Nintendo Switch emulator yuzu gets a huge performance boost

Emulation coding is tricky business done by some people that are clearly 100x smarter than I am, and now the Nintendo Switch emulator yuzu devs are just showing off.

In their April 2023 progress report , they talked about a big performance improvement landing thanks to a rewrite of most of their old buffer cache code, plus work in other areas. The result is that you could see up to 87% better performance, although they said for most people it will probably be about 50%.

Just look at these differences (click to enlarge):

what is asynchronous presentation yuzu

They said nothing special is needed to get this boost, you just need to be up to date and set GPU accuracy to "Normal".

Plenty more was mentioned like asynchronous presentation with Vulkan, which is behind a tickbox, because in some cases it might make frametimes less consistent but for a lot of people it might actually make things smoother. It needs more testing for them to be sure where to enable it.

The Linux side of yuzu got some nice improvements too like fixing up the initialization of the Vulkan swapchain on Wayland, making it work better for NVIDIA GPU owners and also a crash with Flatpak was solved too.

what is asynchronous presentation yuzu

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what is asynchronous presentation yuzu

Quoting: legluondunet The gap between today's consoles and working emulators is narrowing. We had never known an emulator that emulates a console still on sale. I don't think it's ethical to publicly release an emulator of a console that's still on sale, in my view, developers should at least wait for the end of life of a console. Nintendo is an innovative company and produces user-friendly games, switch emulators must be costing them a lot of money.

what is asynchronous presentation yuzu

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what is asynchronous presentation yuzu

Quoting: Cybolic when it became possible to play DVD films on PC DVD drives
Quoting: Redhacker2 Quoting: legluondunet The gap between today's consoles and working emulators is narrowing. We had never known an emulator that emulates a console still on sale. I don't think it's ethical to publicly release an emulator of a console that's still on sale, in my view, developers should at least wait for the end of life of a console. Nintendo is an innovative company and produces user-friendly games, switch emulators must be costing them a lot of money.
Quoting: mr-victory Wait, it wasn't possible initially?

what is asynchronous presentation yuzu

Quoting: legluondunet We had never known an emulator that emulates a console still on sale.

what is asynchronous presentation yuzu

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what is asynchronous presentation yuzu

Yuzu Emulator Early January Updates with 5 Changes

5 Changes in Yuzu Emulator Early January

Yuzu Emulator Early January Updates – The latest Yuzu Progress Report for Early January is here, packed with updates for Nintendo Switch emulator fans. If you’re not deeply into the emulator world, don’t fret! We’ve summarized the most exciting happenings in the Yuzu Emulator Progress Report.

5 Changes in Yuzu Emulator Early January

5 Changes in Yuzu Emulator Early January

1. Graphics and Driver Improvements:

Yuzu developers have been working hard to fix graphics issues and driver quirks. They encourage users to update to the latest drivers, bringing relief to those who faced crashes.

2. Game-Specific Improvements and Vulkan Progress:

The team swiftly tackled problems related to swizzle and window origin adjustments, fixing the cut-off screen issue in handheld mode. Super Mario 3D All-Stars saw optimization for non-NVIDIA and non-Mesa drivers, ensuring a smoother gaming experience.

Yuzu’s Vulkan renderer faced challenges affecting Android device performance, but the team optimized asynchronous presentation, reducing input lag. Fixes for games like Portal and Red Dead Redemption were implemented, ensuring compatibility with various drivers and GPUs.

3. Android-Specific Changes:

On the Android side, there are notable improvements. Byte addressed slow video decoding in games like Super Mario Odyssey, and a workaround was introduced for smooth Turnip driver use on Adreno 610 series GPUs. The introduction of Game Properties offers efficient management of individual game settings.

4. Project Leviathan and Miscellaneous Updates:

Project Leviathan, a rewrite of the HID code, aims to improve input emulation accuracy. HurricanePootis fixed Linux hardware permission issues, ensuring seamless Joy-Con and Pro Controller driver access.

Various core changes addressed user profile management, file system improvements, and fixes for specific game-related issues. UI configuration files now correctly save language selection. NVIDIA users can update their drivers, while AMD users’ crashes on RDNA1 hardware are reported for resolution.

5. Hardware Section and UI Fixes:

Qualcomm’s proprietary driver showcased impressive performance on the Snapdragon 8 Gen 3, and Turnip’s support network expanded. Mali users experienced improvements, with hope for Panfrost/PanVK driver support for newer Mali hardware.

As we conclude this comprehensive progress report, the Yuzu Emulator team’s dedication shines through. Whether you’re an emulator pro or a newcomer, these updates promise a smoother and more enjoyable gaming experience. For more details, check out the official report.

See other  roonby’s articles  for daily inspiration. Also, don’t forget to check out our  Facebook page to get the latest information, If you are interested in partnership collaboration or sending PR, then please email us at [email protected]

Happy New Year, yuz-ers! We say goodbye to 2023 with several great changes, ranging from driver fixes to big memory savings, and quite a bit in between! Let’s go.

Graphics changes and driver fixes

Drivers are fantastical creatures. They love to exhibit major behavioural changes while still following the Vulkan specification — or more correctly for this issue, the SPIR-V specification.

Such was the case with NVIDIA drivers. Since the release of the 540 branch back in September, users have reported sudden crashes when building specific shaders in games, the most common example being some cutscenes and scenarios in Bayonetta 3 . However, the problem extended to many other games in unexpected places.

After investigating the issue, your writer and byte[] came to the conclusion that the problem was not the drivers, but a miscompilation in yuzu’s shader compiler for texture gradient operations.

Pesky shaders, why don’t we just make them disappear? Well, if you like your games displaying anything besides a black out , you want them, all of them.

