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.
Changelog
Since the last Patreon release, we’ve made great progress in the OS emulation and GPU emulation areas.
While some of the changes listed below are already in master or tagged for Canary, some are being released as early access to the patrons, with this build.
OS Emulation (OS HLE)
Public Changes
-
#2877 - Implemented REV5 Audio
’s frame count.
-
#2873 - Implemented ioctl2
& ioctl3
interfaces in NVDRV
(Nvidia Services).
-
#2912 - Fixes and Improvements to Asynchronous GPU:
- New games boot with
Async
- Fire Emblem: 3 Houses, Cadence of Hyrule, and Pokkén Tournament.
- Fixed the issue where games would suddenly slowdown and report wrong framerates.
- Fixed the issue where some games would surpass frame limiting.
- Fixed the issue where dynamic resolution re-scaler would trigger in Super Mario Odyssey with full-speed and wouldn’t trigger heavily for under-speed games.
- Removed artificial fence which limited
Async
to 9 ms
.
Now Async
will be limited by the game and this gives performance boosts in many graphic intensive games.
Patreon Changes
- 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.
It also has allowed Astral Chain and other games to boot (Not fully playable yet!).
Astral Chain
Fire Emblem: Three Houses
Resident Evil 4
GPU Emulation
Public Changes
- #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.
Patreon Changes
- 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.
The Legend of Zelda: Link's Awakening
The Legend of Zelda: Link’s Awakening currently needs a few things to work:
- a save file, to skip the initial movie.
- set your controller settings to
Custom > Docked > Pro Controller
.
- And
Async
needs to be OFF
.
A save file is being linked here for users’ convenience -->
Click here to Download
Because of the reworked shader cache system, all previously generated shader caches are no longer valid
.
Users will have to regenerate their shader caches for all games.
Screenshots
Here are some more screenshots from The Legend of Zelda: Link’s Awakening, just for you.
Et al.
Please remember that the early access features are still being worked on, so if you encounter any bugs or have any feedback, please don’t hesitate to share it with us in our patreon channels on our Discord server.
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!
If you’d like to try out this preview release, please head on over to our Patreon to get access!
Thank you again for your support!