| Age | Commit message (Collapse) | Author |
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To keep the TAS inputs synced to the game speed even through lag spikes and loading zones, deeper access is required.
First, the `TAS::UpdateThread` has to be executed exactly once per frame. This is done by connecting it to the service method the game calls to pass parameters to the GPU: `Service::VI::QueueBuffer`.
Second, the loading time of new subareas and/or kingdoms (SMO) can vary. To counteract that, the `CPU_BOOST_MODE` can be detected: In the `APM`-interface, the call to enabling/disabling the boost mode can be caught and forwarded to the TASing system, which can pause the script execution if neccessary and enabled in the settings.
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First of all, TASing requires a script to play back. The user can select the parent directory at `System -> Filesystem`, next to an option to pause TAS during loads: This requires a "hacky" setup deeper in the code and will be added in the last commit.
Also, Hotkeys are being introduced: CTRL+F5 for playback start/stop, CTRL+F6 for re-reading the script and CTRL+F7 for recording a new script.
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The base playback system supports up to 8 controllers (specified by `PLAYER_NUMBER` in `tas_input.h`), which all change their inputs simulataneously when `TAS::UpdateThread` is called.
The recording system uses the controller debugger to read the state of the first controller and forwards that data to the TASing system for recording. Currently, this process sadly is not frame-perfect and pixel-accurate.
Co-authored-by: Naii-the-Baf <sfabian200@gmail.com>
Co-authored-by: Narr-the-Reg <juangerman-13@hotmail.com>
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Remove audio stretching
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input_common: Add advanced setting for 8 player support
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nvdec: Add GPU video decoding for all capable drivers and platforms
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Previously, floats were implicitly cast to integers
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Some system configurations may see visual regressions or lower performance using GPU decoding compared to CPU decoding. This setting provides the option for users to specify their decoding preference.
Co-Authored-By: yzct12345 <87620833+yzct12345@users.noreply.github.com>
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network interface combobox
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This commit renames the "Services" tab to "Network" and adds a combobox that allows the user to select the network interface that yuzu should use. This new setting is now used to get the local IP address in Network::GetHostIPv4Address. This prevents yuzu from selecting the wrong network interface and thus using the wrong IP address. The return type of Network::GetHostIPv4Adress has also been changed.
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configure_general: Swap positions of speed limit and frame limit options
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input_common: Improve SDL joystick and hide toggle option
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Add description to fast gpu time option
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settings_ui: Add emulated joystick position dot to controller preview
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add description too fast gpu time
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Makes the default game list folder icons 48x48 by default instead of 64x64, and allows for selecting small (24x24) and large (72x72) icon sizes.
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service: ns, set: Add PT_BR (Brazilian Portuguese)
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renderer_vulkan: Add setting to log pipeline statistics
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general: Implement FullscreenMode enumeration
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Use VK_KHR_pipeline_executable_properties when enabled and available to
log statistics about the pipeline cache in a game.
For example, this is on Turing GPUs when generating a pipeline cache
from Super Smash Bros. Ultimate:
Average pipeline statistics
==========================================
Code size: 6433.167
Register count: 32.939
More advanced results could be presented, at the moment it's just an
average of all 3D and compute pipelines.
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general: Rename "Frame Limit" references to "Speed Limit"
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Change wording to explain that GLASM is actually short for Assembly Shaders
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config, nvflinger: Add FPS cap setting
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This setting is best referred to as a speed limit, as it involves the limits of all timing based aspects of the emulator, not only framerate.
This allows us to differentiate it from the fps unlocker setting.
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Allows finer tuning of the FPS limit.
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We don't need to manually apply this setting now that a template can do
this for us.
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Prevents us from using an unclear 0 or 1 to describe the fullscreen
mode.
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