Updated Changelog (markdown)

EmulationFanatic 2020-12-17 11:59:42 -07:00
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# 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.