diff --git a/site/content/entry/first-games-are-running/banner.png b/site/content/entry/first-games-are-running/banner.png index 716b635..c58661a 100644 Binary files a/site/content/entry/first-games-are-running/banner.png and b/site/content/entry/first-games-are-running/banner.png differ diff --git a/site/content/entry/first-games-are-running/img1.png b/site/content/entry/first-games-are-running/img1.png index 9593a01..ab2d586 100644 Binary files a/site/content/entry/first-games-are-running/img1.png and b/site/content/entry/first-games-are-running/img1.png differ diff --git a/site/content/entry/first-games-are-running/img2.png b/site/content/entry/first-games-are-running/img2.png index de5ead3..4c63536 100644 Binary files a/site/content/entry/first-games-are-running/img2.png and b/site/content/entry/first-games-are-running/img2.png differ diff --git a/site/content/entry/first-games-are-running/img3.png b/site/content/entry/first-games-are-running/img3.png index 68ba4a0..a0ec9ac 100644 Binary files a/site/content/entry/first-games-are-running/img3.png and b/site/content/entry/first-games-are-running/img3.png differ diff --git a/site/content/entry/first-games-are-running/img4.png b/site/content/entry/first-games-are-running/img4.png index e998ca2..47c8f16 100644 Binary files a/site/content/entry/first-games-are-running/img4.png and b/site/content/entry/first-games-are-running/img4.png differ diff --git a/site/content/entry/first-games-are-running/index.md b/site/content/entry/first-games-are-running/index.md index 63153ec..97b0cb0 100644 --- a/site/content/entry/first-games-are-running/index.md +++ b/site/content/entry/first-games-are-running/index.md @@ -12,7 +12,7 @@ A major milestone in yuzu has been reached, as it can now boot a handful of the {{< youtube 1VzyIHMTA2Q >}} -These changes are now available in the latest [yuzu canary builds](https://yuzu-mirror.github.io/downloads/)! +These changes are now available in the latest [yuzu canary builds](https://yuzu-emu.org/downloads/)! 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a/site/content/entry/ldn-is-here/index.md +++ b/site/content/entry/ldn-is-here/index.md @@ -47,7 +47,7 @@ We will be working to polish this feature and make this available to the Mainlin

If you're using the yuzu installer, you'll automatically be updated to the latest build.
-If you're not using the yuzu installer, please download it from our Download page.
+If you're not using the yuzu installer, please download it from our Download page.

We highly recommend using our installer to always stay up to date on both Mainline and Early Access builds.

@@ -97,7 +97,7 @@ Please respect the `Preferred Game` listed in publicly hosted rooms, as even unr You can use these rooms for LAN mode games as well — instead of ZeroTier or Hamachi.

