"
|
||||||
"./rise3.png"
|
"./rise3.png"
|
||||||
>}}
|
>}}
|
||||||
|
|
@ -129,8 +129,8 @@ As the new implementation can only feed a single upload request at a time, this
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"A look inside Kirby's powers? (Kirby and the Forgotten Land)"
|
"A look inside Kirby's powers? (Kirby and the Forgotten Land)"
|
||||||
"./poyobug.png"
|
"./poyobug.jpg"
|
||||||
"./poyofix.png"
|
"./poyofix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
AMD Radeon users may experience more stuttering than usual when running this game, depending on the specific GPU they have.
|
AMD Radeon users may experience more stuttering than usual when running this game, depending on the specific GPU they have.
|
||||||
|
|
|
||||||
|
|
@ -169,7 +169,7 @@ If you played it in yuzu, you know which one.
|
||||||
It makes you wonder if you’re in [Rapture](https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Bioshock).
|
It makes you wonder if you’re in [Rapture](https://tvtropes.org/pmwiki/pmwiki.php/VideoGame/Bioshock).
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./sea.png| Somewhere, beyond the (cloud) sea! (Xenoblade Chronicles 2)"
|
"./sea.jpg| Somewhere, beyond the (cloud) sea! (Xenoblade Chronicles 2)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Another observed problem was excessive lighting making the whole scene unreadable (especially at night with an HDR display, not a pleasant sudden flashbang).
|
Another observed problem was excessive lighting making the whole scene unreadable (especially at night with an HDR display, not a pleasant sudden flashbang).
|
||||||
|
|
@ -192,8 +192,8 @@ Then you can join your writer in debating over which Queen is the best.
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Since this issue only happens the first time the cutscene renders, I’ll cheat using bug report pics, bite me (Xenoblade Chronicles 2)"
|
"Since this issue only happens the first time the cutscene renders, I’ll cheat using bug report pics, bite me (Xenoblade Chronicles 2)"
|
||||||
"./xc2bug.png"
|
"./xc2bug.jpg"
|
||||||
"./xc2fix.png"
|
"./xc2fix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Newcomer [rschlaikjer](https://github.com/rschlaikjer), I hope I pronounced that right, has been digging deep into the texture cache, trying to figure out why a simple visual novel like `Tsukihime -A Piece of Blue Glass Moon-` would stutter when changing scenes.
|
Newcomer [rschlaikjer](https://github.com/rschlaikjer), I hope I pronounced that right, has been digging deep into the texture cache, trying to figure out why a simple visual novel like `Tsukihime -A Piece of Blue Glass Moon-` would stutter when changing scenes.
|
||||||
|
|
@ -237,7 +237,7 @@ Not satisfied with the mouse and keyboard experience when {{< gh-hovercard "9906
|
||||||
He also lowered the motion threshold, clamped the rotation speed, and accumulated all input until delivery, which fixed the delay and choppiness of the previous implementation.
|
He also lowered the motion threshold, clamped the rotation speed, and accumulated all input until delivery, which fixed the delay and choppiness of the previous implementation.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./prime.png| Have you noticed how Samus lacks a lead indicator? Her suit couldn’t spare a tiny bit more processing power for that? (Metroid Prime Remastered)"
|
"./prime.jpg| Have you noticed how Samus lacks a lead indicator? Her suit couldn’t spare a tiny bit more processing power for that? (Metroid Prime Remastered)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Thanks to those changes, `Metroid Prime Remastered` showed that it could be a great PC game. If only Nintendo would let it out of its dungeon.
|
Thanks to those changes, `Metroid Prime Remastered` showed that it could be a great PC game. If only Nintendo would let it out of its dungeon.
|
||||||
|
|
@ -320,7 +320,7 @@ On the positive side, AMD has finally added support for the missing dynamic stat
|
||||||
However, on the negative side, this driver update also introduces a serious regression:
|
However, on the negative side, this driver update also introduces a serious regression:
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./amd.png| This can affect your entire desktop (Metroid Prime Remastered)"
|
"./amd.jpg| This can affect your entire desktop (Metroid Prime Remastered)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Some games, such as `Metroid Prime Remastered` and `Pokémon Legends: Arceus`, trigger what seems to be an out-of-bounds crash that causes desktop corruption and a driver crash.