In some cases, yuzu would incorrectly (and unintentionally) fetch the gradient derivatives as integers (U32), when they were intended to be reinterpreted bitwise as floats (F32). While older drivers would implicitly reinterpret when using the wrong type, the 540 driver series will throw a proper shader validation error, which is the correct behaviour for a bug like this.

This meant that if a user with any NVIDIA GPU loaded a pipeline cache with the affected shader after updating to a 540 series driver, or reached a moment where a new affected shader would be built, the game would crash. At the same time, if the user reverted the driver to the older 536/537 series drivers, the same cache would work fine.

Culprit found (it was us the whole time), sentence dictated: texture gradient operations will now enforce F32 types on derivatives to comply with the SPIR-V specification. Now games don’t have to crash, users can keep their drivers up to date, and your writer sleeps peacefully at night knowing this is resolved. Anyone using an NVIDIA GPU, regardless of operating system, feel free to update to the latest release for your platform.

Magical Infernal Ladies Fighting (Bayonetta 3)

Magical Infernal Ladies Fighting (Bayonetta 3)

Android users have a knack for finding bugs, partially thanks to the different set of default settings we use for the small screen. Handheld mode, for example, is selected by default to improve performance (Mali users appreciate this substantially) and save a tiny bit of RAM, but hey, we’re not in the Android section yet!

Fight'N Rage , a fantastic beat’em up, had its screen cut in half in handheld mode, something most desktop users missed since it runs fine in docked mode. The issue was — and this is a classic for sprite games by now — in how swizzle and window origin adjustments were being handled. Viewport transform and window origin mode are handled separately in the GPU, so splitting the two jobs is what doctor byte[] ordered. Feel free to smash that attack button now.

Quite a big difference (Fight'N Rage)

Quite a big difference (Fight'N Rage)

Guess who’s back. A game that is special in many aspects, an emulator itself, one of the few native Vulkan titles on the Switch, a game that is even out of print in an era of digital releases, and the reason byte[] started contributing to yuzu.

That’s right, Super Mario 3D All-Stars is back in a report, this time addressing one of its remaining interesting quirks: the incredibly slow performance of its intro video on non-NVIDIA and non-Mesa drivers.

The quirkiness was the result of the game causing yuzu to continuously recreate its swapchain on every single frame. A swapchain is a set of framebuffer images used by the graphics API and the GPU to draw to the screen.

The game used one of its framebuffer images as sRGB during startup, which caused yuzu to detect it as sRGB. The other framebuffer image was only used as linear. Since yuzu tries to respect the colorspace of the output image, this problem was causing yuzu to incorrectly think it needed to recreate the swapchain on every single frame. This constant, per-frame swapchain recreation is not that expensive on NVIDIA and Mesa drivers, but anything else (Intel, AMD, Android drivers) can spend as much as 30ms processing this switching. That’s around 30 FPS lost in a game supposed to render at 60!

How do we avoid this? Well, Vulkan always interprets any framebuffer currently being presented to screen as sRGB, so replacing the frame with a non-sRGB one is just adding unnecessary additional work and pissing off several drivers. Changing the logic to ignore sRGB in framebuffer images provides smooth frametimes for users of these drivers.

What does Mario do with that many stars? Not sing Peaches I hope (Super Mario 3D All-Stars)

What does Mario do with that many stars? Not sing Peaches I hope (Super Mario 3D All-Stars)

On a related note, let’s talk about presentation limits and how they affect asynchronous presentation, which moves presenting to the screen to a different CPU thread.

Due to several factors, yuzu’s Vulkan renderer could only process up to 6 frames at a time. While this isn’t normally an issue on desktop, especially for users that don’t enable Asynchronous Presentation (available in Emulation > Configure… > Graphics > Advanced ), Android, a platform that demands always using asynchronous presentation, showed us that low enough performance with the setting toggled on, regardless of OS or platform, can cause the queue of swapchain images to grow beyond the limit of 6 frames. Thus, leading to a driver crash and your progress being lost. Ouch.

Feel free to test enabling it now

Feel free to test enabling it now

Android users found a workaround to this very early on: lowering the game speed limit under 100%, which slowed down the presentation rate, thereby usually keeping yuzu under the 6 frame limit.

While that technically worked, the idea is to run games at least at 100% speed whenever possible, right?

The easy solution byte[] found for this problem after identifying it was to force the presentation process to wait before reaching the limit, improving stability substantially on low-end hardware, including Android devices, while also improving input lag! Now asynchronous presentation is safe to use, improves frametimes, reduces input latency, and does your laundry! That’s a solid win for everyone.

Enough about presentation, let’s talk about clip distance instead now. I can hear you asking in the back, “what the living Koopa Castle is a clip distance?”

Most GPUs allow shaders to set up custom clipping planes for vertex data, which allows the GPU to cut geometry invisible to the viewport with no extra triangles generated or rendering cost. The members of gl_ClipDistance , a global variable and float array declared in the shader, represent the distance to the clipping plane on each vertex.

Many games use these values, including Red Dead Redemption , Fire Emblem Warriors: Three Hopes , DEAD OR ALIVE Xtreme 3 Scarlet , Hyrule Warriors: Definitive Edition , and Portal . Weird group, isn’t it? A cowboy, a skimpy Japanese fighter, two medieval warriors, and a Companion Cube walk into a bar…

On most desktop drivers, the default values for all global variables will be zero implicitly. However, SPIR-V says that these values are actually undefined. This assumption broke rendering in Portal on the radv Mesa driver ― for clip distances specifically.

byte[]’s first fix attempted to only declare an array of clip distances as large as actually needed, which would prevent any undefined values from persisting in the array. While some shaders (like those used in Portal ) write directly to the clip distance array values, others (like in Red Dead Redemption ) use a loop variable to access the array. Thus, the first fix attempt resulted in declaring an array of zero clip distances in those games, which is illegal in SPIR-V.

