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Matías Locatti 2023-06-11 15:32:45 -03:00 committed by GitHub
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@ -476,7 +476,7 @@ In fact, nowadays there are 4 VSync options commonly supported by GPU drivers:
Mailbox is the obvious recommendation for most games, so of course only NVIDIA on Windows, Mesa on Linux, and Android drivers offer support for it. Mailbox is the obvious recommendation for most games, so of course only NVIDIA on Windows, Mesa on Linux, and Android drivers offer support for it.
{{< imgs {{< imgs
"./VSync.png| Android has no tolerance for tearing." "./vsync.png| Android has no tolerance for tearing."
>}} >}}
Per your writers ~~begging~~ request, [toastUnlimited](https://github.com/lat9nq) updated the old VSync toggle in Graphics, Advanced, for a {{< gh-hovercard "10125" "proper drop list" >}} mentioning all available Vulkan options. Per your writers ~~begging~~ request, [toastUnlimited](https://github.com/lat9nq) updated the old VSync toggle in Graphics, Advanced, for a {{< gh-hovercard "10125" "proper drop list" >}} mentioning all available Vulkan options.
@ -513,18 +513,10 @@ Some tweaks by the hawk, and the Kong army is back in action.
"./dk.png| Quicksands no more! (Donkey Kong Country: Tropical Freeze)" "./dk.png| Quicksands no more! (Donkey Kong Country: Tropical Freeze)"
>}} >}}
The buffer cache, responsible for storing information for the GPU to process at the right time. yuzu's buffer cache is responsible for storing most forms of arbitrary data for the GPU to process.
The buffer can be modified by either the GPU or the CPU, so yuzu would set the buffer to either one, then wait for the other type, when in reality, {{< gh-hovercard "10216" "checking for one state" >}} before setting to the other would make much more sense. Buffers can be modified by either the GPU or the CPU, so yuzu would track the buffer to one type of modification, then wait for the other type of modification to synchronize the data. But in reality, {{< gh-hovercard "10216" "performing the synchronization" >}} before tracking the modification would make much more sense.
Maide noticed this discrepancy and set out to correct it, streamlining the code. Maide noticed this discrepancy and set out to correct it, streamlining the code.
Another mishap in the buffer cache affected rendering in `Dokapon Kingdom Connect`.
{{< single-title-imgs
"Theres still some room for improvement! (Dokapon Kingdom Connect)"
"./dkgbug.mp4"
"./dkgfix.mp4"
>}}
Since the old code would track buffers globally, some draws would end up ignoring channel swaps, leading to leftover values from the wrong channel getting bound in uniform buffers. Since the old code would track buffers globally, some draws would end up ignoring channel swaps, leading to leftover values from the wrong channel getting bound in uniform buffers.
If instead we {{< gh-hovercard "10469" "move buffer bindings" >}} to be channel specific, the issue is solved. If instead we {{< gh-hovercard "10469" "move buffer bindings" >}} to be channel specific, the issue is solved.
This fix should affect more games using multiple 3D channels too. This fix should affect more games using multiple 3D channels too.