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Hey Patrons – Great News! Continuing our journey to be the very best (like no one ever was), developers ogniK and bunnei have worked together to fix softlocking issues in several prominent games. These include, but are likely not limited to: Pokémon Sword and Shield (softlock after Leon championship battle is fixed), Pokémon Let's Go Pikachu and Eevee (opening video softlock has been fixed) and The Legend of Zelda Links Awakening (a softlock during the games intro video is fixed). 

In our continuing effort to improve game compatibility, and thanks to ogniK implementing "FlushAudioOutBuffers", Devil May Cry, Devil May Cry 2 & Devil May Cry 3 Special Edition no longer crash on boot and can now also be considered playable

Furthermore, by implementing the remaining services required for Stereo Vision, yuzu now allows VR modes to work in Super Mario Odyssey and The Legend of Zelda Breath of the Wild. It should be noted that since tablet motion input is currently not implemented, these modes are not yet 100% functional.

Work on existing implementations has continued at a steady pace. This includes more improvements to our recent Buffer Cache Rewrite. Rodrigo has been hard at work optimizing and fixing any reported issues, as well as solving some long standing emulation problems. One such problem manifested in Cadence of Hyrule: Crypt of the NecroDancer featuring The Legend of Zelda. Thanks to recent changes, he has reduced GPU usage by up to 80%, solving issues with performance and input latency for this title.

Moving back to the topic of softlocks, Animal Crossing New Horizons has also seen its major issues fixed in our latest Early Access builds. This includes random crashes or softlocks when transitioning between areas, using ATMs and using the in game camera. 

These fixes and features are available to our Patrons in the latest Early Access builds of yuzu.

We have much more to share in the coming weeks, including drastic changes to the stability of our Vulkan backend, so keep your eyes peeled for more updates and sneak peeks.

As a final note, we again want to thank each and every one of you for your continued support! Without it, spending weeks debugging these issues would not be possible.

- The yuzu development team

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Comments

Anonymous

great! thanks for your work! can you guys comment on a future reintroduction of the much needed internal scaling feature at least for nvidia users? thanks a lot :)

Anonymous

All this is great and all, but are you guys aware that some games, including Pokémon Sword/Shield and Let's Go have significant frame drops since, I suspect, the implementation of BCR? In Sword/Shield the frame drop for me is about 50%, making it from playable to almost unplayable. Are you doing something about it? And if that itself is not enough, loading shaders take significantly more time then ever before. For example, in Shield, where I have a little over 5000 shaders, the loading takes as much as 15 minutes. That's totally unacceptable!

Anonymous

"That's totally unacceptable!" - Love it. SHUT IT DOWN PEOPLE, the WIP is unacceptable. lol In more reasonable commenting - Thanks for the update and glad to see some issues resolved on the compatibility side of things.

Quinton Ashley

4k native resolution when?

Anonymous

So, you think 15 minutes loading time only to find out the game is unplayable anyway due to low framerates caused, most likely, by a feature that should actually improve performance is acceptable? Even to the point that it is OK to ridicule the one who pointed this problem out? OK then. Do as you please. Too bad there's no report button, because otherwise, I would gladly reported you for your stupid post!

Anonymous

High GPU accuracy really did help with the speed. Now it's almost to where it was before, though I still see a stutter here and there, but nothing really that bad and it may be because I have opened Chrome ATM. Assembly shaders, however, seemed to be broken for me, because even though I am turning it on almost every time I launch Yuzu, it will be turned off the next time I launch it :-( But it seems the latest version fixed that issue and it seems to stay enabled. Wish me luck with this ;-)

Anonymous

Good stuff, I had similar issues on the new buffer cache rewrite, but swapping to high GPU solved pretty much all of them!

Wolfipoo

I'm guessing whenever the games run decently well on a multitude of mid-range Intel and AMD computers, cause it wouldn't make much sense to have the game looking amazing if it's suffering frame drops, crashes, and soft-locks to say a few. Give them time and they'll definitely give you an amazing experience!