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Flam suggestions continued
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -5,7 +5,7 @@ author = "GoldenX86"
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forum = 0
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Glad to be with you here, yuz-ers! August was a month packed with progress. A plethora of graphical changes, kernel and file system improvements, and more work pumped into network emulation. Next slide, please!
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Welcome back, yuz-ers! August was a month packed with progress. A plethora of graphical changes, kernel and file system improvements, and more work pumped into network emulation. Next slide, please!
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<!--more-->
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@ -17,8 +17,8 @@ While `Xenoblade Chronicles 3` did technically work on release day in yuzu, it t
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The first of these, mentioned last month, was a fix for yuzu's shader recompiler.
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yuzu does not use a GLSL compiler to generate SPIR-V, the Vulkan shader language.
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Instead, it generates SPIR-V directly, which is much faster, but has more potential for error.
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In this case, the shader recompiler failed to declare some variables in the SPIR-V, and left references to them as null, causing the shaders to crash the driver when compiling.
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[Maide](https://github.com/Kelebek1) and [byte[]](https://github.com/liamwhite) {{< gh-hovercard "8667" "quickly found and fixed the problem" >}}, allowing the game to run in Vulkan on release day.
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In this case, the shader recompiler failed to declare some variables in the SPIR-V shaders, and left references to them as null, causing the shaders to crash the driver when compiling.
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[Maide](https://github.com/Kelebek1) and [byte[]](https://github.com/liamwhite) {{< gh-hovercard "8667" "quickly found and fixed the problem," >}} allowing the game to run in Vulkan on release day.
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{{< imgs
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"./wotah.png| Wotah! (Xenoblade Chronicles 3)"
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