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Apply suggestions from code review
Co-authored-by: Schplee <24275329+Schplee@users.noreply.github.com>
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@ -92,11 +92,11 @@ It’s never that simple… but let's try to explain it simply.
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Nintendo Switch games bundle their own individual GPU driver with each game.
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Nintendo Switch games bundle their own individual GPU driver with each game.
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This is done to increase compatibility, you don't need to update every console in the world if a driver version has an issue.
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This is done to increase compatibility, you don't need to update every console in the world if a driver version has an issue.
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For unknown reasons, either the `Hovercraft` emulator or the bundled GPU driver reports Vertex Buffers that are simply too big, especially when compared to what the game actually uses.
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For unknown reasons, either the `Hovercraft` emulator or the bundled GPU driver reports Vertex Buffers that are simply too large, especially when compared to what the game actually uses.
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It could be an issue in the included emulator, or just a driver bug, we can't know, but we need to work around this problem.
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Whether it's an issue in the included emulator or just a driver bug, we can't know for certain, but we do need to work around this problem.
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{{< imgs
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{{< imgs
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"./vb.png| "
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"./vb.png| Erroneous Vertex Buffer size diagram"
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>}}
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>}}
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So, instead of using the insane reported buffer size, byte[] says NO! and {{< gh-hovercard "8205" "uses the backing memory size" >}} instead.
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So, instead of using the insane reported buffer size, byte[] says NO! and {{< gh-hovercard "8205" "uses the backing memory size" >}} instead.
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@ -105,20 +105,20 @@ So, instead of using the insane reported buffer size, byte[] says NO! and {{< gh
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"./sm64.png| It's-a him! (Super Mario 64)"
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"./sm64.png| It's-a him! (Super Mario 64)"
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>}}
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>}}
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Performance on Vulkan is not stellar for now, but you can finally enjoy all 3 of the `Super Mario 3D All-Stars` games on both APIs.
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Performance on Vulkan is not stellar for now, but you can finally enjoy all 3 of the `Super Mario 3D All-Stars` games with both APIs.
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Lastly, [Morph](https://github.com/Morph1984) implemented a fix to {{< gh-hovercard "8135" "keep the web applet open in the foreground" >}}, as the Super Mario 3D All-Stars games require it to operate without crashing a few minutes into gameplay.
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Lastly, [Morph](https://github.com/Morph1984) implemented a fix to {{< gh-hovercard "8135" "keep the web applet open in the foreground" >}}, as the `Super Mario 3D All-Stars` games require it or else they would crash a few minutes into gameplay.
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## General graphical fixes
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## General graphical fixes
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Following up on last month's NVFlinger rewrite, [bunnei](https://github.com/bunnei) continued to track issues and bug reports.
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Following up on last month's NVFlinger rewrite, [bunnei](https://github.com/bunnei) continued to track issues and bug reports.
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He fixed the reported issues and further cleaned up the code to improve code quality.
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He fixed the reported issues and further cleaned up the code to improve code quality.
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{{< gh-hovercard "8137" "Read more about the NVFlinger rewrite here" >}}.
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{{< gh-hovercard "8137" "See the code changes for the NVFlinger rewrite here" >}}.
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`Xenoblade Chronicles 2` and `Hyrule Warriors: Age of Calamity` would experience interesting issues which were caused by the new `GPU Garbage Collector`introduced as part of `Project Y.F.C.`.
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`Xenoblade Chronicles 2` and `Hyrule Warriors: Age of Calamity` would experience interesting issues which were caused by the new `GPU Garbage Collector` introduced as part of `Project Y.F.C.`.
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We talked about those changes back in [January](https://yuzu-emu.org/entry/yuzu-progress-report-jan-2022/#other-graphical-fixes).
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We talked about those changes back in [January](https://yuzu-emu.org/entry/yuzu-progress-report-jan-2022/#other-graphical-fixes).