-Please visit [our multiplayer guide](https://yuzu-mirror.github.io/help/feature/multiplayer/) for further help with Hosting, Port Forwarding, Authentication, and Moderation of your publicly hosted rooms. +Please visit [our multiplayer guide](https://yuzu-emu.org/help/feature/multiplayer/) for further help with Hosting, Port Forwarding, Authentication, and Moderation of your publicly hosted rooms. ## Development diff --git a/site/content/entry/ldn-is-here/kirby_dream_buffet.png b/site/content/entry/ldn-is-here/kirby_dream_buffet.png index d71a870..82c61be 100644 Binary files a/site/content/entry/ldn-is-here/kirby_dream_buffet.png and b/site/content/entry/ldn-is-here/kirby_dream_buffet.png differ diff --git a/site/content/entry/ldn-is-here/lm3_1.png b/site/content/entry/ldn-is-here/lm3_1.png index 4c663ba..359a08b 100644 Binary files a/site/content/entry/ldn-is-here/lm3_1.png and b/site/content/entry/ldn-is-here/lm3_1.png differ diff --git a/site/content/entry/ldn-is-here/lm3_2.png 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a/site/content/entry/yuzu-android/index.md b/site/content/entry/yuzu-android/index.md index 2e34c58..ea0bca6 100644 --- a/site/content/entry/yuzu-android/index.md +++ b/site/content/entry/yuzu-android/index.md @@ -278,7 +278,7 @@ The Button and Stick placements can be adjusted here as well. # Setup guide -If you need help setting up yuzu, our [Quickstart Guide](https://yuzu-mirror.github.io/help/quickstart/) will provide all the steps required to get up and running. +If you need help setting up yuzu, our [Quickstart Guide](https://yuzu-emu.org/help/quickstart/) will provide all the steps required to get up and running. All the same requirements apply, including having a PC and the mandatory hacked Nintendo Switch. 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b/site/content/entry/yuzu-applet-overlays/error_white.png differ diff --git a/site/content/entry/yuzu-applet-overlays/index.md b/site/content/entry/yuzu-applet-overlays/index.md index 289c3d1..23a866c 100644 --- a/site/content/entry/yuzu-applet-overlays/index.md +++ b/site/content/entry/yuzu-applet-overlays/index.md @@ -97,7 +97,7 @@ The error applet is used by games to crash and report back error codes to the us # Fin -Both the new keyboard applet and the controller friendly error applet are now available in the [latest Early Access build](https://yuzu-mirror.github.io/help/early-access/). +Both the new keyboard applet and the controller friendly error applet are now available in the [latest Early Access build](https://yuzu-emu.org/help/early-access/). Since these are currently still under development, we would like to hear more about your experiences and any bugs/issues you might encounter. Please don't hesitate to reach out to us on our Discord server's Patreon support channels to report any findings. That's all we have for today but, we're sure to be back with more exciting news soon! diff --git a/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_dark.png b/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_dark.png index fb15bdf..872d87a 100644 Binary files a/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_dark.png and b/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_dark.png differ diff --git a/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_midnight.png b/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_midnight.png index 38df687..64ecab2 100644 Binary files a/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_midnight.png and b/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_midnight.png differ diff --git a/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_white.png b/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_white.png index 1804ec5..71a07b6 100644 Binary files a/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_white.png and b/site/content/entry/yuzu-applet-overlays/osk_ssbu_line_white.png differ diff --git a/site/content/entry/yuzu-applet-overlays/summary.png b/site/content/entry/yuzu-applet-overlays/summary.png index 3aa0f35..afba96a 100644 Binary files a/site/content/entry/yuzu-applet-overlays/summary.png and b/site/content/entry/yuzu-applet-overlays/summary.png differ diff --git a/site/content/entry/yuzu-applet-overlays/swkbd_old.png b/site/content/entry/yuzu-applet-overlays/swkbd_old.png index 00f292d..f51f72a 100644 Binary files a/site/content/entry/yuzu-applet-overlays/swkbd_old.png and b/site/content/entry/yuzu-applet-overlays/swkbd_old.png differ diff --git a/site/content/entry/yuzu-art/acnh 05x 36fps.png b/site/content/entry/yuzu-art/acnh 05x 36fps.png index d4d204d..206681d 100644 Binary files a/site/content/entry/yuzu-art/acnh 05x 36fps.png and b/site/content/entry/yuzu-art/acnh 05x 36fps.png differ diff --git a/site/content/entry/yuzu-art/acnh 1x 30fps.png b/site/content/entry/yuzu-art/acnh 1x 30fps.png index ee455db..9d8e493 100644 Binary files a/site/content/entry/yuzu-art/acnh 1x 30fps.png and b/site/content/entry/yuzu-art/acnh 1x 30fps.png differ diff --git a/site/content/entry/yuzu-art/aoc1x.png b/site/content/entry/yuzu-art/aoc1x.png index 14fee0b..64d1671 100644 Binary files a/site/content/entry/yuzu-art/aoc1x.png and b/site/content/entry/yuzu-art/aoc1x.png differ diff --git a/site/content/entry/yuzu-art/aoc3x.png b/site/content/entry/yuzu-art/aoc3x.png index 06628bf..805b579 100644 Binary files a/site/content/entry/yuzu-art/aoc3x.png and b/site/content/entry/yuzu-art/aoc3x.png differ diff --git a/site/content/entry/yuzu-art/banner.png b/site/content/entry/yuzu-art/banner.png index e827515..e74f59c 100644 Binary files a/site/content/entry/yuzu-art/banner.png and b/site/content/entry/yuzu-art/banner.png differ diff --git a/site/content/entry/yuzu-art/botwbilinearzoom.png b/site/content/entry/yuzu-art/botwbilinearzoom.png index 55c426e..971926f 100644 Binary files a/site/content/entry/yuzu-art/botwbilinearzoom.png and b/site/content/entry/yuzu-art/botwbilinearzoom.png differ diff --git a/site/content/entry/yuzu-art/botwfsrzoom.png b/site/content/entry/yuzu-art/botwfsrzoom.png index 0f089c3..34e4e3a 100644 Binary files a/site/content/entry/yuzu-art/botwfsrzoom.png and b/site/content/entry/yuzu-art/botwfsrzoom.png differ diff --git a/site/content/entry/yuzu-art/dread_bilinear_zoom.png b/site/content/entry/yuzu-art/dread_bilinear_zoom.png index 5b52f40..a0384f4 100644 Binary files a/site/content/entry/yuzu-art/dread_bilinear_zoom.png and b/site/content/entry/yuzu-art/dread_bilinear_zoom.png differ diff --git a/site/content/entry/yuzu-art/dread_fsr_zoom.png b/site/content/entry/yuzu-art/dread_fsr_zoom.png index 7510689..663ca7a 100644 Binary files a/site/content/entry/yuzu-art/dread_fsr_zoom.png and b/site/content/entry/yuzu-art/dread_fsr_zoom.png differ diff --git a/site/content/entry/yuzu-art/filters.png b/site/content/entry/yuzu-art/filters.png index e760dea..936b063 100644 Binary files a/site/content/entry/yuzu-art/filters.png and b/site/content/entry/yuzu-art/filters.png differ diff --git a/site/content/entry/yuzu-art/index.md b/site/content/entry/yuzu-art/index.md index 8440c81..2348b95 100644 --- a/site/content/entry/yuzu-art/index.md +++ b/site/content/entry/yuzu-art/index.md @@ -49,7 +49,7 @@ This approach was necessary, because of how yuzu was initially designed. Originally, yuzu's memory reads were `reactive` — meaning textures were downloaded only when games tried to read them and hence it wasn't possible to know which textures were going to be downloaded. Although these memory reads were fixed a few months later, the Scaler still needed changes to be made to the management of uniform buffers, so that it would be supported on drivers other than Nvidia. -However, the planned rewrites of the [**Texture Cache**](https://yuzu-mirror.github.io/entry/yuzu-tcr/), [**Buffer Cache**](https://yuzu-mirror.github.io/entry/yuzu-bcr/), and the massive GPU emulation overhaul with [**Project Hades**](https://yuzu-mirror.github.io/entry/yuzu-hades/) further delayed developers from working on the Scaler, resulting in it never getting merged. +However, the planned rewrites of the [**Texture Cache**](https://yuzu-emu.org/entry/yuzu-tcr/), [**Buffer Cache**](https://yuzu-emu.org/entry/yuzu-bcr/), and the massive GPU emulation overhaul with [**Project Hades**](https://yuzu-emu.org/entry/yuzu-hades/) further delayed developers from working on the Scaler, resulting in it never getting merged.   {{< single-title-imgs diff --git a/site/content/entry/yuzu-art/metroid_dread.png b/site/content/entry/yuzu-art/metroid_dread.png index 67297a1..6d7f49e 100644 Binary files a/site/content/entry/yuzu-art/metroid_dread.png and b/site/content/entry/yuzu-art/metroid_dread.png differ diff --git a/site/content/entry/yuzu-art/mk8bilinearzoom.png b/site/content/entry/yuzu-art/mk8bilinearzoom.png index 9ad7fba..de2460e 100644 Binary files a/site/content/entry/yuzu-art/mk8bilinearzoom.png and b/site/content/entry/yuzu-art/mk8bilinearzoom.png differ diff --git a/site/content/entry/yuzu-art/mk8fsrzoom.png b/site/content/entry/yuzu-art/mk8fsrzoom.png index 534e752..986d936 100644 Binary files a/site/content/entry/yuzu-art/mk8fsrzoom.png and b/site/content/entry/yuzu-art/mk8fsrzoom.png differ diff --git a/site/content/entry/yuzu-art/scaling.png b/site/content/entry/yuzu-art/scaling.png index 1e2e59c..5b7367b 100644 Binary files a/site/content/entry/yuzu-art/scaling.png and b/site/content/entry/yuzu-art/scaling.png differ diff --git a/site/content/entry/yuzu-art/smo1x.png b/site/content/entry/yuzu-art/smo1x.png index 2cc3822..e0787ef 100644 Binary files a/site/content/entry/yuzu-art/smo1x.png and b/site/content/entry/yuzu-art/smo1x.png differ diff --git a/site/content/entry/yuzu-art/smo3x.png b/site/content/entry/yuzu-art/smo3x.png index 99852cc..d7e8846 100644 Binary files a/site/content/entry/yuzu-art/smo3x.png and b/site/content/entry/yuzu-art/smo3x.png differ diff --git a/site/content/entry/yuzu-art/smp1x.png b/site/content/entry/yuzu-art/smp1x.png index 0876499..09fb30b 100644 Binary files a/site/content/entry/yuzu-art/smp1x.png and b/site/content/entry/yuzu-art/smp1x.png differ diff --git a/site/content/entry/yuzu-art/smp3x.png b/site/content/entry/yuzu-art/smp3x.png index 055e13d..22b3a81 100644 Binary files a/site/content/entry/yuzu-art/smp3x.png and b/site/content/entry/yuzu-art/smp3x.png differ diff --git a/site/content/entry/yuzu-art/summary.png b/site/content/entry/yuzu-art/summary.png index b577c85..04d060f 100644 Binary files a/site/content/entry/yuzu-art/summary.png and b/site/content/entry/yuzu-art/summary.png differ diff --git a/site/content/entry/yuzu-bcr/acnhbug.png b/site/content/entry/yuzu-bcr/acnhbug.png index 812da3c..d52d06d 100644 Binary files a/site/content/entry/yuzu-bcr/acnhbug.png and b/site/content/entry/yuzu-bcr/acnhbug.png differ diff --git a/site/content/entry/yuzu-bcr/acnhfix.png b/site/content/entry/yuzu-bcr/acnhfix.png index d90c220..6d5de02 100644 Binary files a/site/content/entry/yuzu-bcr/acnhfix.png and b/site/content/entry/yuzu-bcr/acnhfix.png differ diff --git a/site/content/entry/yuzu-bcr/amdbench.png b/site/content/entry/yuzu-bcr/amdbench.png index 4c93d82..b9b118d 100644 Binary files a/site/content/entry/yuzu-bcr/amdbench.png and b/site/content/entry/yuzu-bcr/amdbench.png differ diff --git a/site/content/entry/yuzu-bcr/banner.png b/site/content/entry/yuzu-bcr/banner.png index 8a20777..3ddb564 100644 Binary files a/site/content/entry/yuzu-bcr/banner.png and b/site/content/entry/yuzu-bcr/banner.png differ diff --git a/site/content/entry/yuzu-bcr/index.md b/site/content/entry/yuzu-bcr/index.md index 6fe9342..674a4fc 100644 --- a/site/content/entry/yuzu-bcr/index.md +++ b/site/content/entry/yuzu-bcr/index.md @@ -6,7 +6,7 @@ coauthor = "GoldenX86" forum = 348059 +++ -Hey there, yuz-ers! The follow-up to our [previous big code rewrite](https://yuzu-mirror.github.io/entry/yuzu-tcr/) is finally here: the Buffer Cache Rewrite! +Hey there, yuz-ers! The follow-up to our [previous big code rewrite](https://yuzu-emu.org/entry/yuzu-tcr/) is finally here: the Buffer Cache Rewrite! This massive undertaking not only improves performance significantly, but also simplifies the code for our developers. Now let's get this article started! @@ -112,7 +112,7 @@ As a special mention, AMD Vega based integrated GPUs show an up to 223% increase ## Fin With that, we conclude our coverage of the new Buffer Cache Rewrite. -As always, we would like to remind users that the features released in [Early Access](https://yuzu-mirror.github.io/help/early-access/) are still being worked on. +As always, we would like to remind users that the features released in [Early Access](https://yuzu-emu.org/help/early-access/) are still being worked on. If you come across any bugs, issues, performance loss, crashes, or regressions with this new feature, please reach out to us on our [Discord server](https://discord.com/invite/u77vRWY) and share your findings. diff --git a/site/content/entry/yuzu-bcr/nvbench.png b/site/content/entry/yuzu-bcr/nvbench.png index adc8dfb..16021f5 100644 Binary files a/site/content/entry/yuzu-bcr/nvbench.png and b/site/content/entry/yuzu-bcr/nvbench.png differ diff --git a/site/content/entry/yuzu-bcr/otbug.png b/site/content/entry/yuzu-bcr/otbug.png index f0229da..9b61cc6 100644 Binary files a/site/content/entry/yuzu-bcr/otbug.png and b/site/content/entry/yuzu-bcr/otbug.png differ diff --git a/site/content/entry/yuzu-bcr/otfix.png b/site/content/entry/yuzu-bcr/otfix.png index fb2dd19..233396f 100644 Binary files a/site/content/entry/yuzu-bcr/otfix.png and b/site/content/entry/yuzu-bcr/otfix.png differ diff --git a/site/content/entry/yuzu-bcr/summary.png b/site/content/entry/yuzu-bcr/summary.png index 13e34c7..28c4f5a 100644 Binary files a/site/content/entry/yuzu-bcr/summary.png and b/site/content/entry/yuzu-bcr/summary.png differ diff --git a/site/content/entry/yuzu-boxcat/banner.png b/site/content/entry/yuzu-boxcat/banner.png index e71b480..9a338b4 100644 Binary files a/site/content/entry/yuzu-boxcat/banner.png and b/site/content/entry/yuzu-boxcat/banner.png differ diff --git a/site/content/entry/yuzu-boxcat/boxcat.png b/site/content/entry/yuzu-boxcat/boxcat.png index 8caef41..77cb523 100644 Binary files a/site/content/entry/yuzu-boxcat/boxcat.png and b/site/content/entry/yuzu-boxcat/boxcat.png differ diff --git a/site/content/entry/yuzu-boxcat/index.md b/site/content/entry/yuzu-boxcat/index.md index 64a53fb..2c99cf2 100644 --- a/site/content/entry/yuzu-boxcat/index.md +++ b/site/content/entry/yuzu-boxcat/index.md @@ -36,7 +36,7 @@ By emulating the `BCAT` service at a high-level, yuzu is able to intercept the g This means that games running on yuzu, will now check for new content on yuzu's servers instead of Nintendo's. This allows us to add new in-game content for games that use this service. -For the inaugural run, our team members have added some cool content across different games which you can check out [here](https://yuzu-mirror.github.io/help/feature/boxcat/). +For the inaugural run, our team members have added some cool content across different games which you can check out [here](https://yuzu-emu.org/help/feature/boxcat/). We will have new events occasionally, so users will have even more fun while playing games on yuzu. {{< imgs @@ -54,7 +54,7 @@ For example - Using Patreon funds, several internal bounties have been setup, wh {{< message "Want more information on Boxcat?" >}} Refer to our help page for Boxcat. -https://yuzu-mirror.github.io/help/feature/boxcat/ +https://yuzu-emu.org/help/feature/boxcat/ {{< /message >}} ### Fin! diff --git a/site/content/entry/yuzu-boxcat/summary.png b/site/content/entry/yuzu-boxcat/summary.png index 84d71c0..9416f4f 100644 Binary files a/site/content/entry/yuzu-boxcat/summary.png and b/site/content/entry/yuzu-boxcat/summary.png differ diff --git a/site/content/entry/yuzu-early-access/9.png b/site/content/entry/yuzu-early-access/9.png index 333748f..1ef32f5 100644 Binary files a/site/content/entry/yuzu-early-access/9.png and b/site/content/entry/yuzu-early-access/9.png differ diff --git a/site/content/entry/yuzu-early-access/banner.png b/site/content/entry/yuzu-early-access/banner.png index 6c71f80..6e9941b 100644 Binary files a/site/content/entry/yuzu-early-access/banner.png and b/site/content/entry/yuzu-early-access/banner.png differ diff --git a/site/content/entry/yuzu-early-access/index.md b/site/content/entry/yuzu-early-access/index.md index 2a0d337..b30b22d 100644 --- a/site/content/entry/yuzu-early-access/index.md +++ b/site/content/entry/yuzu-early-access/index.md @@ -39,7 +39,7 @@ You’ll still get the same daily yuzu updates, which will include new features ## How do I install yuzu Early Access? Follow this detailed step-by-step guide, to install yuzu `Early Access` via the Installer.
-[**Click here for the guide**](https://yuzu-mirror.github.io/help/early-access/) +[**Click here for the guide**](https://yuzu-emu.org/help/early-access/) ## Why did we make this change? diff --git a/site/content/entry/yuzu-early-access/summary.png b/site/content/entry/yuzu-early-access/summary.png index 3936221..1e5107e 100644 Binary files a/site/content/entry/yuzu-early-access/summary.png and b/site/content/entry/yuzu-early-access/summary.png differ diff --git a/site/content/entry/yuzu-fastmem/BENCH_01.png b/site/content/entry/yuzu-fastmem/BENCH_01.png index bf16f7f..4c6973a 100644 Binary files a/site/content/entry/yuzu-fastmem/BENCH_01.png and b/site/content/entry/yuzu-fastmem/BENCH_01.png differ diff --git a/site/content/entry/yuzu-fastmem/BENCH_02.png b/site/content/entry/yuzu-fastmem/BENCH_02.png index 8c16473..bfe5b06 100644 Binary files a/site/content/entry/yuzu-fastmem/BENCH_02.png and b/site/content/entry/yuzu-fastmem/BENCH_02.png differ diff --git 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Binary files a/site/content/entry/yuzu-hades/hollow_knight_ea.png and b/site/content/entry/yuzu-hades/hollow_knight_ea.png differ diff --git a/site/content/entry/yuzu-hades/hollow_knight_hades.png b/site/content/entry/yuzu-hades/hollow_knight_hades.png index 388c968..3176da4 100644 Binary files a/site/content/entry/yuzu-hades/hollow_knight_hades.png and b/site/content/entry/yuzu-hades/hollow_knight_hades.png differ diff --git a/site/content/entry/yuzu-hades/index.md b/site/content/entry/yuzu-hades/index.md index 2ea8525..f870ae4 100644 --- a/site/content/entry/yuzu-hades/index.md +++ b/site/content/entry/yuzu-hades/index.md @@ -14,7 +14,7 @@ Let's get started!   -Project Hades is now available in the latest [yuzu Early Access build](https://yuzu-mirror.github.io/help/early-access/). +Project Hades is now available in the latest [yuzu Early Access build](https://yuzu-emu.org/help/early-access/). As always, we ask that you test various games with these builds and if you encounter any issues, bugs, or crashes, please reach out to us via the [Discord](https://discord.gg/u77vRWY) Patreon channels.