Emulation, when The Void does indeed stare back (DEAD OR ALIVE Xtreme 3 Scarlet)

Emulation, when The Void does indeed stare back (DEAD OR ALIVE Xtreme 3 Scarlet)

After revisiting the issue, byte[] implemented a more robust solution: when clip distances are used, always declare an array of as many clip distances as the host driver supports, and use a default value to ensure the array members are all set to zero, avoiding any undefined behaviour. All drivers except Mali support eight clip distances; Mali supports zero , so a special case had to be made for this driver. Mali moment #1.

This was a triumph

This was a triumph

GPUs often work with texture data in a variety of formats. Among the parameters used by compressed textures like ASTC and BCn is pitch , which is the size of one row of compressed blocks. This eventually gets divided by the block size of the texture by the emulator, giving the number of blocks per row. This worked flawlessly for linear 1x1 block-sized uncompressed textures, but broke compressed ones that have larger block sizes. Vulkan expects the pitch to be the number of texels (the minimum unit of a texture map, think of pixels but for textures) per row, plus some padding, but yuzu was calculating the value incorrectly.

A new tournament begins (THE KING OF FIGHTERS XIII GLOBAL MATCH)

A new tournament begins (THE KING OF FIGHTERS XIII GLOBAL MATCH)

Fixing the buffer row length, and, while at it, tuning the software BCn decoder Mali needs (Mali moment #2), is how GPUCode fixed the rendering of THE KING OF FIGHTERS XIII GLOBAL MATCH and the Eatsa Pizza minigame from Mario Party Superstars .

Your writer is old enough to remember playing this on the Nintendo 64 (Mario Party Superstars)

Your writer is old enough to remember playing this on the Nintendo 64 (Mario Party Superstars)

That ends the Vulkan section, so what’s left is to follow up with the:

And you can’t prove Khronos wrong

And you can’t prove Khronos wrong

Because epicboy won’t let the old API rest.

One remaining issue (of many) for the OG open API was a bug with the shadows of Metroid Prime Remastered . By bringing the counter query accuracy, which was first seen in Vulkan, to OpenGL, this issue is now solved.

SPAAAAACE (Metroid Prime Remastered)

SPAAAAACE (Metroid Prime Remastered)

OpenGL users saw another win with the implementation of two fixes for Xenoblade Chronicles 3 . This is particularly important for AMD users, Windows or Linux, since most AMD GPUs can’t avoid vertex explosions while running the game with Vulkan in the Pentelas region of the main story, and the DLC, Future Redeemed.

First, by implementing the DrawTransformFeedback macro, which is the OpenGL equivalent of Vulkan’s DrawIndirectByteCount , particles were fixed.

Remember the Game Awards flute guy? (Xenoblade Chronicles 3)

And second, a lesson of how a simple typo can cause havoc, fixing the transform feedback binding from strides to sizes stopped the grass in the game from becoming some space demon abomination.

That experiment really went wrong, Dr. (Xenoblade Chronicles 3)

That experiment really went wrong, Dr. (Xenoblade Chronicles 3)

With these changes, AMD users suffering from the Pentelas/DLC vertex explosion bug can safely play the game in OpenGL.

But you know what would help even more? If epicboy also added more optimizations for the AMD proprietary OpenGL driver. Which is exactly what he did.

With the release of the new OpenGL driver back in July of 2022 , several unsavoury workarounds that yuzu code had for the red vendor could be removed (and now have been), improving performance.

Android adventures, and kernels with benefits

Instead of a bulleted list like in previous articles, let’s start with the big change first.

Saving RAM makes games boot fast

One of the properties of the Linux kernel, which GNU/Linux distributions and Android benefit from, is its flexibility and constant progress made by the community and contributors. One such case is the Linux kernel extension MADV_REMOVE , which allows for freeing up a given range of memory pages, “punching a hole” in the specified range of memory.

Thanks to byte[]’s work, the emulator can take advantage of this extension to remove the requirement of needing 3GB of free RAM immediately after booting a game, and to also significantly decrease boot times while at it. Memory isn’t a problem for most users with 16GB of system RAM (unless you have too many background processes), but for users with 8GB or lower running an OS with a Linux kernel (desktop Linux or Android), this greatly reduces immediate memory requirements, even allowing Celeste to work on 4GB devices…

…For a time. While the system doesn’t need to provide the full 3GB at game boot now, the game will still slowly demand that amount as it runs. But this might be enough to let 8GB devices, or even 6GB ones (which we don’t officially support, but users use them anyway) reach the next save point.

Feel free to play the most complex games now on your 8GB Linux laptop or phone and enjoy the improved boot times! We believe only The Legend of Zelda: Tears of the Kingdom still requires 12GB on ASTC compatible devices (Android devices or Intel iGPUs) to be safely playable now.

For the Windows gang, sorry: only bad news. The Windows kernel doesn’t have an equivalent to MADV_REMOVE, so if you have a low-end device with a small amount of RAM, Linux is the way to go.

No surprise there though.

The resolution? No, worse, crazier than pixel density. Remember Paper Mario: The Origami King ? Good game, pretty graphics, and fun humour. This game has a unique situation on its hands, its ARM CPU code is illegal. Not “FBI OPEN UP” illegal, but “not able to run natively on contemporary systems due to a difference in stack pointer alignment handling” type of illegal. The Switch clears a hardware bit that checks the stack pointer alignment and generates an exception, but practically every other operating system sets it, and there is no way to turn it off without a kernel modification.

This meant modern devices couldn’t run this game with NCE enabled. Until now.