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As you can see bellow, Xenoblade Chronicles 2 would use exorbitant amounts of VRAM in OpenGL (Vulkan was unaffected):
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As you can see below, `Xenoblade Chronicles 2` would use exorbitant amounts of VRAM in OpenGL (Vulkan was unaffected):
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{{< single-title-imgs-compare
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{{< single-title-imgs-compare
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"Not a great way to test your whole VRAM (Xenoblade Chronicles 2)"
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"Not a great way to test your whole VRAM (Xenoblade Chronicles 2)"
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@ -126,7 +126,7 @@ As you can see bellow, Xenoblade Chronicles 2 would use exorbitant amounts of VR
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"./xc2fix.png"
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"./xc2fix.png"
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>}}
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>}}
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Age of Calamity would display *interesting* graphics at random intervals:
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`Age of Calamity` would display *interesting* graphics at random intervals:
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{{< single-title-imgs-compare
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{{< single-title-imgs-compare
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"This is why you don't blast Caramelldansen too hard (Hyrule Warriors: Age of Calamity)"
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"This is why you don't blast Caramelldansen too hard (Hyrule Warriors: Age of Calamity)"
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@ -137,7 +137,7 @@ Age of Calamity would display *interesting* graphics at random intervals:
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[Blinkhawk](https://github.com/FernandoS27) {{< gh-hovercard "8128" "fixed the regressions" >}} and both games are back in business.
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[Blinkhawk](https://github.com/FernandoS27) {{< gh-hovercard "8128" "fixed the regressions" >}} and both games are back in business.
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Often times in emulation, when you fix one issue, another pops up.
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Often times in emulation, when you fix one issue, another pops up.
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The cropping fix byte[] implemented for `Super Mario 3D All-Stars` had the lovely unintended side-effect of breaking rendering for homebrew apps in Vulkan.
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The cropping fix byte[] implemented for `Super Mario 3D All-Stars` had the lovely unintended side effect of breaking rendering for homebrew apps in Vulkan.
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Thankfully, Morph added the {{< gh-hovercard "8267" "magic line to the code" >}} that solves this regression.
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Thankfully, Morph added the {{< gh-hovercard "8267" "magic line to the code" >}} that solves this regression.
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## Skyline framework: Part 3
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## Skyline framework: Part 3
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@ -145,7 +145,7 @@ Thankfully, Morph added the {{< gh-hovercard "8267" "magic line to the code" >}}
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There has been important progress in getting the [Skyline](https://github.com/skyline-dev/skyline) modding framework working.
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There has been important progress in getting the [Skyline](https://github.com/skyline-dev/skyline) modding framework working.
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[Here are](https://yuzu-emu.org/entry/yuzu-progress-report-nov-2021/#skyline-framework-part-1) the [two links](https://yuzu-emu.org/entry/yuzu-progress-report-dec-2021/#skyline-framework-part-2) if you missed our previous progress reports on the subject.
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[Here are](https://yuzu-emu.org/entry/yuzu-progress-report-nov-2021/#skyline-framework-part-1) the [two links](https://yuzu-emu.org/entry/yuzu-progress-report-dec-2021/#skyline-framework-part-2) if you missed our previous progress reports on the subject.
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[tech-ticks](https://github.com/tech-ticks) has been quite busy {{< gh-hovercard "8171" "giving the finishing touches" >}}.
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[tech-ticks](https://github.com/tech-ticks) has been quite busy {{< gh-hovercard "8171" "working on the finishing touches" >}}.
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The latest changes include:
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The latest changes include:
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- Better `LayeredExeFs` support, which results in easier mod distribution and self-updating capabilities.
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- Better `LayeredExeFs` support, which results in easier mod distribution and self-updating capabilities.
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- Support for the `SO_KEEPALIVE` socket option, which allows the Skyline TCP logger to operate.
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- Support for the `SO_KEEPALIVE` socket option, which allows the Skyline TCP logger to operate.
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