Notice

The entire shader generation process has been redesigned from the ground up, thus existing shader caches have been invalidated. Users will need to build their shader caches again, from scratch, with Project Hades.

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As we mentioned, the yuzu installer is available for Linux. The installer will distribute `AppImages` of Mainline and Early Access builds for our Linux users. -You can now download the new installer from our [Downloads page](https://yuzu-mirror.github.io/downloads/). +You can now download the new installer from our [Downloads page](https://yuzu-emu.org/downloads/). (Note: Early Access builds require a subscription to our [Patreon](https://www.patreon.com/yuzuteam). We appreciate any and all support!) diff --git a/site/content/entry/yuzu-linux-installer/install.png b/site/content/entry/yuzu-linux-installer/install.png index b54f39c..7e16c7c 100644 Binary files a/site/content/entry/yuzu-linux-installer/install.png and b/site/content/entry/yuzu-linux-installer/install.png differ diff --git a/site/content/entry/yuzu-linux-installer/maintenance.png b/site/content/entry/yuzu-linux-installer/maintenance.png index 5f518f7..57c1c1b 100644 Binary files a/site/content/entry/yuzu-linux-installer/maintenance.png and b/site/content/entry/yuzu-linux-installer/maintenance.png differ diff --git a/site/content/entry/yuzu-linux-installer/summary.png b/site/content/entry/yuzu-linux-installer/summary.png index 9f17a90..e9291bc 100644 Binary files a/site/content/entry/yuzu-linux-installer/summary.png and b/site/content/entry/yuzu-linux-installer/summary.png differ diff --git a/site/content/entry/yuzu-migration/banner.png b/site/content/entry/yuzu-migration/banner.png index 0884512..083214b 100644 Binary files a/site/content/entry/yuzu-migration/banner.png and b/site/content/entry/yuzu-migration/banner.png differ diff --git a/site/content/entry/yuzu-migration/index.md b/site/content/entry/yuzu-migration/index.md index de23489..127ae0f 100644 --- a/site/content/entry/yuzu-migration/index.md +++ b/site/content/entry/yuzu-migration/index.md @@ -66,7 +66,7 @@ That means things like uptime and support are much better than `Travis` or `Appv It is a single service which can generate builds for all of our platforms, which we didn't have before. We also get more dedicated resources and therefore builds are generated much faster with Azure. -Starting today, users will be able to get the new and improved yuzu builds via the installer from our [website](https://yuzu-mirror.github.io/downloads/) or our [GitHub](https://github.com/yuzu-emu/yuzu-mainline/releases/). +Starting today, users will be able to get the new and improved yuzu builds via the installer from our [website](https://yuzu-emu.org/downloads/) or our [GitHub](https://github.com/yuzu-emu/yuzu-mainline/releases/). And if you are already using our installer, you will be automatically migrated to the latest yuzu build. {{< imgs diff --git a/site/content/entry/yuzu-migration/installer.png b/site/content/entry/yuzu-migration/installer.png index 269a1ff..fcec2ff 100644 Binary files a/site/content/entry/yuzu-migration/installer.png and b/site/content/entry/yuzu-migration/installer.png differ diff --git a/site/content/entry/yuzu-migration/summary.png b/site/content/entry/yuzu-migration/summary.png index b75c555..325539b 100644 Binary files a/site/content/entry/yuzu-migration/summary.png and b/site/content/entry/yuzu-migration/summary.png differ diff --git a/site/content/entry/yuzu-mini-dev-1/banner.png b/site/content/entry/yuzu-mini-dev-1/banner.png index 146ea23..0c9f632 100644 Binary files a/site/content/entry/yuzu-mini-dev-1/banner.png and b/site/content/entry/yuzu-mini-dev-1/banner.png differ diff --git a/site/content/entry/yuzu-mini-dev-1/lion.png b/site/content/entry/yuzu-mini-dev-1/lion.png 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symbolizes the strive for scientific knowledge. +The Prometheus Project is about that - the journey to new emulation techniques. +``` + +Since we cannot really show performance boosts in pictures, here is a video by BSoD Gaming that takes you through all the improvements. +{{< youtube rbNd67vIO78 >}} + +## What is Multicore CPU emulation? + +As many of you might know, yuzu is considered a HLE (high level emulation) emulator. +This means that instead of running the real Switch OS (known as `Horizon`), yuzu has recreated its own version of the OS, built entirely from the ground up. +Like your PC, the Switch has multiple cores (4, actually), and the `Horizon OS` can run multiple tasks in parallel on these cores using a kernel construct known as a [thread](https://simple.wikipedia.org/wiki/Thread_(computer_science)). +However, due to limitations of our old kernel design taken from Citra, yuzu was actually emulating this behavior using a single core on your host PC! +This had led to an absurdly high CPU requirement for users. + +So, what is `"Multicore CPU emulation"`? +Put simply, instead of emulating the CPU on a single thread yuzu will now emulate the CPU using multiple threads; `4` to be precise - one for each Switch CPU core. +Although it might sound simple or easy, it is nevertheless the biggest undertaking this project has seen up until now. + +## yuzu CPU emulation + +yuzu's initial CPU emulation and kernel were heavily based on Citra's. +The kernel emulated the external behavior of the Switch's kernel but vastly differed from the Switch OS. +Instead of saving contexts and switching from one guest thread to another within the kernel, we used a mechanism within Citra's kernel that emulated the same behavior but with a complex system of `stops` and `callbacks`. + +Not only that, but in the typical tradition of previous emulators, yuzu used something called a `cycle timer`. +A cycle timer is a mechanism to emulate `time` on consoles by counting each guest instruction executed and adding it to global `CPU ticks`. +These ticks can then be transformed into time units like nanoseconds by using the guest's CPU frequency. + +### Drawbacks + +Citra's model was perfectly fine for single core emulation. +It was accurate, simple, and worked perfectly for the 3DS as it used only one of its two cores for apps/games. +However, in the case of yuzu, this wouldn't hold true. + +The Switch is a much more complicated and modern system that pushes 4 CPU cores, where 3 are used for apps/games. +Not only that, but the scheduling is more robust and can be used in some more interesting and more complicated ways. +Using Citra's model for scheduling was all possible in yuzu but it had a few flaws of its own: + +1. The code didn't match the Switch OS and even though it had the same behavior, it was hard to keep track of changes and replicate them. +2. The code was very complex as there was a callback for everything and was hard to maintain. +3. This model would be extremely hard to run on multiple host threads. + +{{< imgs + "./smash.png| Super Smash Bros. Ultimate" +>}} + +## Prometheus + +You might've heard rumors and whispers about this in the community recently. +`Prometheus` is the internal codename for this feature's development and it is a total rework of three things: + +- Kernel scheduling +- Boot management +- CPU management + +`Prometheus` aims to ensure that emulation behaves the same as on the Switch while matching the code with the Switch's original OS code. +And, as a by-product, host multicore support using host timing has been added to yuzu. +Host timing is just yuzu using the host's (user's) internal clock for timing. + +The multicore feature of `Prometheus` is a beast in terms of thread handling. +Originally yuzu used at best `2` threads: one for the CPU and one for the emulated GPU. +Technically we also use a thread each for the UI, logging, the host GPU driver, and the host audio driver, but let's ignore them for the time being. + +With multicore, there are now `6` threads in use: four for the CPU, one for the timer, and one for the emulated GPU. +It is worth noting that CPU core 4 is rarely used. +Of these 6, effectively 5 threads have considerable use but not all will be running constantly. + +### Planning + +`Prometheus` was a big undertaking that was set in two phases: planning phase and development phase. +The planning phase was all about studying our current setup to make it work under this new scheme. +This happened roughly over 8 months, and was mostly just research and brainstorming. + +During this phase, [Blinkhawk](https://github.com/FernandoS27) encountered multiple challenges and considerations for development. +He started studying other emulators that already did multicore emulation such as Cemu, RPCS3, and Ryujinx. + +These emulators all differed in their approaches to multicore. +Some used Fibers for guest threads, 1:1 guest-host kernel threads, cycle timing, or host timing. +In computer science, Fibers are lightweight threads of execution ([Wikipedia](https://en.wikipedia.org/wiki/Fiber_(computer_science))). + +For yuzu, we initially planned to use Fibers and cycle timers. +We chose Fibers over kernel threads because changing a Fiber is at worst 50 host CPU cycles, whereas a kernel thread can be thousands of cycles and there's no guarantee that the host OS will start running it right away. + +In the case of cycle timers for yuzu multicore, they ended up being quite a pain. +Cycle timers have many advantages over host timers: + +1. They are deterministic, +2. They don't leak the host state, and +3. They always advance for every instruction that Cycle timers are run. + +We tried many theoretical models for multicore cycle timers and they all were pretty hard to set up while still having flaws. +Sadly, cycle timers don't work too great for multicore settings, because it is very hard to keep all the cores advancing at the same pace and to emulate idling accurately. +For all these reasons, we opted for host timing instead. + +{{< single-title-imgs + "Bayonetta 2" + "./bayo.png" + "./bayo2.png" + "./bayo3.png" +>}} + +### Development - Issues + +Development started on February 1st of 2020. +The first thing [Blinkhawk](https://github.com/FernandoS27) did was to implement [Spinlocks](https://en.wikipedia.org/wiki/Spinlock), Fibers, and host timing. +Afterwards, he went ahead with the massive overhaul. + +As he started the overhaul, the first issue he encountered was that for some reason yuzu was creating and destroying JITs (just-in-time compilers). +Thus, whenever we resumed code from a guest thread and it went back to the JIT, it would hard crash. +This was fixed by caching the JITs depending on the state of the page table, instead of creating a JIT every time. +This way we could also avoid creating more JITs than necessary. + +The second issue occurred on booting the first homebrew on multicore, where we found that guest vsync was messed up. +By redesigning the server session we were able to identify the cause and fix it. + +Here is where things started getting interesting. +[Blinkhawk](https://github.com/FernandoS27) implemented Condition Variables and Mutexes, which are the base syncing mechanisms in any multithreaded environment, and found an issue with how our JIT functions. +Our JIT was heavily designed to work like Citra's and it expected that on any `SVC (Supervisor call)` call to kernel, the code returned back afterwards. + +Under the new architecture, a thread could easily call an `SVC` and be paused there, while another thread started running on that same JIT, thus causing a conflict. +The easy solution was that instead of making a JIT per core, we would make a JIT per thread. +This solution, however, costs us additional memory usage. + +After fixing these issues, we were finally able to boot *Super Mario Odyssey* on multicore, but many games were still soft-locking due to an old bug we thought eradicated: `Mutex Corruption`. +Mutex Corruption happens due to issues with exclusive memory handling in ARMv8. +As it turned out, [dynarmic](https://github.com/MerryMage/dynarmic) had to be modified to fix it. + +After looking into it, [Blinkhawk](https://github.com/FernandoS27) realized exclusive memory in [dynarmic](https://github.com/MerryMage/dynarmic) was prone to a race condition when the exclusive address was written by a non-exclusive write. +The solution was to save the current value on exclusive read and then atomic exchange it with a new value on exclusive write. +By fixing this, most of the games were able to go in-game and many of them were fully playable. + +Two games had interesting bugs on multicore: `Luigi's Mansion 3` & `Hyrule Warriors`. + +`Luigi's Mansion 3` had an issue in which two threads, `A` & `B`, were running on cores 0 and 1 and after some scheduling, `B` was rescheduled to core 0 and `A` to core 1. +But a thread cannot start running on a new core until it is liberated (freed). +So core 0 scheduler was holding `A` and waiting for `B` to be freed, while core 1 scheduler was holding `B` and waiting for `A` to be freed, thereby causing a deadlock. +The solution was that instead of exchanging threads on scheduling switch, we free the current thread and switch to an “intermediary” thread and then from there proceed to the next thread. + +{{< imgs + "./lm3.png| Luigi's Mansion 3" +>}} + +`Hyrule Warriors` had an issue that was caused by host timing. +Our host timing implementation was based on Cemu's approach and used x64 architecture's hardware timer directly. +This timer is way