diff --git a/site/content/entry/yuzu-progress-report-jan-2024/index.md b/site/content/entry/yuzu-progress-report-jan-2024/index.md index 29daefab..cf1b9d1c 100644 --- a/site/content/entry/yuzu-progress-report-jan-2024/index.md +++ b/site/content/entry/yuzu-progress-report-jan-2024/index.md @@ -429,12 +429,12 @@ Due to upload size and bandwidth limitations from your writer’s ISP, we're usi {{< youtube v-U7GJYrY64 >}} {{< youtube XNBTxr6HBlA >}} -Native 30 FPS vs Lossless Scalling generating frames with a 30 FPS base. +Native 30 FPS vs Lossless Scaling generating frames with a 30 FPS base. You can see with so little information, artifacts are common. Lossless Scaling doesn’t handle scene transitions. {{< youtube CG_e5yOnd9E >}} {{< youtube UpvdLJUtEis >}} -Native 60 FPS vs Lossless Scalling generating frames with a 60 FPS base. +Native 60 FPS vs Lossless Scaling generating frames with a 60 FPS base. With more information to play with, Lossless Scaling does a better job. Scene transitions are still an issue. While the quality is not perfect, it’s a simple and harmless way of improving the experience on any hardware–especially on ~~ugly~~ 30 FPS games like the Pokémon series, or cinematic experiences like the Xenoblade saga. No double standards here.