By using the ARM parser of Dynarmic , byte[] parses the instructions responsible for causing the crash due to the alignment error this game produces, and interprets them in software. The result? Three thousand eight hundred and fifty eight lines of code added to get a game that doesn’t render correctly on Android booting, and it still needs a save file to get past the intro…

Luigi sure is brave to drive in the Dark Woods (Paper Mario: The Origami King)

Luigi sure is brave to drive in the Dark Woods (Paper Mario: The Origami King)

So, wasted effort? With byte[]? Never. The game wouldn’t render correctly because the emulator was binding float images with a mismatched sampler type. By forcing the use of floats for all pixel formats in the shader cache which aren’t explicitly declared as integer, mobile drivers are now able to properly render the Mario brothers in all their flat glory, along with at least 71 other games!

Now that’s more like it, it only costs us a shader invalidation (Paper Mario: The Origami King)

Now that’s more like it, it only costs us a shader invalidation (Paper Mario: The Origami King)

Slight deja-vu with the fix for NVIDIA 540 driver series previously mentioned, right? This work was an additional one hundred and eighty four lines of code, giving a total of four thousand and thirty eight lines of code, 4K, spent on Origami paper, just for Android.

Other Android specific GPU changes

Another peculiar problem the Android builds faced were the slow video decoding performance in games like SUPER MARIO ODYSSEY , famous for its video pop-up tutorials. The culprit was unnecessarily downloading some texture memory which was about to be overwritten anyway. Some tweaks to the DMA code by Blinkhawk , and the performance is now fixed!

No more hints here, scra-CAW! ♪ No more hints (SUPER MARIO ODYSSEY)

No more hints here, scra-CAW! ♪ No more hints (SUPER MARIO ODYSSEY)

One early regression yuzu had when the Android builds were first introduced affected the FXAA antialiasing filter. As it turns out, the fix for the colour banding FXAA experienced on desktop hardware (which byte[] implemented back in June) missed updating the renderpass to the proper format. By properly using the VK_FORMAT_R16G16B16A16_SFLOAT format for the renderpass, GPUCode resolved the issue.

From Cursed Triforce to proper Triangle of Death

From Cursed Triforce to proper Triangle of Death

The Switch offers a JIT service (not to be confused with yuzu’s JIT, Dynarmic) that allows games to write to code memory during runtime — which wouldn’t normally be possible due to the restrictions of the platform. This is currently only used for the official Nintendo 64 emulators in Super Mario 3D All-Stars and the Nintendo Switch Online collection.

Properly using code memory handles allows the JIT service to work with yuzu’s NCE backend, letting the user run games from the Nintendo 64 - Nintendo Switch Online library. Thank you byte[] for yet again making an emulator work inside an emulator.

Look, savestates! (SUPER MARIO 64)

Look, savestates! (SUPER MARIO 64)

As a continuation to November’s progress on improving Mali stability due to their lack of support for nullDescriptor , byte[] now added the workaround to not pass null views.

Mali moment #3.

nullDescriptor was added with the Vulkan extension VK_EXT_robustness2 , back in 2020, for version 1.1 of the API. Vulkan is currently at version 1.3. Given that the feature has native hardware support on all Direct3D-compatible GPUs, and is trivial to emulate in the driver, we are not sure why this has not been implemented yet…

Turnip drivers are a work in progress from the Mesa developers — while they typically perform and render very well, they are still in development. One case that demonstrated this was how a change to improve driver compatibility in Mali caused Turnip to regress in response. Mali moment # 4? No. This was last month.

This only specifically affects the Adreno 610 series GPUs when running Turnip drivers. byte[]’s solution to the issue is to purposely use the Vulkan API incorrectly for Turnip while we wait for Mesa to address the issue. Now Adreno 610 users can run Turnip drivers again.

Android-specific UI and miscellaneous changes

Let’s round up the Android changes — we have more to cover, affecting both desktop and Android users too.

First and most important to mention, t895 outdid himself and finished implementing Game Properties .

Kept you waiting, huh

This new feature can be accessed by long-pressing a game in the list, and allows access to the following menus:

  • A game information page to check program ID, game developer, game version running, and game ROM path.

 Great for diagnosing update installation shenanigans

Great for diagnosing update installation shenanigans

  • Per-game settings page, with the option to revert a setting to the global default.

As a game tester, and an 8GB sufferer, your writer considers this a huge blessing

As a game tester, and an 8GB sufferer, your writer considers this a huge blessing

  • Similarly, a per-game driver selector, for the cases where Qualcomm did something correctly, or an older Turnip release is better.
  • An add-ons manager to install, enable, and disable updates, DLCs, and mods. While there are plans to support compressed mods, right now they must be uncompressed and manually selected here.

Bet you enjoy this one the most

Bet you enjoy this one the most

  • A save data manager, allowing users to export or import per-game saves, alongside the global option.
  • An option to delete all save data of that particular game.
  • An option to clear the pipeline cache of that particular game.
  • And a Start button, which allows you to select a global or custom configuration. Launching from the game list will always load the custom configuration.

To round it up

To round it up

This covers one of the biggest missing components the Android build has left. The only remaining settings are a content manager to delete installed content, and a controller mapping UI. Rest assured, we’re working on them.

t895 has continued to work on bringing Android to feature parity with the desktop build, while considering the specific needs of the mobile platform. Some of the recent changes included are:

  • Hiding the Fastmem toggle if CPU debugging is disabled, avoiding confusion on how it operates.
  • Exposing the anisotropic filtering setting in graphics, an option that greatly helps visuals in several games with minimal performance cost.
  • Centering the switch setting title when no description is present.

One of the unique Android features is their Oboe audio backend, which is, as expected of something unique to the platform, quite robust. byte[] implemented it into yuzu to stop audio from cutting off when changing audio outputs (switching to wireless headphones for example) or starting a screen video capture.

The option can be found at Settings > Advanced settings > Audio > Output engine . While Auto is the recommended value (it will always use Oboe on Android), users can take advantage of per-game settings to test Oboe vs Cubeb in any game they want.

And finally, a minor change for end users which we think someone out there will enjoy. With the work on the game properties section, t895 also had to equalise the configuration file config.ini to make it work on both desktop and Android builds.