more accurate than ARMv8's hardware timer present in the Switch. + +The game soft locked at a point because a thread infinitely looped on a `TimedWait` of 30 nanoseconds. +This function did some time calculations and later checked with the current time. +If the timeout wasn't reached at that moment, an `SVC` was called which paused the thread for some time and let the next thread run, effectively causing a `yield`. + +In the Switch's hardware, the timer's accuracy isn't too great and a `TimedWait` of 30 nanoseconds always resulted in the thread calling the `SVC`. +Our host timer, however, was way more accurate and that function would never call the `SVC`. +The solution, ironically, was to reduce the accuracy of our host timer a bit, to better match actual hardware. + +Another interesting challenge was implementing pausing/resuming in multicore. +As you know, you can pause and resume yuzu in our current versions. +This was simple before because emulation occurred in steps and you just had to stop on the next step. +But on multicore, emulation is continuous and unmanaged in the same sense. + +Thus, implementing this was very hard due to how multicore scheduling worked. +The original solution was to modify scheduling to support it but that proved very complicated to do. +After a while, we figured out a pretty easy solution without having to modify anything. +We would create a kernel thread for each core and make that kernel thread pass control from and to the CPU Manager to the emulation. + +{{< imgs + "./acnh.png| Animal Crossing: New Horizons" +>}} + +## What to expect with games? + +Many of you may be eager for multicore but have in mind that there are other bottlenecks as well. +Not every game utilizes multithreading effectively and makes the most use of the Switch's CPU. +Some games, like `Super Mario Odyssey`, barely use cores 1 & 2, by doing all processing in core 0, effectively making them gain nothing from multicore. +However, games like `Breath of The Wild` see *some* performance boost but are still bottlenecked by the emulated GPU. + +{{< single-title-imgs + "The Legend of Zelda: Breath of the Wild" + "./botw_1.png" + "./botw_2.png" +>}} + +The emulated GPU depends on four things: + +1. Your CPU's single-core speed. +A single host CPU core translates all the commands from guest GPU (Switch) into host GPU (User) commands. +So, having a CPU with great single-core speeds is most beneficial. + +2. Your GPU Bus Speed. +yuzu heavily relies on the bandwidth available in the GPU bus. +This is the speed at which data is uploaded to and from your GPU and this varies depending on PCIe generation and allocated lanes. + +3. The quality of your GPU drivers. +AMD's drivers for OpenGL are terrible while NVIDIA's are great. + +4. Your host GPU itself, be it NVIDIA, AMD, or Intel. + +Lastly, be aware that RAM speed, amount of RAM, and the type of processor in your system, will also influence your experience. +The initial release may use additional memory (100mb to 3Gb depending on the game). +We are currently stability-testing a fix for this additional memory usage. + +### Current Known Issues + +Getting multicore to run perfectly is a big deal and in our internal testing we found that `audio` can be slower in multicore. +Activate `Audio Stretching` to mitigate the issue. +If you come across any softlock or bug that is not present in mainline but present in early access, notify us and include the following data with it. +``` +* Game name +* Version of the game +* Game savefile +* Steps to reproduce the softlock +* Whether the softlock is random or consistent (always happens in the same spot) +``` + +  +{{< article-end >}} diff --git a/site/content/entry/yuzu-prometheus/lm3.png 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We’re very excited to offer you one of the biggest code rewrites in yuzu’s history: The Texture Cache Rewrite! Now available to our Early Access members, continue reading to learn more. + + + +## But what is the TCR? + +yuzu started as a fork of [Citra](https://github.com/citra-emu/citra), so Citra's texture cache (or rasterizer cache, as it was called at the time) was used in the early days of yuzu. However, this cache only supported OpenGL, so one of the first efforts when adding support for [Vulkan](https://yuzu-emu.org/entry/yuzu-vulkan/) was to make the code more generic, helping in GPU emulation. + +When this was being worked on, we were still learning how the Nintendo Switch's GPU worked (we still are, but even more so then). Some design decisions taken at the time stuck with the codebase making things harder to change in the future. It was also easier to break with unrelated changes. + +So out with the old, in with the new. The previous implementation was no longer sufficient, so [Rodrigo](https://github.com/ReinUsesLisp) started working on a complete rewrite from scratch. This includes but is not limited to: + +- Cleaner code. No more virtual calls or shared pointers, this allows for easier maintenance in the future. +- Proper handling for texture swizzling. +- Some operations are now done in the GPU instead of in the CPU, improving performance. +- Control over when to destroy textures. +- Previously, textures were removed from the cache on CPU writes, but now they are flagged as dirty. This allows yuzu to cache already visited image views and render targets, saving time. +- Multiple textures can coexist in the same address now. +- Aliased images are now emulated through copies on demand. +- Rendering to compressed textures is properly emulated. +- 3D BC4 textures are emulated with RGBA8. +- Rendering to texture views of different compatible formats is emulated without copies. + +{{< imgs + "./lain.png| A very detailed explanation from our developer" + >}} + +## OK, but how does this help? + +In short: it fixes a lot of graphical bugs, improves performance, and is not limited to any hardware configuration or driver in use. Improvements for everyone, once all parts are finished. + +Before we talk about performance, here are just a few examples of the rendering fixes you can expect to see with this release: + +{{< single-title-imgs + "" + "./splatoon_2_before_2.png" + "./Splatoon_2_after_2.png" + >}} + +{{< single-title-imgs + "Shadows in Splatoon 2 are now rendered correctly, finally allowing us to admire the beautiful cityscape" + "./Splatoon_2_before.png" + "./Splatoon_2_after.png" + >}} + +{{< single-title-imgs + "Lighting and stencil shadow corruption is now fixed in Luigi's Mansion 3" + "./LM3_before.png" + "./LM3_After.png" + >}} + +{{< single-title-imgs + "" + "./AC_before_3.png" + "./AC_after_3.png" + >}} + +{{< single-title-imgs + "Astral Chain no longer exhibits black texture corruption" + "./AC_Before_2.png" + "./AC_After_2.png" + >}} + +{{< single-title-imgs + "" + "./acnh_OLD.png" + "./acnh_NEW.png" + >}} + +{{< single-title-imgs + "Depth of field issues are gone in Animal Crossing: New Horizons" + "./acnh_OLD_2.png" + "./acnh_NEW_2.png" + >}} + +{{< single-title-imgs + "Xenoblade Chronicles 2 is free from vertex explosions on AMD Vulkan drivers" + "./xc2b.png" + "./xc2f.png" + >}} + +{{< imgs + "./torna.mp4| Texture swapping & flickering issues are fixed in all Xenoblade Chronicles games" + >}} + +{{< single-title-imgs + "" + "./smashb.png" + "./smashf.png" + >}} + +{{< single-title-imgs + "Jumbotrons now display correctly in Super Smash Bros. Ultimate. Here’s an example running in the radeonsi mesa OpenGL Linux drivers" + "./smashb2.png" + "./smashf2.png" + >}} + +{{< single-title-imgs + "yuzu now has Multisample anti-aliasing (MSAA) support, as shown in SONIC FORCES here" + "./sf1b.png" + "./sf1f.png" + "./sf2b.png" + "./sf2f.png" + >}} + +{{< imgs + "./rain.mp4| Slow rainfall fixed in The Legend of Zelda: Breath of the Wild (Requires High GPU accuracy)" + >}} + +{{< imgs + "./botw.mp4| Rune transportation renders just like native hardware in The Legend of Zelda: Breath of the Wild" + >}} + +## But what about performance? + +On top of the rendering improvements, many games show a 10-30% improvement to framerate, with greatly improved frametime stability as demonstrated below: + +{{< imgs + "./lm3.mp4| Luigi’s Mansion 3 received some huge leaps in rendering accuracy *and* performance, notice the frametime graph" + >}} + +{{< imgs + "./smo.mp4| Super Mario Odyssey" + >}} + +{{< imgs + "./link.mp4| The Legend of Zelda: Breath of the Wild" + >}} + +{{< imgs + "./acnh.mp4| Animal Crossing: New Horizons" + >}} + +## Current limitations and future progress + +Due to these changes, hardware lacking the `VK_EXT_robustness2` extension will not produce the optimal experience. In Windows, this includes AMD graphics cards older than Vega (Polaris and older series) and all Intel iGPUs to date. You can check the current support [here](http://vulkan.gpuinfo.org/listdevicescoverage.php?extension=VK_EXT_robustness2&platform=windows). Games requesting this extension on unsupported hardware may behave randomly or crash in rare instances. A fallback code path is being worked on. Make sure to be up to date with your drivers, as the GPU vendor may be able to add support in the future if the hardware allows it. + +Originally, `Bindless Texture` support was expected to be added, but several difficulties emerged during development. One of the problems is the lack of native hardware support for ASTC texture decoding. If we used uncompressed textures, GPUs with less than 8GB of VRAM would not be able to load all the game assets, and if we recompressed them in another texture format to avoid this problem, image quality would degrade. True bindless texture support can be considered again in the future. + +`Depth Stencil Blits` are not implemented on Vulkan for devices that don't offer native support (any AMD and Intel GPU). + +Another complication that emerged during development is related to memory management. The idea was to release the Texture Cache Rewrite with what the team calls the `Texture Reaper`, a way to remove textures from VRAM that have not been used after some time. While this has been almost working in OpenGL during testing, managing to run Luigi's Mansion 3 in under 300MB of VRAM, Vulkan on the other hand received no benefit. + +Vulkan faces one main problem: it fragments the memory when textures need to be mapped to *contiguous* video memory. There’s no tolerance for fragmentation, so freeing blocks will not help at all if the next texture doesn’t fit in the new empty space. This will require the development of a VRAM defragmentation routine, work that can take quite some time. So we can say that today marks the day `Project Texture Reaper` starts. + +A feature that will be added shortly later will be `Accelerated Texture Decoding`, which will handle any texture format via `Compute Shaders`, even formats the GPU doesn’t support natively. [epicboy](https://github.com/ameerj) is working on the ASTC compute decoder. + +The next project [Rodrigo](https://github.com/ReinUsesLisp) is working on is the `Buffer Cache Rewrite`. This work promises to solve more rendering issues (for example font rendering problems) and seriously improve performance, especially on memory bandwidth starved hardware like integrated GPUs. + +And with that, our overview of the Texture Cache Rewrite is finished! Please report any bugs or problems you face with this new feature on our [Discord server](https://discord.gg/u77vRWY) or on our [Forums.](https://community.citra-emu.org/c/yuzu-support/) + +{{< imgs + "./ugg.png| HONK" + >}} + +  +{{< article-end >}} diff --git a/site/content/entry/yuzu-tcr/lain.png b/site/content/entry/yuzu-tcr/lain.png new file mode 100644 index 0000000..406d6db Binary files /dev/null and b/site/content/entry/yuzu-tcr/lain.png differ diff --git a/site/content/entry/yuzu-tcr/link.mp4 b/site/content/entry/yuzu-tcr/link.mp4 new file mode 100644 index 0000000..465654c Binary files /dev/null and b/site/content/entry/yuzu-tcr/link.mp4 differ diff --git a/site/content/entry/yuzu-tcr/lm3.mp4 b/site/content/entry/yuzu-tcr/lm3.mp4 new file mode 100644 index 0000000..3390e69 Binary files /dev/null and b/site/content/entry/yuzu-tcr/lm3.mp4 differ diff --git a/site/content/entry/yuzu-tcr/rain.mp4 b/site/content/entry/yuzu-tcr/rain.mp4 new file mode 100644 index 0000000..b7e4bf7 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file mode 100644 index 0000000..c74ce21 --- /dev/null +++ b/site/content/entry/yuzu-vulkan/index.md @@ -0,0 +1,300 @@ ++++ +date = "2019-12-03T21:17:00+05:30" +title = "New Feature Release - Vulkan" +author = "CaptV0rt3x" +forum = 166401 ++++ + +A very good day to all you yuz-ers out there. +The curtains are up and the most awaited feature of yuzu is finally here! +The Vulkan renderer for yuzu is now available for users on Early Access. +To find out more about it, jump right in! + + +## Vulkan for yuzu + +{{< imgs + "./vulk_smo.png| Super Mario Odyssey" + "./vulk_astral.png| Astral Chain" + >}} + +{{< imgs + "./vulk_zla_1.png| Link's Awakening" + "./vulk_botw.png| Breath of the Wild" + >}} + +For the past year, the most awaited and requested feature for yuzu has been the Vulkan Renderer. +Many users, especially those with AMD GPUs, have been patiently waiting for this day.
+Download the latest [Early Access](https://yuzu-emu.org/help/early-access/) build via the installer now to try it out! +After you download the build, go to `Emulation -> Configure -> Graphics` and select `Vulkan` in the API dropdown. + +{{}} + +>