|
Some games, such as `Metroid Prime Remastered` and `Pokémon Legends: Arceus`, trigger what seems to be an out-of-bounds crash that causes desktop corruption and a driver crash.
|
||||||
|
|
|
||||||
|
|
@ -16,13 +16,13 @@ Six years and the wait was worth it.
|
||||||
No pay to win mechanics, no soul-draining microtransactions, no apology letter published after release. [Just game, just good game](https://youtu.be/i1qnIBLNOG0?t=16).
|
No pay to win mechanics, no soul-draining microtransactions, no apology letter published after release. [Just game, just good game](https://youtu.be/i1qnIBLNOG0?t=16).
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./totk1.png| Runs on a 2015 tablet. (The Legend of Zelda: Tears of the Kingdom)"
|
"./totk1.jpg| Runs on a 2015 tablet. (The Legend of Zelda: Tears of the Kingdom)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Zelda is back, and once again teaches the gaming industry how to make a video game, while also making it fit inside a 15-year-old USB stick and run on an 8-year-old mobile SoC.
|
Zelda is back, and once again teaches the gaming industry how to make a video game, while also making it fit inside a 15-year-old USB stick and run on an 8-year-old mobile SoC.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./totk2.png| And it’s only 16GB! (The Legend of Zelda: Tears of the Kingdom)"
|
"./totk2.jpg| And it’s only 16GB! (The Legend of Zelda: Tears of the Kingdom)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
`The Legend of Zelda: Tears of the Kingdom` not only made its predecessor (a game which already reinvented how open-world gameplay should be done) look like a tech demo, but it also turned out to be one massive heavyweight, punching way above its class in hardware requirements when emulated.
|
`The Legend of Zelda: Tears of the Kingdom` not only made its predecessor (a game which already reinvented how open-world gameplay should be done) look like a tech demo, but it also turned out to be one massive heavyweight, punching way above its class in hardware requirements when emulated.
|
||||||
|
|
@ -31,7 +31,7 @@ The combination of a heavier physics engine, massive amounts of shaders, and the
|
||||||
Let’s begin with the most complex problem the Princess introduced the project to. The old Switch-emulation-on-PC nemesis, now elevated to new heights: ASTC.
|
Let’s begin with the most complex problem the Princess introduced the project to. The old Switch-emulation-on-PC nemesis, now elevated to new heights: ASTC.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./deer.png| Deer. (The Legend of Zelda: Tears of the Kingdom)"
|
"./deer.jpg| Deer. (The Legend of Zelda: Tears of the Kingdom)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
As there isn't a single dedicated desktop or laptop graphics card that supports the native decoding of [ASTC textures](https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression) (with the exception of Intel iGPUs), yuzu is forced to transcode them on the fly into a safe and lossless format that all GPUs support; in this case, the `RGBA8` format.
|
As there isn't a single dedicated desktop or laptop graphics card that supports the native decoding of [ASTC textures](https://en.wikipedia.org/wiki/Adaptive_scalable_texture_compression) (with the exception of Intel iGPUs), yuzu is forced to transcode them on the fly into a safe and lossless format that all GPUs support; in this case, the `RGBA8` format.
|
||||||
|
|
@ -43,7 +43,7 @@ But what happens if a game with many more textures and a teletransportation syst
|
||||||
What if this hypothetical game made use of dozens and dozens of huge ASTC textures?
|
What if this hypothetical game made use of dozens and dozens of huge ASTC textures?