Memory heap allocation, or how the Linux kernel can be wrong sometimes

Yes, Linux did an oopsie, how will they ever recover?

The Linux kernel has a large set of runtime parameters. One in particular is a limit on how many times a program can use the mmap system call. The default maximum value is 65530, which “ought to be enough for anyone”, or so the meme goes, but in practice that isn’t always the case.

Typically, Switch games will query the amount of memory heap they have available, reserve all of it, and then suballocate from their OS-level reservation as they use up memory. This is already well-supported when using host-mapped addressing (most commonly known as fastmem) on Linux-based operating systems, as it only requires a few calls to map the physical memory blocks which comprise the heap.

Games based on Unreal Engine 4 do not do this. Instead of reserving all of the available memory heap immediately, they reserve small blocks from the kernel on demand. If only the software page table is being used, there’s no problem, as the blocks aren’t resulting in calls to mmap .

When yuzu uses host-mapped addressing, the emulator propagates all of these mappings into the host address space. That in itself wouldn’t normally be a problem, if it wasn’t for the fact that Unreal Engine 4 can allocate hundreds of thousands of small heap blocks, going over the kernel limit with ease, and crashing the entire program.

yuzu is not the only project affected by this completely arbitrary limitation — it has been a complaint for quite a long time.

To work around this limitation, byte[] inserts a layer between the software page table and the host mapping system, constantly tracking the heap allocations made by programs and automatically recycling some less recently used mappings, which causes some stuttering ― but that’s better than a game crash. Collection will reduce the number of mappings to around half of the 65530 limit most systems ship with.

Yep, 64k is not enough for everyone.

This way, Unreal Engine games can be safely played on Linux-based systems, like desktop distributions and Android devices, without needing to disable fastmem and NCE, two big performance settings that no one wants to keep off.

Project Leviathan, applets, and input fun

As usual, german77 has been having his good share of fun working on input and the native applets.

First in the list is a solution for Amiibos with read-only permissions. If a program mounted them as read-only, yuzu doesn’t access any of their encrypted data, and could mark them as corrupt, which wasn’t really the case. Since read-only data is set from the factory, skipping the corruption check allows the use of read-only mounts in games like The Legend of Zelda: Tears of the Kingdom .

Next up, an announcement. german77 started working on a rewrite for the HID (human interface devices) code, called Project Leviathan with the intention of further improving the accuracy of yuzu’s input emulation. So far only preliminary work has been done, but some results have already been put into service.

The first part finished is the emulation of AppletResource , which allows the developers to start working on multiprocess support in the near future, as well as other necessary resources like AppletResourceUserId , or simply aruid .

Following up, german77 implemented the necessary code to allow the creation of multiple instances of HID shared memory, removing an old workaround and relieving the kernel from being responsible for handling shared memory, which in turn allows having a single shared memory instance per aruid.

Another spot that is starting to shape up thanks to this HID rewrite is object creation, more specifically, InitializeVibrationDevice , which would cause games like Rocket League to crash.

But not only german77 worked on input this month, newcomer HurricanePootis brought us an interesting fix for Linux users. Linux handles hardware permissions on a per-user level. For example, if for some reason the administrator desires it, a user can be completely blocked from having access to the video group, or audio , etc.

Connected devices are often only able to be accessed by the root user or group. While this usually isn’t a problem for just using the device, it can block access to the custom Joy-Con and Pro Controller drivers german77 implemented, regardless of whether the user runs an appimage or Flatpak yuzu build. By adding a udev rule to grant access to hidraw devices, HurricanePootis circumvented this limitation. Thank you!

Miscellaneous changes

Multiprocess preliminary work.

We spoke about preliminary work for multiprocess support. There’s more to cover on the matter.

byte[] refactored how yuzu emulates CPU core activation. He assures us writing three thousand lines of code simplifies the design of the ARM interface the emulator uses. This has the added benefit of allowing code from multiple guest processes to run simultaneously, which is another of the prerequisites for starting the multiprocess effort.

ARM guest emulation also received support for multiple memory instances, which can now coexist and interact with multiple server sessions. One step closer with every pull request.

Core, kernel, and file system changes

german77 found some… unexpected… behaviour in how the user profile manager behaved. It generated around 13 instances of itself, which lead to multiple, hard to explain bugs related to user data, including the sudden loss of profile after emulator crashes. Slapping the profile manager and telling it to run a single instance should mitigate most random profile loss issues.

Sometimes, games have unexpected file organisation strategies. A recent episode of this phenomenon affects the Batman: Arkham trilogy: the base games ship with a null RomFS. That shouldn’t have been a problem; having a RomFS is never a requirement to run a program. Batman: Arkham Asylum did have a RomFS, and was launching fine, but Batman: Arkham City and Batman: Arkham Knight require their updates installed to be playable (their base game size is only 8MB). The update contains the RomFS, but since the base game didn’t contain it, yuzu couldn’t find the RomFS to load, even with the update installed.

Handling this peculiar case fell into byte[]’s hands, and the World’s Greatest Detective can now go fetch ? signs all over the place at ease.

I am vengeance! I am the night! (Batman: Arkham Knight)

I am vengeance! I am the night! (Batman: Arkham Knight)

Another file system implementation byte[] gave us was support for the OpenDirectoryMode flag, which allows Portal 2 to save and load properly. One has to wonder why this wasn’t fixed earlier.

Are we going to space? (Portal 2)

Are we going to space? (Portal 2)

Some additional work was needed to get this masterpiece fully playable. An entire service needed some patching-up, specifically, ro , or relocatable object (allowing programs to load libraries on the fly), needed to be rewritten a bit — just over a thousand lines of code.

And finally, vi , one of the services responsible for drawing on the screen, needed to distinguish between closing and destroying layers in order to get Portal 2 in-game.

