Updated Changelog (markdown)
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# Ryujinx Changelog
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All updates to the Ryujinx official master build will be documented in this file
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## 1.0.6122 - 2020-12-17
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### Changed
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- Interrupt GPU command processing when a frame becomes ready, presenting it immediately.
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- 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)
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- Examples: Xenoblade Chronicles: Definitive Edition, Xenoblade 2
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- Vsync event and surface flinger consumption now happens at exact timings (eg. 16.6667ms) rather than rounding to the nearest millisecond (16/17ms)
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- 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.
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- Should result in less framerate fluctuation.
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- Improves frame consistency in windowed mode, though it can still get out of sync and double frames. Exclusive fullscreen mode should be perfect.
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- 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.
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- 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.
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- 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.
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- FIFO% now takes a running total of processing time and total time, then calculates the % immediately before reporting it. This is more accurate.
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- 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.
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## 1.0.6119 - 2020-12-16
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### Added
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- Implemented IsLargeResourceAvailable service call.
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