diff --git a/Changelog.md b/Changelog.md index 54b09d5..2baa845 100644 --- a/Changelog.md +++ b/Changelog.md @@ -1,6 +1,21 @@ # Ryujinx Changelog All updates to the Ryujinx official master build will be documented in this file +## 1.0.6122 - 2020-12-17 +### Changed +- Interrupt GPU command processing when a frame becomes ready, presenting it immediately. + - Greatly improves frame pacing in games that do not wait for a present before starting to draw the next frame (and run below full speed) + - Examples: Xenoblade Chronicles: Definitive Edition, Xenoblade 2 +- Vsync event and surface flinger consumption now happens at exact timings (eg. 16.6667ms) rather than rounding to the nearest millisecond (16/17ms) + - Greatly improves games that rely on the vsync event for timing, such as Link's Awakening, or unity games that aren't tied to frame count. + - Should result in less framerate fluctuation. + - Improves frame consistency in windowed mode, though it can still get out of sync and double frames. Exclusive fullscreen mode should be perfect. +- Overhauled Vsync off mode. Rather than simulating a vsync every 1ms, it will now simulate a vsync every time a frame is produced. This results in higher max framerates. + - Alongside, the artificial 60fps limit has been removed. If you disable your vsync using driver config, or have a high refresh rate screen, you can now go over 60fps. + - With a 60hz display and driver vsync enabled, you can disable guest vsync to pass through the host vsync signal. This may result in smoother windowed mode gameplay. +- FIFO% now takes a running total of processing time and total time, then calculates the % immediately before reporting it. This is more accurate. + - Before, it would take % values for each "frame", then average all of them. This was inaccurate when our "frame" boundary failed, or frames had uneven cost. + ## 1.0.6119 - 2020-12-16 ### Added - Implemented IsLargeResourceAvailable service call.