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Flam changes round 3
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -18,7 +18,7 @@ Past the last 472.XX drivers, NVIDIA removed support for Windows versions prior
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Additionally, OpenGL GLSL and Vulkan rendering were affected, with GLSL becoming virtually unusable and Vulkan exhibiting minor glitches.
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While NVIDIA works to resolve the issues, and we work on alternatives to mitigate the problems, we've configured
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[NVIDIA GPUs on affected drivers to only use GLASM when OpenGL is selected.](https://github.com/yuzu-emu/yuzu/pull/7243). This seems to workaround most of the GLSL errors we've been seeing on these latest drives.
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[NVIDIA GPUs on affected drivers to only use GLASM when OpenGL is selected](https://github.com/yuzu-emu/yuzu/pull/7243). This seems to workaround most of the GLSL errors we've been seeing on these latest drives.
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Thanks to [toastUnlimited](https://github.com/lat9nq) for the quick update.
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GLSL will still be available for version 472.XX and older drivers.
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@ -59,7 +59,7 @@ All new options can be found in `Emulation > Configure… > Graphics`
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>}}
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Starting with `Resolution`, this option is the Scaling Multiplier being used. It will double the width and height of whatever resolution the game is rendering at.
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At the moment we offer two upsampling multipliers: `0.5X` and `0.75X`, and five downsampling multipliers: `2X`, `3X`, `4X`, `5X`, and `6X`.
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At the moment, we offer two upsampling multipliers: `0.5X` and `0.75X`, and five downsampling multipliers: `2X`, `3X`, `4X`, `5X`, and `6X`.
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Here's an example, `Super Mario Odyssey` displays a 1920x1080 frame in docked mode but actually renders at 1600x900, and at 1280x720 in undocked mode.
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Applying a 2X resolution to Super Mario Odyssey gives us a rendering resolution of 3200x1800 in docked mode and 2560x1440 in undocked mode.
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@ -94,7 +94,7 @@ Let’s move on to the second option, `Window Adapting Filter`.
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When using a display with a different native resolution than your rendering resolution, you need some way of deciding which pixels will be shown in the final image. Filters are used for that!
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At the moment yuzu offers 6 filtering options, each recommended for different scenarios, and with different performance costs. We plan to expand this section in the future,
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Currently, yuzu offers 6 filtering options, each recommended for different scenarios, and with different performance costs. We plan to expand this section in the future,
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adding sliders to let users customize the filters to their own tastes.
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And yes, on GPU limited scenarios, the filter in use can affect framerate.
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@ -159,7 +159,7 @@ It is NOT recommended for downsampling, as the output resolution is used as part
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If the user tries FSR while downsampling, they ***will be reducing image quality*** and will end up only seeing the sharpening aspect of the filter, negating any advantage of
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increasing the rendering resolution while getting the full performance cost of it.
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increasing the rendering resolution while incurring the full performance cost of it.
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{{< single-title-imgs-compare
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"The Legend of Zelda: Link's Awakening (2X Bilinear Vs. 2X FSR on a 1080p display)"
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@ -237,7 +237,7 @@ While Blinkhawk was working on `Project A.R.T`, he also [doubled the counter of
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yuzu uses these counters to keep track of the number of GPU objects stored in a cache within a CPU page.
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Previously, this counter would account for pages whose addresses were up to a size of 38 bits.
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Some games, however, can use memory addresses of 39 bits of size.
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Some games, however, can use memory addresses of up 39 bits.
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By doubling the counter, the rasterizer can effectively keep track of these addresses now, allowing certain games that did not work with the old counter to boot, such as
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`Final Fantasy X`.
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@ -372,7 +372,7 @@ performance on Vega and newer GPU series, and using the CPU to render could be b
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- `GPU Video Decoding` means actually using the GPU's decoding capabilities to process videos. This is considerably faster than CPU decoding and is the default option. If a video
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format is not compatible with the user’s GPU, yuzu’s NVDEC emulation will automatically fallback to CPU decoding.
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For some time we were wondering why the Switch had an open spot in its language selection.
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For some time, we were wondering why the Switch had an open spot in its language selection.
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Turns out, with the release of `Mario Party Superstars`, Nintendo added support for Brazilian Portuguese!
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Morph [rushed to add support for it in yuzu](https://github.com/yuzu-emu/yuzu/pull/7244).
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Our game language selection menu can be found at `Emulation > Configure… > System > System > Language`.
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