![]() Yep, you’re right! Time to use a compute shader!Īhh, ASTC, most of you know the struggle by now. Uploads and copies, leaving epicboy with the only remaining tool available. There’s a conflict between what the Switch can do with its native NVN API, and what our available graphics APIs (OpenGL and Vulkan) allow.īoth OpenGL and Vulkan are very restrictive regarding MSAA texture A true Eminence in Shadow.Īvid readers may remember that MSAA image uploads hold a weird spot in Switch emulation. The problem is that it was also generating commands as well as consuming them.īy getting rid of this undesired behaviour, the gpu_thread is back to only consuming commands, leaving the road open for more future fixes.Įven from the shadows, epicboy still gifts us a handful of new toys. ![]() The gpu_thread has one job and only one job, to consume its command queue. Okay, enough about pre-rendered 2D frames in sequence, what about real 3D stuff?īehunin is back, optimizing the gpu_thread code. Games such as The Legend of Zelda: Skyward Sword HD will provide much smoother video playback with these changes. While most people don’t have issues with video decoding performance, people running old GPUs, for example AMD Polaris series (RX 400/500 cards), will use their CPU for decoding VP9 videos, as these older cards lack the required hardware decoder. Next, Maide disabled multi-frame decoding, which caused a frame of delay, giving Maide the option to also set the decoder to use all available CPU threads. When it works, this has the added benefit of reducing the time it takes to start playing videos. That is, as long as the compiler notices the optimization and makes use of it. When you find a game that benefits from faster texture downloads, the numbers speak for themselves:īottleneck busters! Other GPU (and video) changesīefore going over the rendering changes in GPU emulation, let’s cover something we haven’t touched in a while: video decoding.įirstly, vonchenplus improved the speed at which video frame data Now this process is done on the GPU and its VRAM, saving CPU cycles and avoiding having to transfer information back to system memory, and giving us access to the vastly superior bandwidth available in a modern GPU’s video memory. Yuzu, in the past, ran everything via the host’s CPU and system memory, with the process of swizzling/unswizzling textures being a primary task. Reduces a ton of overhead by letting the GPU handle texture downloads, improving performance considerably with games that aren’t CPU bottlenecked. Introducing one of the features that was missing from the previous 1.5 release.īlinkhawk implemented host texture download acceleration for the Switch’s DMA engine (or Accelerate DMA for short). 1.75?Īnother month, another Project Y.F.C. We have improvements in the GPU, Kernel, Services, Input, User Interface and Experience, Driver related rants, and more! Project Y.F.C. Hello yuz-ers! This month has seen changes across all aspects of yuzu.
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