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" title = "yuzu Patreon Release October 2019"
author = "CaptV0rt3x" author = "CaptV0rt3x"
forum = 150506 forum = 150506
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Heya ***yuz-ers***! Hey there ***yuz-ers***!
Wanna know what we have in store for you? Curious about what we have in store for you?
The October Patreon preview release! It's the October Patreon preview release!
This build showcases the new game in town, **The Legend of Zelda: Link's Awakening**! This build showcases the new game in town, **The Legend of Zelda: Link's Awakening**, in yuzu!
Hop right in, to know more. Hop right in to find out more.
<!--more--> <!--more-->
## Changelog ## 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). - [#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: - [#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 games would suddenly slowdown and report wrong framerates.
* Fixed the issue where some games would surpass frame limiting. * 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. * 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 9ms. * 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. Now `Async` will be limited by the game and this gives performance boosts in many graphic intensive games.
&nbsp;
`Patreon Changes` `Patreon Changes`
- Implemented a new `Fair Cycle Core Timer` in order to spread work evenly on the four emulated cores. - 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. - 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**. 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!***). It also has allowed **Astral Chain** and other games to boot (***Not fully playable yet!***).
{{< imgs {{< imgs
"./AC 1.png| Astral Chain" "./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` `Public Changes`
- [#2891](https://github.com/yuzu-emu/yuzu/pull/2891) - Implemented `RGBX16F Format` which is used by **Rocket League** to render Graphics. - [#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. - [#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`. - [#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`.
- [#2872](https://github.com/yuzu-emu/yuzu/pull/2872) - Fixed memory mapping so that it won't call GPU flushing unnecessarily anymore.
- `Fix` - 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. - [#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. - [#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. - [#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. This avoids using the fall-back method of buffer copy.
&nbsp;
`Patreon Changes` `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. 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 {{< single-title-imgs
"The Legend of Zelda: Link's Awakening" "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> A save file is being linked here for users' convenience `-->` <a href="./savedata1.bin">Click here to Download</a>
{{</ message >}} {{</ 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> 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.** **Users will have to regenerate their shader caches for all games.**
{{</ message >}} {{</ message >}}