Ever get that feeling of Deja Vu? (Portal 2)

Ever get that feeling of Deja Vu? (Portal 2)

A silly issue byte[] made in the SSL buffer size configuration broke the Open Course World section of SUPER MARIO MAKER 2 . Fixing this configuration mishap allows the game to run its “main mode”.

Yet another set of findings by byte[], yet another battle won against shutdown crashes. This time we have timing related crashes in core timing being addressed, and a rather rare shutdown crash in the kernel being squashed.

Let’s close this longer-than-expected report and move to the hardware section. Our last section in the list is:

german77 spotted an oopsie in the UI configuration files, leading to the language selection never getting saved. If anyone noticed yuzu always selected the default language, you now know what the reason was. Making this value persistent solved the problem.

And lastly one last minor buff to Linux desktop users, from the hands of newcomer ReillyBrogan .

When using a Wayland compositor, program windows are matched to their .desktop shortcut file. The appId window property is intended to match the name of the .desktop file, for example, org.yuzu_emu.yuzu.desktop . Plasma desktop, by default, sets this property to the name of the binary file, which in this case is just yuzu , and doesn’t match the expected value of org.yuzu_emu.yuzu . This led to Plasma desktop users (Steam Deck included) displaying yuzu without our glorious icon. One manual override later, and the icon is properly there. Thank you!

Hardware section

Nvidia, safe to update, proprietary nvidia driver.

As previously mentioned, it’s safe to update to the latest driver versions thanks to the fixes implemented by byte[]. This will become more critical once the SUPER refresh of Ada cards is out, so perfect timing there. Hopefully they finally provide good value.

What’s this? A free and open source Mesa Vulkan driver for Turing and later NVIDIA hardware?

It’s still very early days , Mesa just started shipping preliminary support for this new driver, but we can’t wait to try it out once it’s mature enough. There’s nothing better than having the option to choose.

We identified Pokémon Scarlet & Violet crashes on RDNA1 hardware exclusively (RX 5000 series). The usual standard procedure was followed, a custom test case was provided in a bug report.

In contrast, Intel failed us again. No word on the fix for the geometry shader crash we reported back in October yet.

We hope it’s just a delay from the holidays. 2024 is the year of the Linux desktop working Intel Windows drivers.

Proprietary Qualcomm driver

We recently got our hands on a Snapdragon 8 Gen 3 device (a Red Magic 9), and while the official Qualcomm driver is still mediocre at best, we’re very impressed with the performance of the new Adreno 750 GPU. In spite of its driver, it managed to bruteforce amazing framerate numbers. It still produced the same graphical glitches any other Adreno card has with their respective official drivers.

Some games reached the 120 FPS limit imposed by the device’s screen refresh rate. In short, Balanced mode in the Red Magic 9 is faster than Diablo mode in the previous Red Magic 8.

Even Turnip, with its early support already shows outstanding results. Here is an Adreno 740 vs an Adreno 750:

i9-14900K who? (The Legend of Zelda: Breath of the Wild)

i9-14900K who? (The Legend of Zelda: Breath of the Wild)

Speaking of which.

Leaving Adreno 750 aside for a moment, the Turnip network of support continues to improve. Current releases have added support for rare GPU variants, like Adreno 642L and Adreno 644. Performance and stability have improved as well.

Keep up to date with Turnip releases; they usually only bring improvements.

Mali moment

Total Mali moments count this month: 3.

But it’s not all bad news dear Mali sufferers!

Newer generations of Mali hardware, codenamed “Panthor” will have an officially backed Mesa driver, the already existing but almost abandoned Panfrost/PanVK driver. This means that Mali moments may cease existing sometime in the future, in a similar way to how Turnip provides a much better experience to Adreno users.

Future projects

Multiprocess GPU SMMU support is almost done now, thanks to Blinkhawk. We’ll cover it in more detail next month, but you can check the pull request draft meanwhile to see the expected benefits it brings.

And maybe the rest of the team has something more going on, yeah. But let’s save that surprise for later, it’s more fun that way (this in no way means any attempt to leak a picture of the current progress was rejected by all devs, no no).

That’s all folks! Thank you for reading until the end, we hope to see you all again in the first progress report of 2024!

Please consider supporting us on Patreon ! If you would like to contribute to this project, check out our GitHub !

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Yuzu - An experimental open-source emulator for the Nintendo Switch from the creators of Citra

  • Thread starter Deleted member 15428
  • Start date Jan 14, 2018

Recent threadmarks

madwarrior

  • May 14, 2023

I'm sorry if this has been answered before. I downloaded the 30 fps mod and visual fixes file, how do I get these into yuzu?  

Acu

JaredG said: The cutscene mod is to specifically make them play at 60, not whatever fps the game is running at. Click to expand... Click to shrink...

ThorHammerstein

ThorHammerstein

Is there a way to increase draw distance yet?  

MayorSquirtle

MayorSquirtle

Acu said: Yea but is there anything else besides setting the mods in order to make the cutscene fix work? Because I tried watching one, and it went fullspeed, sounds overlapping etc. If I capped the FPS (by pressing ctrl + u) the cutscene then ran reeeeeeaaallly slow. So, maybe the mod is not perfect but this is definitely far from a fix. Unless, there is something else on the emulator config I have to tweak as well. Vsync off? maybe? Click to expand... Click to shrink...

daninthemix

daninthemix

ThorHammerstein said: Is there a way to increase draw distance yet? Click to expand... Click to shrink...