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./totk3.png| The VRAM is on fire! (The Legend of Zelda: Tears of the Kingdom)"
|
"./totk3.jpg| The VRAM is on fire! (The Legend of Zelda: Tears of the Kingdom)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Well, suddenly the old and trusted garbage collector we developed is no longer capable of keeping even 8GB GPUs working.
|
Well, suddenly the old and trusted garbage collector we developed is no longer capable of keeping even 8GB GPUs working.
|
||||||
|
|
@ -94,18 +94,18 @@ It allows users with 4GB of VRAM to play `Tears of the Kingdom` without signific
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"From first to last, BC1 vs BC3 vs ASTC (Fire Emblem Engage)"
|
"From first to last, BC1 vs BC3 vs ASTC (Fire Emblem Engage)"
|
||||||
"./bc11.png"
|
"./bc11.jpg"
|
||||||
"./bc31.png"
|
"./bc31.jpg"
|
||||||
"./astc1.png"
|
"./astc1.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
As you can see, BC1 destroys image quality in some games.
|
As you can see, BC1 destroys image quality in some games.
|
||||||
|
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"From first to last, BC1 vs BC3 vs ASTC (The Legend of Zelda: Tears of the Kingdom)"
|
"From first to last, BC1 vs BC3 vs ASTC (The Legend of Zelda: Tears of the Kingdom)"
|
||||||
"./bc12.png"
|
"./bc12.jpg"
|
||||||
"./bc32.png"
|
"./bc32.jpg"
|
||||||
"./astc2.png"
|
"./astc2.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
But in others, the difference is less noticeable.
|
But in others, the difference is less noticeable.
|
||||||
|
|
@ -150,7 +150,7 @@ An Intel Iris Xe iGPU can run the game at 30 FPS in handheld mode while using le
|
||||||
More on Intel's driver support later.
|
More on Intel's driver support later.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./totkception.png| We need to go deeper! (The Legend of Zelda: Tears of the Kingdom)"
|
"./totkception.jpg| We need to go deeper! (The Legend of Zelda: Tears of the Kingdom)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
This was the worst part... up to this point. More work was needed to get the game to boot and render properly. Let’s dive into that.
|
This was the worst part... up to this point. More work was needed to get the game to boot and render properly. Let’s dive into that.
|
||||||
|
|
@ -244,7 +244,7 @@ This option is needed because using Asynchronous shader building in `Emulation >
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Not even close, baby! (The Legend of Zelda: Tears of the Kingdom)"
|
"Not even close, baby! (The Legend of Zelda: Tears of the Kingdom)"
|
||||||
"./cachebug.png"
|
"./cachebug.png"
|
||||||
"./cachefix.png"
|
"./cachefix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Disabling Asynchronous shader building and clearing the cache storage lets the game properly rebuild the images of all your weaponized abominations.
|
Disabling Asynchronous shader building and clearing the cache storage lets the game properly rebuild the images of all your weaponized abominations.
|
||||||
|
|
@ -657,13 +657,13 @@ This next one left us wondering...
|
||||||
That’s not a simple bug to track down and fix, yet someone in ronikirla's Twitch chat identified the issue as a {{< gh-hovercard "10178" "bad block check" >}} in the address space code and passed along a fix.
|
That’s not a simple bug to track down and fix, yet someone in ronikirla's Twitch chat identified the issue as a {{< gh-hovercard "10178" "bad block check" >}} in the address space code and passed along a fix.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./pmd.png| Love the art style! (Pokémon Mystery Dungeon Rescue Team DX)"
|
"./pmd.jpg| Love the art style! (Pokémon Mystery Dungeon Rescue Team DX)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
The change seems to also fix `Advance Wars 1+2: Re-Boot Camp`.
|
The change seems to also fix `Advance Wars 1+2: Re-Boot Camp`.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./aw.png| Bond, yuzu Bond. (Advance Wars 1+2: Re-Boot Camp)"
|
"./aw.jpg| Bond, yuzu Bond. (Advance Wars 1+2: Re-Boot Camp)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Recent changes made to audio emulation improved performance and solved crashes, but also had an interesting regression.
|
Recent changes made to audio emulation improved performance and solved crashes, but also had an interesting regression.
|
||||||
|
|
@ -749,7 +749,7 @@ Feel free to experiment with the app, it's amazing.