We highly recommend using the latest drivers, or beta drivers, as vendors are actively fixing bugs in their Vulkan drivers. Nvidia appears to encounter the least bugs, but it is still strongly recommended to keep your drivers up to date.

+ +## How It All Started... + +Barely a year had passed since the Nintendo Switch launched, but there it was, `yuzu - The Nintendo Switch Emulator` - already running several games with stellar performance and stunning graphics. +But it came with a caveat; to deliver that performance, yuzu exclusively needed an Nvidia GPU among several other hardware requirements. + +This was mainly due to the low performance on AMD GPUs OpenGL Windows drivers. +For AMD users, this meant that they either had to start using Linux, where the drivers were a ***little*** better, or had to buy an Nvidia GPU, and neither of those was an easy choice. +Thus we quickly realized the need for a way to deliver the same performance to our AMD users, and Vulkan seemed to be the answer! + +To tackle this, one of our resident GPU emulation experts - [Rodrigo](https://github.com/ReinUsesLisp) (aka ReinUsesLisp) - set out to master Vulkan and implement a renderer in yuzu using this API. +[Rodrigo](https://github.com/ReinUsesLisp) started experimental work on the Vulkan renderer, with the customary `Hello World` - by rendering a `RED screen`. + +He used existing switch homebrew like `SpaceNX` and `Push A button`, and later wrote his own homebrew app of a `blinking screen` and got them to render using the Vulkan renderer successfully. +With some progress, it was now time for him to implement shaders on the Vulkan renderer. +(If you are interested, you can check out the homebrew [here](./clear-color.nro).)
+ +  + +#### Before we get into deeper technical details, we need to understand a few things: + + - The Nintendo Switch has an Nvidia GPU and games can use either OpenGL or NVN API (Nvidia proprietary API), to communicate with the GPU and render visuals. (Games might use Vulkan, but we are yet to see any games using it) + - GPUs use small programs called shaders to control the GPU rendering pipeline. [For more info, read here.](https://www.khronos.org/opengl/wiki/Rendering_Pipeline_Overview) + - Shaders have instructions inside them for the GPU to perform various types of operations. + - yuzu decodes these shader instructions from games to guest GPU (Switch), turns them into GLSL (OpenGL Shading Language) code, and then rebuilds those shaders to work on the Host GPU (User GPU) to get games rendering. + - SPIR-V is an intermediate language for defining shaders in Vulkan, which is sort of similar to OpenGL's GLSL. [For more info, read here.](https://www.khronos.org/registry/spir-v/) + +  + +#### Now that we have some context, let's dive deeper! + +[Rodrigo](https://github.com/ReinUsesLisp) wrote [**Sirit**](https://github.com/ReinUsesLisp/sirit) - a runtime SPIR-V assembler to generate SPIR-V code easily. +Basically, there isn't a built-in way to generate SPIR-V code. +Most game developers actually use a high level shader language and compile them statically. +And as yuzu could only convert the game shaders to GLSL, he used `Sirit` to generate SPIR-V shaders, instead of GLSL, for Vulkan. + +>