KeRaSh

I left my heart on Atropos

Alright, so I managed to extract everything needed to get the game to run in Yuzu (EA 3589). Is there a comprehensive and up to date guide / list on which settings and mods to use for TotK? Everything changes every few hours and I'm super new to this. Don't even know how to add mods to Yuzu, yet. /edit: Found it. Got the current 60 fps mod, which includes the dynamic fps mod now. Also got the visual fixes mod, which includes the 1792x1008 mod. So when I set resolution to 2x it renders at 1440p? The window size didn't change. Is that just the internal resolution and everything scales to my window size? So could I scale to 4k and run it windowed for better textures? I only have a 1440p monitor. Might actually hook my PC up to my OLED for this. Also, does it make a difference whether I play virtually docked or undocked?  

CHC

OK I gave this a try and it's actually running really well just by default. I thought the ambient occlusion was broken because the shrine walls had these weird shimmery shadows at the cracks between tiles, but then I compared it to my Switch and that's just uhhhh the way it looks, really low resolution ambient occlusion. Otherwise so far so good on 3070 Ti and Ryzen 3700x at 3x native resolution. I haven't messed with FPS mods yet, this is just right-out-of-the-box. I may keep it at 30 for stability's sake honestly, I'm used to it since playing a little on Switch and it still looks and plays a lot cleaner on Yuzu.  

daninthemix said: I mean one of the Visual mods disables LODs so there's no pop-in and you can see miles into the distance. Not sure how much more you could want. Click to expand... Click to shrink...

what is asynchronous presentation yuzu

Deleted member 17289

Account closed at user request.

No unlimited stamina mod yet? Please don't judge me 😅  

Megustaelmate

Megustaelmate

dEvAnGeL said: No unlimited stamina mod yet? Please don't judge me 😅 Click to expand... Click to shrink...

Nothing Loud

Nothing Loud

Literally cinderella.

SOLDIER said: That's a thing now? I remember reading it was one of the most busted Yuzu games. Anyway, I'm still getting debates which of the following framerate options is best for TotK: 60 fps mod + dynamic fps mod 30 fps mod + dynamic fps mod + unlocking framerate with CTRL+U 45 fps mod + dynamic fps mod Seems each one has its advantages and disadvantages. Option 2 (30 fps) seemed the most stable so far, but I still get moments of stutter and the cutscene mod that's supposed to have them play at proper speeds didn't work (unless that's supposed to only work with the 60 fps mod). Also had a weird instance where I kept falling through floors in one shrine until I switched to 30 fps. Click to expand... Click to shrink...
Vaskie said: There are plenty of mods popping up that might be interesting so I thought I would post some: Ultrawide Mod - https://gamebanana.com/mods/443462 Durable Equipment - https://gamebanana.com/mods/443455 Unbreakable Master Sword and Hylian Shield - https://gamebanana.com/mods/443469 No Elemental Damage - https://gamebanana.com/mods/443356 No Friction Shields - https://gamebanana.com/mods/443351 Xbox UI - https://gamebanana.com/mods/443336 Playstation UI - https://gamebanana.com/mods/443201 Faster Teleports - https://gamebanana.com/mods/443165 Click to expand... Click to shrink...

bueno.jpg

KeRaSh said: Alright, so I managed to extract everything needed to get the game to run in Yuzu (EA 3589). Is there a comprehensive and up to date guide / list on which settings and mods to use for TotK? Everything changes every few hours and I'm super new to this. Don't even know how to add mods to Yuzu, yet. /edit: Found it. Got the current 60 fps mod, which includes the dynamic fps mod now. Also got the visual fixes mod, which includes the 1792x1008 mod. So when I set resolution to 2x it renders at 1440p? The window size didn't change. Is that just the internal resolution and everything scales to my window size? So could I scale to 4k and run it windowed for better textures? I only have a 1440p monitor. Might actually hook my PC up to my OLED for this. Also, does it make a difference whether I play virtually docked or undocked? Click to expand... Click to shrink...
madwarrior said: I'm sorry if this has been answered before. I downloaded the 30 fps mod and visual fixes file, how do I get these into yuzu? Click to expand... Click to shrink...

Oops dp  

Tendo

Is there a threadmark or post of what version of yuzu and what mods / patches people are using? I dumped all my stuff yesterday but have no idea where to start on how to start setting up yuzu. Sorry - I'm sure this has been asked a ton of times...  

is there a beginner friendly sticky posts to how to use this for totk the thread seems impenetrable  

bes.gen said: is there a beginner friendly sticky posts to how to use this for totk the thread seems impenetrable Click to expand... Click to shrink...

sora87

Mainline yuzu has been solid for me, only using the 30fps mod and nothing else. Oh and using a cheat for infinite stamina :D  

I'd be glad to assemble and update yuzu posts like I've been sorta doing, I just can't add them as a thread mark. Maybe B-Dubs or another moderator can help us set one of my posts to be a threadmark if I make it. I'll get working on it.  

Nothing Loud said: I'd be glad to assemble and update yuzu posts like I've been sorta doing, I just can't add them as a thread mark. Maybe B-Dubs or another moderator can help us set one of my posts to be a threadmark if I make it. I'll get working on it. Click to expand... Click to shrink...

PolygonFlux

PolygonFlux

sora87 said: Oh and using a cheat for infinite stamina :D Click to expand... Click to shrink...

zeomax

Megustaelmate said: Lol I want unlimited stamina and unbreakable weapons. Only reason I am not playing it on my switch right now lol. Click to expand... Click to shrink...

github.com

NXCheats/The Legend of Zelda Tears of the Kingdom at main · bad1dea/NXCheats

JudgmentJay

JudgmentJay

The newest early access build solved my vram/crashing issues in TotK. I just played for 3 hours and it was flawless. So glad I decided to play this on Yuzu instead of Switch. As an aside, I've been lurking in the Yuzu Discord and I don't know how the moderators haven't gone insane. Every 30 seconds someone new joins and asks where they can download TotK or Switch firmware/keys.  