|
||||||
|
|
||||||
Here are some comparison pics in .jxr format, they can be opened with the default Photo app included with Windows 11, and an SDR control capture in .png format:
|
Here are some comparison pics in .jxr format, they can be opened with the default Photo app included with Windows 11, and an SDR control capture in .png format:
|
||||||
|
|
||||||
- First the scene in [SDR](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/sdr.png), the default experience.
|
- First the scene in [SDR](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/sdr.jpg), the default experience.
|
||||||
- Windows 11’s [AutoHDR](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/autohdr.jxr) with the Cemu renaming trick.
|
- Windows 11’s [AutoHDR](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/autohdr.jxr) with the Cemu renaming trick.
|
||||||
- SpecialK’s HDR with [Perceptual Boost disabled](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/specialk.jxr).
|
- SpecialK’s HDR with [Perceptual Boost disabled](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/specialk.jxr).
|
||||||
- SpecialK’s HDR with [Perceptual Boost enabled](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/specialkpb.jxr).
|
- SpecialK’s HDR with [Perceptual Boost enabled](https://github.com/yuzu-emu/yuzu-emu.github.io/blob/hugo/site/content/entry/yuzu-progress-report-may-2023/specialkpb.jxr).
|
||||||
|
|
|
||||||
|
|
@ -85,7 +85,7 @@ There are limitations listed in the Pull Request that we will continue to work o
|
||||||
{{< single-title-imgs
|
{{< single-title-imgs
|
||||||
"Like night and day! (Xenoblade Chronicles Definitive Edition)"
|
"Like night and day! (Xenoblade Chronicles Definitive Edition)"
|
||||||
"./xcdebug.png"
|
"./xcdebug.png"
|
||||||
"./xcdefix.png"
|
"./xcdefix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
This fix will be a Vulkan exclusive for now to avoid invalidating the current OpenGL shader cache.
|
This fix will be a Vulkan exclusive for now to avoid invalidating the current OpenGL shader cache.
|
||||||
|
|
|
||||||
|
|
@ -37,7 +37,7 @@ When the game first released, it didn’t render anything in yuzu at all, which
|
||||||
You will hear more about this `gl_Layer` "character" later.
|
You will hear more about this `gl_Layer` "character" later.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./poke.png| One thing is for sure, the graphics have definitely improved (Pokémon Scarlet)"
|
"./poke.jpg| One thing is for sure, the graphics have definitely improved (Pokémon Scarlet)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
With this change, the game starts to render and the team can focus on finding, documenting, and fixing any other bugs that show up.
|
With this change, the game starts to render and the team can focus on finding, documenting, and fixing any other bugs that show up.
|
||||||
|
|
@ -223,7 +223,7 @@ Since it became clear that more time was needed to solve this issue on the drive
|
||||||
This way, the game remains playable in Vulkan for AMD on Windows.
|
This way, the game remains playable in Vulkan for AMD on Windows.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./xc3.png| Always has great title screen music (Xenoblade Chronicles 3)"
|
"./xc3.jpg| Always has great title screen music (Xenoblade Chronicles 3)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Here’s an interesting find from one of our *old* testers.
|
Here’s an interesting find from one of our *old* testers.
|
||||||
|
|
@ -254,8 +254,8 @@ Personal preference applies here, for example, `The Legend of Zelda: Breath of t
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Seems to help with distant objects (The Legend of Zelda: Breath of the Wild)"
|
"Seems to help with distant objects (The Legend of Zelda: Breath of the Wild)"
|
||||||
"./fsr0.png"
|
"./fsr0.jpg"
|
||||||
"./fsr100.png"
|
"./fsr100.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Test it to your preference and use the per-game profiles to make the most out of it.
|
Test it to your preference and use the per-game profiles to make the most out of it.
