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Update index.md
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@ -164,7 +164,7 @@ Thankfully, [gidoly](https://github.com/gidoly) quickly solved it by {{< gh-hove
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While working on these crashes, byte[] changed the behaviour of the Vulkan memory manager to prefer (instead of require) {{< gh-hovercard "10994" "using device local memory" >}} (VRAM) for image memory, which ends up allowing up to 50% of shared memory (system RAM) to be used by the GPU.
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This simple trick makes most Unreal Engine 4 games stable, but it is very likely it has the cost of making VRAM intensive games stutter more often once VRAM gets close to full, for example, when running `The Legend of Zelda: Tears of the Kingdom` on a GPU with 4GB of VRAM or less.
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It’s a high price to pay considering `Tears of the Kingdom` is by far the most played game on yuzu, but we think the huge number of games that benefit from stable gameplay outweighs the latest Zelda stuttering a bit more on low-end hardware.
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It’s a high price to pay considering `Tears of the Kingdom` is by far the most played game on yuzu, but we think the huge number of games that benefit from stable gameplay outweighs the latest Zelda stuttering a bit more on low-end GPUs with dedicated VRAM.
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What better way to prove that statement than by continuing to write about `The Legend of Zelda: Tears of the Kingdom`!
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Ever since its release, the modding community has been working tirelessly to improve the rendering quality of the game.
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