Game developers usually write shaders using GLSL or HLSL and compile it to SPIR-V with a compiler and send that to the driver. +However, yuzu Vulkan generates SPIR-V on the go and sends that to the driver.

+ +When development began, yuzu didn't have a shader IR (intermediate representation). +As a result, [Rodrigo](https://github.com/ReinUsesLisp) had to copy and adapt many parts of the code, to the point that it became bug ridden and unmaintainable. +At this stage, we decided to write a shader IR that would allow us to share the shader decoding logic on both GLSL and SPIR-V. + +{{< single-title-imgs + "Vulkan experiments - Super Mario Odyssey (broken)" + "./vulk_bork1.png" + "./vulk_bork2.png" + >}} + +{{< message "What is shader IR?" >}} +An IR (intermediate representation) is a representation of the program "between" source and target languages. A shader IR in yuzu's context would be the representation of game shaders decoded from their actual form and before they were rebuilt for GLSL or SPIR-V. +{{}} + +In regards to Shader IR, [Blinkhawk](https://github.com/FernandoS27) rewrote how guest shaders are analysed in control flow (the code that tells how a shader diverges in execution) from the ground up. +He created a decompiler that removes stack based branches which result in under performant shaders in Intel and AMD, and created a more advanced decompiler that could convert all the branches in the shaders into higher level structures (ifs, loops, etc). +He also corrected control flow in SPIR-V shaders and fixed some crashes that occurred on AMD due to unoptimized control flow structures. + +Simply put, he redid the whole system on which shader IR is based, after [Rodrigo](https://github.com/ReinUsesLisp) converted most of the instructions into IR and setup the foundation.
+

Kind of like reorganizing a messy closet, after segregating its contents.

+ +While the shader IR was being worked on, [Rodrigo](https://github.com/ReinUsesLisp) was parallelly working on the Vulkan renderer, and managed to get more homebrew working, but soon ran into further issues. +As a result, development of Vulkan didn't continue for a few months, and quite some time was spent implementing the Shader IR. + +## Problems and Solutions... + +#### Problem 1: Texture Cache + +{{< message "What is a Texture Cache?" >}} +The texture cache handles everything related to texture management. +When a game asks to sample a texture, we create a texture like the game wants and we fill its texels (pixels) from guest data. +When the game wants to render to a texture, we do the same process. +The texture cache is full of border cases that need to be properly handled. +{{}} + +[Rodrigo](https://github.com/ReinUsesLisp) and [Blinkhawk](https://github.com/FernandoS27), our GPU emulation experts, had just started working on the shader IR and [Rodrigo](https://github.com/ReinUsesLisp) ran into issues with the Vulkan renderer. +Upon investigation, they realized that the existing texture cache was too heavily embedded in OpenGL and there was no easy way to make it API agnostic. +In other words, they found it was very difficult to decouple the texture cache's backend logic from the frontend, so that they could use it for both OpenGL and Vulkan. + +Though [Rodrigo](https://github.com/ReinUsesLisp) (with some help from [Blinkhawk](https://github.com/FernandoS27)) implemented a primitive texture cache on Vulkan to get `Sonic Mania` & `Cave Story+` rendering, [Blinkhawk](https://github.com/FernandoS27) saw the need for a better approach to solve this problem. +He ([Blinkhawk](https://github.com/FernandoS27)) then reimplemented the texture cache from scratch, using some of [Rodrigo's](https://github.com/ReinUsesLisp) ideas and some inspiration from the original texture cache. +This is a generic texture cache that is able to handle all of the border cases, in generic code that can be implemented on both OpenGL and Vulkan. + +  + +{{< youtube phz9zJqAv2I >}} + +  + +#### Problem 2: Buffer cache + +{{< message "What is a Buffer Cache?" >}} +A buffer cache stores & caches most guest GPU memory objects (like vertex data, index data, constant buffers, global memory and others) into host GPU memory objects, thus avoiding having to continuously upload/download data in between Host & Guest GPUs. +This is needed because the Host GPU can't normally use Guest GPU's data directly. +`Host GPU = yuzu user's GPU` & `Guest GPU = Switch GPU` +{{< /message >}} + +yuzu's original buffer cache was a stream based buffer, which was brought from Citra. +[Rodrigo](https://github.com/ReinUsesLisp) observed that this buffer cache couldn't handle large buffers properly. +So he made a dual cache - with a stream buffer for small buffers and a single buffer for large buffers, which allowed him to handle memory more easily on Vulkan. + +Later, [Blinkhawk](https://github.com/FernandoS27) took over and sought to improve it further by using ideas from texture cache. +While it worked as an experiment, it had some performance issues. +So, he rewrote the buffer cache from scratch, based on a completely new approach, so that it was compatible with both OpenGL and Vulkan. +This new approach for the buffer cache was to map 1:1 guest GPU memory with host GPU memory i.e., yuzu will now automatically allocate GPU memory chunks depending on the game's utilization and a single chunk on guest memory will be mapped to a single chunk on host memory. + +#### Benefits of a buffer/texture cache + +- Improves performance significantly, +- reduces syncing between Guest/Emulated GPU and Host GPU, +- allows controlling host memory capacity, etc. + +>

Trivia: The Buffer Cache is what got animations working on Smash Ultimate (along with compute shaders)

+ +## Vulkan Continued... + +As a result of fixing the aforementioned problems, we had managed to abstract away the OpenGL backend from the frontend. +This was very crucial for the progress of Vulkan development, as it allowed us to narrow down issues from `something is broken and I don't know what it is` to `this is a Vulkan exclusive bug`. +Along the way, we fixed many long standing bugs on popular games like fog and water interactions in Super Mario Odyssey, and found new ones, like broken shadows in the same game. + +#### Now, let's get to the part that everyone cares about: + +`How is the performance compared to OpenGL?`
+With Vulkan on yuzu, AMD GPUs now perform mostly on par with Nvidia GPUs. +As an added benefit, Intel onboard graphics now have better or around the same overall performance too. +On average, the performance is still a bit lower than what you'd observe on OpenGL, but that could change very soon with future optimisations. + +>

Note 1:
+Some games don't yet work with Vulkan on Nvidia GPUs. This is a known issue and we are investigating.

+ +  + +{{< imgs + "./Vulkan_AMD.png| yuzu Vulkan vs OpenGL (on AMD GPU)" + "./Vulkan_Nvidia.png| yuzu Vulkan vs OpenGL (on Nvidia GPU)" + "./Vulkan_Intel.png| yuzu Vulkan vs OpenGL (on Intel iGPU)" + >}} + + +>

Note 2:
+Some games perform worse with Vulkan due to how they change framebuffers.
+This is a result of how the games were developed, and might change with vendor driver improvements.

