Addressed reviews

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CaptV0rt3x 2019-10-08 03:07:48 +05:30
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date = "2019-10-07T23:48:00+05:30"
date = "2019-10-08T04:00:00+05:30"
title = "yuzu Patreon Release October 2019"
author = "CaptV0rt3x"
forum = 150506
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Heya ***yuz-ers***!
Wanna know what we have in store for you?
The October Patreon preview release!
This build showcases the new game in town, **The Legend of Zelda: Link's Awakening**!
Hop right in, to know more.
Hey there ***yuz-ers***!
Curious about what we have in store for you?
It's the October Patreon preview release!
This build showcases the new game in town, **The Legend of Zelda: Link's Awakening**, in yuzu!
Hop right in to find out more.
<!--more-->
## Changelog
@ -25,20 +25,19 @@ While some of the changes listed below are already in master or tagged for Canar
- [#2873](https://github.com/yuzu-emu/yuzu/pull/2873) - Implemented `ioctl2` & `ioctl3` interfaces in `NVDRV` (Nvidia Services).
- [#2912](https://github.com/yuzu-emu/yuzu/pull/2912) - Fixes and Improvements to Asynchronous GPU:
* New games boot with `Async` - Fire Emblem: 3 Houses, Cadence of Hyrule, and Pokken Tournament.
* New games boot with `Async` - **Fire Emblem: 3 Houses**, **Cadence of Hyrule**, and **Pokkén Tournament**.
* Fixed the issue where games would suddenly slowdown and report wrong framerates.
* Fixed the issue where some games would surpass frame limiting.
* Fixed the issue where dynamic resolution re-scaler would trigger in **Super Mario Odyssey** with full-speed and won't trigger heavily for under-speed games.
* Removed artificial fence which limited `Async` to 9ms.
* Fixed the issue where dynamic resolution re-scaler would trigger in **Super Mario Odyssey** with full-speed and wouldn't trigger heavily for under-speed games.
* Removed artificial fence which limited `Async` to `9 ms`.
Now `Async` will be limited by the game and this gives performance boosts in many graphic intensive games.
&nbsp;
`Patreon Changes`
- Implemented a new `Fair Cycle Core Timer` in order to spread work evenly on the four emulated cores.
- Improved the `New Scheduler` even further, by fixing bugs and implementing Thread Pre-emption.
These improvements to the scheduler have improved performance in games like **Fire Emblem:3 Houses**, **Hyrule Warriors** and **Resident Evil 4**.
It also has allowed Astral Chain and other games to boot (***Not fully playable yet!***).
- Improved the `New Scheduler` even further, by fixing bugs and implementing `Thread Pre-emption`.
These improvements to the scheduler have improved performance in games like **Fire Emblem:3 Houses**, **Hyrule Warriors** and **Resident Evil 4**. <br>
It also has allowed **Astral Chain** and other games to boot (***Not fully playable yet!***).
{{< imgs
"./AC 1.png| Astral Chain"
@ -62,23 +61,21 @@ While some of the changes listed below are already in master or tagged for Canar
`Public Changes`
- [#2891](https://github.com/yuzu-emu/yuzu/pull/2891) - Implemented `RGBX16F Format` which is used by **Rocket League** to render Graphics.
- [#2870](https://github.com/yuzu-emu/yuzu/pull/2870) - Implemented an `MME Draw calls inliner` which unifies instances draw calls into many a single draw call, improving performance significantly in some titles.
- [#2891](https://github.com/yuzu-emu/yuzu/pull/2891) - Implemented `RGBX16F Format` which is used by **Rocket League** to render graphics.
- [#2870](https://github.com/yuzu-emu/yuzu/pull/2870) - Implemented a `MME draw calls in-liner` which accumulates draw calls from the Macro Interpreter Engine (MME) and sends them as a single unified draw call, thus improving performance significantly in some titles.
- [#2869](https://github.com/yuzu-emu/yuzu/pull/2869), [#2878](https://github.com/yuzu-emu/yuzu/pull/2878), and [#2855](https://github.com/yuzu-emu/yuzu/pull/2855) - Implemented shader instructions: `SULD`, `ICMP`, `SHFL`(Nvidia only) and `SUATOM`.
- `Fix` - Fixed Memory mapping so that it won't call GPU flushing unnecessarily anymore.
- [#2872](https://github.com/yuzu-emu/yuzu/pull/2872) - Fixed memory mapping so that it won't call GPU flushing unnecessarily anymore.
- [#2868](https://github.com/yuzu-emu/yuzu/pull/2868) - Fixed mipmap filtering.
- [#2833](https://github.com/yuzu-emu/yuzu/pull/2833) - Fixed Stencil testing.
- [#2833](https://github.com/yuzu-emu/yuzu/pull/2833) - Fixed stencil testing.
- [#2914](https://github.com/yuzu-emu/yuzu/pull/2914) - Corrected `Fermi2D` to work within crop areas in order to avoid issues in Vulkan.
- [#2917](https://github.com/yuzu-emu/yuzu/pull/2917) - Added deduction method for `blits` which helps figure if a `blit` is on depth textures.
This avoids using the fall-back method of buffer copy.
&nbsp;
`Patreon Changes`
- Implemented `fast BRX` (aka evil shaders) and fixed `TXQ`.
- Implemented `fast BRX` and fixed `TXQ`.
This fixes graphics in **Crash Team Racing** & **The Legend of Zelda: Link's Awakening**, and also makes shaders a lot easier to be read by AMD and Intel drivers.
- Reworked Shader Cache system to support `fast BRX` and `TXQ` fixes.
- Reworked shader cache system to support `fast BRX` and `TXQ` fixes.
{{< single-title-imgs
"The Legend of Zelda: Link's Awakening"
@ -97,7 +94,7 @@ This fixes graphics in **Crash Team Racing** & **The Legend of Zelda: Link's Awa
A save file is being linked here for users' convenience `-->` <a href="./savedata1.bin">Click here to Download</a>
{{</ message >}}
{{< message "Shader Caches need to be regenerated!!" >}}
{{< message "Shader caches need to be regenerated!!" >}}
Because of the reworked shader cache system, all previously generated shader caches are `no longer valid`.<br>
**Users will have to regenerate their shader caches for all games.**
{{</ message >}}