|
||||||
|
|
|
||||||
|
|
@ -21,7 +21,7 @@ More work remains to be done to properly implement these clears in Vulkan, but t
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"Joker, no stealing the screen! (Persona 5 Royal)"
|
"Joker, no stealing the screen! (Persona 5 Royal)"
|
||||||
"./p5bug.png"
|
"./p5bug.png"
|
||||||
"./p5fix.png"
|
"./p5fix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Longtime graphics contributor [Blinkhawk](https://github.com/FernandoS27) [has returned from the dead](https://www.youtube.com/watch?v=sOnqjkJTMaA) to fix games.
|
Longtime graphics contributor [Blinkhawk](https://github.com/FernandoS27) [has returned from the dead](https://www.youtube.com/watch?v=sOnqjkJTMaA) to fix games.
|
||||||
|
|
@ -82,8 +82,8 @@ Grainy textures begone!
|
||||||
|
|
||||||
{{< single-title-imgs-compare
|
{{< single-title-imgs-compare
|
||||||
"ASTC acne, begone! (MONSTER HUNTER RISE)"
|
"ASTC acne, begone! (MONSTER HUNTER RISE)"
|
||||||
"./mhr2bug.png"
|
"./mhr2bug.jpg"
|
||||||
"./mhr2fix.png"
|
"./mhr2fix.jpg"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
byte[] found that while he was debugging graphical issues, yuzu would frequently crash after the merge of `Project Y.F.C.`
|
byte[] found that while he was debugging graphical issues, yuzu would frequently crash after the merge of `Project Y.F.C.`
|
||||||
|
|
@ -168,7 +168,7 @@ Remember when we say that yuzu is faster on Linux? This is a great example of wh
|
||||||
byte[] investigated the log file and stubbed the previously unimplemented calls, {{< gh-hovercard "9032" "CheckFriendListAvailability" >}} and {{< gh-hovercard "9033" "GetCacheStorageSize," >}} allowing `No Man's Sky` to boot.
|
byte[] investigated the log file and stubbed the previously unimplemented calls, {{< gh-hovercard "9032" "CheckFriendListAvailability" >}} and {{< gh-hovercard "9033" "GetCacheStorageSize," >}} allowing `No Man's Sky` to boot.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./nms.png| Still the best screensaver"
|
"./nms.jpg| Still the best screensaver"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
`Bayonetta 3`'s release caused some issues that were tricky to track down.
|
`Bayonetta 3`'s release caused some issues that were tricky to track down.
|
||||||
|
|
@ -180,7 +180,7 @@ Stay tuned for performance optimizations that will benefit this game!
|
||||||
[german77](https://github.com/german77) took part in the fun, {{< gh-hovercard "9149" "stubbing the SetRecordVolumeMuted service," >}} allowing the game to boot.
|
[german77](https://github.com/german77) took part in the fun, {{< gh-hovercard "9149" "stubbing the SetRecordVolumeMuted service," >}} allowing the game to boot.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./bayo.png| Hot protagonists in your area (Bayonetta 3)"
|
"./bayo.jpg| Hot protagonists in your area (Bayonetta 3)"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Another notable release from bunnei this month was the start of the {{< gh-hovercard "9071" "multiprocess project." >}}
|
Another notable release from bunnei this month was the start of the {{< gh-hovercard "9071" "multiprocess project." >}}
|
||||||
|
|
|
||||||
|
|
@ -314,7 +314,7 @@ As a temporary alternative, [Read was just stubbed](https://github.com/yuzu-emu/
|
||||||
For anyone wondering about `Project A.R.T.`, the following image speaks for itself.
|
For anyone wondering about `Project A.R.T.`, the following image speaks for itself.
|
||||||
|
|
||||||
{{< imgs
|
{{< imgs
|
||||||
"./art.png| Xenoblade Chronicles Definitive Edition"
|
"./art.jpg| Xenoblade Chronicles Definitive Edition"
|
||||||
>}}
|
>}}
|
||||||
|
|
||||||
Regarding works in progress, there are more rendering fixes underway, and we’re already starting plans on what to focus on after `A.R.T.` is finished.
|
Regarding works in progress, there are more rendering fixes underway, and we’re already starting plans on what to focus on after `A.R.T.` is finished.
|
||||||
|
|
|
||||||
Loading…
Reference in a new issue