From ec1122983020f66b74951d7080558b1cfc6d001f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mat=C3=ADas=20Locatti?= <42481638+goldenx86@users.noreply.github.com> Date: Sat, 10 Jun 2023 23:02:04 -0300 Subject: [PATCH] Apply suggestions from code review Co-authored-by: liamwhite --- site/content/entry/yuzu-progress-report-may-2023/index.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/site/content/entry/yuzu-progress-report-may-2023/index.md b/site/content/entry/yuzu-progress-report-may-2023/index.md index 4e257b54..00c92461 100644 --- a/site/content/entry/yuzu-progress-report-may-2023/index.md +++ b/site/content/entry/yuzu-progress-report-may-2023/index.md @@ -809,9 +809,9 @@ Well, it turns out that, for unknown reasons, `Tears of the Kingdom` requires ov We’re testing a Float64 to Float32 shader conversion to solve the problem. For now, Mainline Intel users will have to get a save past the intro cutscene, or use OpenGL, as the OpenGL spec dictates that Float64 must be supported one way or another, even if it is via software emulation. -The results speak for themselves, the game is playable at mostly consistent 30 FPS with an i5 1240P running an Iris Xe iGPU if you stick to handheld rendering, showing better performance than AMD's Vega iGPUs. +Currently, the game is playable at a mostly-consistent 30 FPS with an i5 1240P running an Iris Xe iGPU (if you stick to handheld rendering), and shows better performance than AMD's Vega iGPUs. -For those interested in what's the experience with desktop products, here is footage captured with an Arc A770 16GB: +For those interested in the experience with desktop products, here is footage captured with an Arc A770 16GB: {{< imgs "./totk.mp4| Arc is viable! (The Legend of Zelda: Tears of the Kingdom)"