From f1853508ce685e5322514d39398c17b2f70601ae 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 20:20:29 -0300 Subject: [PATCH] Update index.md --- .../entry/yuzu-progress-report-may-2023/index.md | 11 +++++++++-- 1 file changed, 9 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 b2e850e9..03fb3457 100644 --- a/site/content/entry/yuzu-progress-report-may-2023/index.md +++ b/site/content/entry/yuzu-progress-report-may-2023/index.md @@ -792,8 +792,8 @@ Affected users will have to wait to see if future driver updates solve this. After the… peculiar [discussion](https://github.com/IGCIT/Intel-GPU-Community-Issue-Tracker-IGCIT/issues/159) we had with Intel regarding their drivers and how they handle bug reports, we are happy to announce the [latest public beta driver](https://www.intel.com/content/www/us/en/download/729157/intel-arc-iris-xe-graphics-beta-windows.html) solves the SPIR-V issues we reported seven months ago! We strongly recommend Intel Windows users to update to this driver to improve stability with most games. -Sadly, fixing this issue showed us two areas where yuzu is at fault. -But luckily, both issues have fixes in testing in the, at the time of writing, latest Early Access release. If everything goes according to plan, they should hit Mainline in a few days. Stay tuned. +Sadly, or luckily, fixing this issue showed us two areas where yuzu is at fault. +Both issues have fixes in testing in the, at the time of writing, latest Early Access release. If everything goes according to plan, they should hit Mainline in a few days. Stay tuned. First problem is in yuzu's code. Some compute shaders have barriers in places that result in generating invalid SPIR-V code, and while NVIDIA and AMD have no problem with it, Intel is following the Vulkan specification much more closely and doesn’t like the result, leading to crashes. @@ -809,6 +809,13 @@ Well, it turns out that, for some Goddess forsaken reason, `Tears of the Kingdom 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. +Here is footage captured with an Arc A770 16GB: + +{{< imgs + "./totk.mp4| Arc is viable! (The Legend of Zelda: Tears of the Kingdom)" + >}} + ## Future projects We don’t have much to announce for now regarding ongoing projects—we were very busy with `Tears of the Kingdom` and the Android release!