+ +  + +{{< imgs + "./vulk_intel.png| yuzu Vulkan (on Intel iGPU)" + >}} + +One noticeable improvement is the shader build times. +We didn't profile the others, but Nvidia's SPIR-V compiler is surprisingly fast. +Where some effects on OpenGL GLSL may take 4 to 5 seconds to build, Vulkan SPIR-V may take only a few milliseconds. + +yuzu's OpenGL and Vulkan backends are now close in feature parity, but both still lack some features the other has. +[Rodrigo](https://github.com/Rodrigo) has been recently experimenting with adding tessellation shaders to Vulkan instead of OpenGL, since the Vulkan codebase is better laid out which makes things easier to implement for him. +Vulkan also lacks a few texture formats that we have yet to add, since we haven't seen games using them. + +>

Fun Fact: Tessellation shaders are used in the recently released Luigi's Mansion 3!

+ +{{< imgs + "./vulk_tess.png| Testing Tessellation shaders in Vulkan" +>}} + +## Behold - Vulkan in All It's Glory! + +Here are a few screenshots taken with yuzu using the Vulkan renderer. + +{{< single-title-imgs + "Super Mario Odyssey" + "./vulk_smo_1.png" + "./vulk_smo_2.png" + "./vulk_smo_3.png" + "./vulk_smo_4.png" + >}} + +{{< single-title-imgs + "Link's Awakening" + "./vulk_zla_2.png" + "./vulk_zla_3.png" + "./vulk_zla_4.png" + "./vulk_zla_5.png" + >}} + + {{< imgs + "./vulk_marvel.png| Marvel Ultimate Alliance 3" + "./vulk_oni_1.png| Onimusha: Warlords" + "./vulk_re4.png| Resident Evil 4" + >}} + + {{< single-title-imgs + "Pokémon Sword/Shield" + "./vulk_sw_1.png" + "./vulk_sw_2.png" + >}} + +## Vulkan and Its Shortcomings + +While many uninformed users believe Vulkan to be a saviour and a single answer to all performance issues with OpenGL, even though their issues were because of their old hardware, Vulkan is not without any shortcomings. +To understand these, let us first understand the situation with the Nintendo Switch's GPU. + +Maxwell and Pascal Nvidia GPUs are heavily optimized in hardware for D3D11 and OpenGL software. +It seems that whenever Nvidia gets a chance to put something in the hardware, they take it. +Since the Nintendo Switch's GPU is a 2nd generation Maxwell GPU, it comes with additional features like [ASTC](https://www.khronos.org/opengl/wiki/ASTC_Texture_Compression) textures and efficient [half-precision float](https://en.wikipedia.org/wiki/Half-precision_floating-point_format) math. + +Nvidia's OpenGL driver is a scary monstrosity, it's `really` fast. +And to achieve this Nvidia has, over the years, invested resources heavily to make their OpenGL software (the driver) and their hardware really efficient. +They have not only optimized their software to be fast for OpenGL, but also their hardware. + +Both NVN and OpenGL expose Nvidia's Maxwell hardware at its greatest. +Lots of OpenGL features that are (sometimes wrongly) considered "legacy", "old", or even "emulated by the driver" are actually natively supported by the hardware (in the case of Nvidia). +The problem arises when Switch games use these features. + +Vulkan wasn't designed with these features in mind. +Some of these features were intentionally left out of the standard and the committee does not want to add them (not even as extensions) unless they really have to, or big companies behind CAD software require it. +To sum it up, if a Switch game uses `X feature` supported natively by the hardware, and this feature is not available on Vulkan; it has to be emulated with a slower path or not emulated at all. + +

Here is a reduced list of features that are supported by Nvidia Maxwell hardware - exposed in OpenGL, but not supported in Vulkan:

+ +| OpenGL Feature | Games that use it | +|---------------------------------------------------------------------------------------------------------------------------- |------------------------------------------------------------------- | +| Minus one to one depth space - `(-1 to +1)` | Used in nearly all Nintendo games | +| Quads, quad strips, polygons and line loops primitive topologies (e.g. rendering geometry with quads instead of triangles) | Used by Xenoblade Chronicles 2 | +| Bindless textures | Used by Super Mario Party, Super Mario Odyssey and others | +| Legacy varyings (vertex attributes from the D3D9 era, like front colors and fog coordinates) | Used by Dragon Quest Builders | +| `GL_CLAMP` texture filtering | Used by Hollow Knight | +| `uint8` indices (available as an extension, not supported on all vendors) | Used by Pokémon Let's Go: Eevee and many others | +| Conditional rendering (available as an extension, but not exposed on AMD's proprietary driver) | Used by Super Mario Odyssey and others | +| Copying depth images to color images and vice-versa (only on Nvidia) | Used by Super Mario Odyssey, Zelda Breath of the Wild and others | +| Alpha testing (eliminating pixels with some transparency) | Used by Smash Ultimate, Bayonetta and Astral Chain | + +  + +Not having these features forces the Vulkan renderer to emulate them with slower techniques. +At the moment of writing this article, features that are not known to be used by Switch games and some with extensions widely available, have been excluded from the above list. + +In addition to these, Vulkan also doesn't yet support a feature that has been supported by OpenGL since 1992 - `a mutable pipeline state`. +In Vulkan, to define how a triangle is going to be rendered, you create a PSO (Pipeline State Object). +For instance: "the clockwise side of a triangle is the front face", "cull the back face of the triangle", "render triangles", "enable blending (transparency)", "use these shaders". + +In case you want to change ***any*** of these attributes, an entire new pipeline has to be created. +This has the advantage of eliminating "shader recompilations" that cause micro-stutter at boot on some games. +The problem is that, again, Nvidia hardware can change this atomically. + +If you want to change what faces of a triangle to cull (to render shadows for instance); you just queue the change on the GPU and it's done. +And on OpenGL too, it's the same thing. +yuzu currently doesn't take much advantage of this feature, but we do have plans to optimize the current OpenGL backend for this. + +In summary, for Switch emulation, OpenGL is the API to rule them all (unless Nvidia decides to release NVN on desktop, but that's doubtful). +Vulkan is great to take advantage of hardware that is not OpenGL friendly and it receives more love from some vendors and the market, so better tools, more extensions and better driver support will appear in the future. + +## Conclusion + +

Vulkan is still EXPERIMENTAL!

+ +The Vulkan renderer for yuzu is still experimental and doesn't yet have all the features implemented. +In addition to that, the Vulkan renderer currently `DOES NOT` support shader caches and the infamous `Resolution rescaler` is not yet integrated into the Vulkan renderer. +While some games like Zelda: Link's Awakening work really well on Vulkan, many games like ARMS, Crash Team Racing, and Luigi's Mansion 3 crash on it. + +>

As this feature release is a monumental one, we want to make sure that all the rough edges are polished before making it available to normal users. +And as such, the Vulkan release will take more time to become available on Mainline. We'll be slowly rolling it out in December.

+ +As always, we’re so thankful to our supporters. +Please enjoy testing out Vulkan on your own games, and remember to reach out to us with any feedback/bugs you experience on our Discord's exclusive Patreon channels! + +  +{{< article-end >}} diff --git a/site/content/entry/yuzu-vulkan/summary.png b/site/content/entry/yuzu-vulkan/summary.png new file mode 100644 index 0000000..72f63d8 Binary files /dev/null and b/site/content/entry/yuzu-vulkan/summary.png differ diff --git a/site/content/entry/yuzu-vulkan/vulk_astral.png b/site/content/entry/yuzu-vulkan/vulk_astral.png new file mode 100644 index 0000000..123bf6e Binary files /dev/null and b/site/content/entry/yuzu-vulkan/vulk_astral.png differ diff --git a/site/content/entry/yuzu-vulkan/vulk_bork1.png b/site/content/entry/yuzu-vulkan/vulk_bork1.png new file mode 100644 index 0000000..3ddf5a8 Binary files /dev/null and b/site/content/entry/yuzu-vulkan/vulk_bork1.png differ diff --git a/site/content/entry/yuzu-vulkan/vulk_bork2.png 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report that we have removed online support from yuzu, indefinitely, and effective immediately. +We apologize to our community for the confusion and disappointment surrounding this release, and especially to those who were excited to try this feature. + + +We have received valid and insightful feedback from our fans and members of the broader Switch and emulation communities. +Truthfully, we are all just a bunch of enthusiastic people from around the globe, who were genuinely excited about something we thought we could offer. +In hindsight, we 100% understand your concerns. + +As always, we will continue working on other features and improvements within yuzu, to make it the best emulator we possibly can. +Thank you to everyone who has continued to support us, provided us feedback and been open to constructive discussion on this topic. +Now, as always, we value your opinions. + +– The yuzu development team \ No newline at end of file diff --git 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