October 2019 Patreon Preview Release! (Patreon)
Published:
2019-10-07 23:21:32
Edited:
2019-12-03 22:32:40
Imported:
2020-05
Downloads
Content
NOTE: This release is now considered outdated. Patreon subscribers should download newer releases through the installer using the Early Access release channel.
Hey there yuz-ers! Curious about what we have in store for you? It's the October Patreon preview release! This build showcases the new game in town, The Legend of Zelda: Link's Awakening, in yuzu! Hop right in to find out more.
Learn more about the new features of this release on our website!
Changelog
- Implemented a new Fair Cycle Core Timer in order to spread work evenly on the four emulated cores.
- Improved the New Scheduler even further, by fixing bugs and implementing Thread Pre-emption. These improvements to the scheduler have improved performance in games like Fire Emblem:3 Houses, Hyrule Warriors and Resident Evil 4.
- Implemented fast BRX and fixed TXQ. This fixes graphics in Crash Team Racing & The Legend of Zelda: Link’s Awakening, and also makes shaders a lot easier to be read by AMD and Intel drivers.
- Reworked shader cache system to support fast BRX and TXQ fixes.
- #2877 - Implemented REV5 Audio’s frame count.
- #2873 - Implemented ioctl2 & ioctl3 interfaces in NVDRV (Nvidia Services).
- #2912 - Fixes and Improvements to Asynchronous GPU
- #2891 - Implemented RGBX16F Format which is used by Rocket League to render graphics.
- #2870 - Implemented a MME draw calls in-liner which accumulates draw calls from the Macro Interpreter Engine (MME) and sends them as a single unified draw call, thus improving performance significantly in some titles.
- #2869, #2878, and #2855 - Implemented shader instructions: SULD, ICMP, SHFL(Nvidia only) and SUATOM.
- #2872 - Fixed memory mapping so that it won’t call GPU flushing unnecessarily anymore.
- #2868 - Fixed mipmap filtering.
- #2833 - Fixed stencil testing.
- #2914 - Corrected Fermi2D to work within crop areas in order to avoid issues in Vulkan.
- #2917 - Added deduction method for blits which helps figure if a blit is on depth textures. This avoids using the fall-back method of buffer copy.
As always, we are thankful to all our 450+ patrons for their continued support. We will keep working diligently to bring you many more improvements, so that you can keep enjoying your favourite games on yuzu.
Until next time, keep playing on yuzu!
- yuzu development team