From df922ada1890df69bf0e2a0b7c82ae250e15e910 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mat=C3=ADas=20Locatti?= <42481638+goldenx86@users.noreply.github.com> Date: Thu, 8 Feb 2024 05:50:28 -0300 Subject: [PATCH] Update index.md --- site/content/entry/yuzu-progress-report-jan-2024/index.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/site/content/entry/yuzu-progress-report-jan-2024/index.md b/site/content/entry/yuzu-progress-report-jan-2024/index.md index d026d4da..29daefab 100644 --- a/site/content/entry/yuzu-progress-report-jan-2024/index.md +++ b/site/content/entry/yuzu-progress-report-jan-2024/index.md @@ -217,6 +217,7 @@ These platforms support storage atomics, so by performing a compare-and-swap loo {{< gh-hovercard "12652" "Very enthusiastic walks." >}} + {{< imgs "./mk11.png| Dear god, you don’t need to make the menu low resolution too (Mortal Kombat 11)" >}} @@ -471,6 +472,7 @@ Note that while the image quality is much better than the result from Lossless S This leads to a noticeable frametime inconsistency when a lot of action is happening on screen. We hope AMD adds an option in the future to toggle the sensitivity of this behaviour. {{< youtube v-U7GJYrY64 >}} {{< youtube 8Cbov_uR2Dc >}} + Native 30 FPS vs AFMF generating frames with a 30 FPS base. While a better result than Lossless Scaling at 30 FPS, artifacts are still noticeable in faster movements, especially on vegetation. Scene transitions are clear and there is less shimmering around the player.