Nameless

The Yuzu community truly out did themselves. Said it another thread but running high-res with all the fixes & enhancements installed makes ToTK one of the most visually impressive games of the year and probably ever for this type of animated aesthetic. Its stunning art direction in a 4K presentation with proper AA genuinely evokes feelings of "controlling a cartoon" in a way I can't recall experiencing before. And the world design, with all its vibrant lighting, weather & environmental effects really 'pops' and just leaps off the screen at higher framerates. Factor in the complexity of the sim systems along with insane level of interaction and this feels like a bona-fide "next-gen" experience thanks to emulation.  

seroun

At this point I'm thinking that I should just buy the game and play it on emulator directly. (To clarify, I got it to try for just 2 hours because I was 50/50 on "I'm gonna feel directionless/bored just as I did on BotW" vs "It seems like there's enough direction to know where to go now", with the intention to buy it on the first week if I was still interested after those 2 hours).  

Two questions, if anyone knows: 1. I'm not using the FPS mods, just resolution mod/TOTKYuzuFix. Is there any way to confirm its actually working? It is listed in the AddOns tab of the game properties and checked, but its not listed in the AddOns column on the main screen (only shows Update 1.1.0, while BotW does show the mods I have for it). 2. Is this behavior with banners having a low framerate in the distance normal? Is that a Yuzu thing or is it the same on real hardware? View: https://youtu.be/VCt1sthE-98  

So I need to disable vsync to get 60 fps but do I have to live with the constant screen tearing, or am I doing something wrong?  

Aeana

ThreePi said: Two questions, if anyone knows: 1. I'm not using the FPS mods, just resolution mod/TOTKYuzuFix. Is there any way to confirm its actually working? It is listed in the AddOns tab of the game properties and checked, but its not listed in the AddOns column on the main screen (only shows Update 1.1.0, while BotW does show the mods I have for it). 2. Is this behavior with banners having a low framerate in the distance normal? Is that a Yuzu thing or is it the same on real hardware? View: https://youtu.be/VCt1sthE-98 Click to expand... Click to shrink...
KeRaSh said: So I need to disable vsync to get 60 fps but do I have to live with the constant screen tearing, or am I doing something wrong? Click to expand... Click to shrink...
Nothing Loud said: Disabling vsync in Yuzu unlocks the internal game framerate for me, but I do not get actual tearing if I set up my NVIDIA control panel correctly and it triggers/notices NVIDIA G-Sync on my LG G1 OLED so I don't get tearing either. A G-sync window pops up every time I launch on Yuzu Click to expand... Click to shrink...
PolygonFlux said: Do share! Click to expand... Click to shrink...

King Tubby

tamago said: i literally lmaoed at that framerate quality, damn. i'm running a 5900x/32gb/3090, is that comparable to run like that? Click to expand... Click to shrink...
Tendo said: Is there a threadmark or post of what version of yuzu and what mods / patches people are using? I dumped all my stuff yesterday but have no idea where to start on how to start setting up yuzu. Sorry - I'm sure this has been asked a ton of times... Click to expand... Click to shrink...
Tendo said: Ha! Great minds think alike :) Since OP is gone I wonder if we could have someone else take over the thread so they can make threadmarks? Click to expand... Click to shrink...
Tendo said: That'd be rad! Thank you. Maybe we could get ownership of the thread transferred to you or someone else willing? May be easier. If that is a thing. ( I am not clever, nor do I know how things work. ) Click to expand... Click to shrink...
Yuzu EA 3591 Patch Note Changes said: Rework GC to be based on available card memory. [#10302] Click to expand... Click to shrink...
Add an experimental fix for the vram and commit memory usage. Games such as Legend of Zelda Tears of The Kingdom, Astral Chain, Bayonetta 3, Xenoblade Chronicle games should no longer use all of vram available. It also resolve slowdown further on these games which happened during clean vram. Click to expand... Click to shrink...
Yuzu EA 3589 Patch Note Changes said: - Relax amiibo scanning frequency to reduce stuttering during when scanning amiibo. [#10265] - Fix incompatible property flags in vulkan memory manager. [#10286] - Fix instability of low vram (2gb ~ 4gb) GPUs in games like Legend of Zelda Tears of The Kingdom, Astral Chain, Xenoblade Chronicles 2. With this change these games should be playable on low vram GPUs with x0.5 ~ x1 scailing. - Reserve extra memory to prevent swaps. - Fix the performance drop that used to occur after the memory was cleaned in games like Legend of Zelda Tears of The Kingdom, Xenoblade Chronicles 2 Click to expand... Click to shrink...
Updated TOTK on Yuzu EA 3584 Guide 5-15-23 said: Here's a guide on what to do to troubleshoot getting TOTK running well on Yuzu. Like depending on your hardware, 4K 60 FPS [STEP-BY-STEP GUIDE] Disclaimer: I did not upload any of these files. I am simply collating public information. Download at your own risk tho the communities have already vetted the files as no malware detected. You should start by having a 1.1.0 version of TOTK. You should know how to rip and obtain this there are guides on the internet. Add it to your game directory in Yuzu main menu. Update it to 1.1.0 by installing to NAND if necessary. Make sure you have nothing in your Yuzu main > shader folder and compile shaders yourself. They're hardware-dependent anyway so your own shaders are the best shaders. Did you download latest Yuzu EA from PineappleEA (currently 3591) ? If not, do so. Did you turn off all optional/experimental settings in the "advanced graphics" tab? If not, do so now. Did you download all the latest mods at this link ? If not, do so. Extract a latest mod package into your mods folder (right-click the game in Yuzu or Ryujinx and go to the mods folder). Disable the ones that say "scrap" and disable the ones you don't need. Did you download the cheats you want to use, if any? If not, do so. You can find extra cheats here . Also put these in the mods folder. Did you download the 60 fps cutscene fix mod if you are using the 60 fps mod ONLY ? If not do so now. Set your NVIDIA control panel to 60 fps frame limit if you have not done so and have the option, or audio may desync. (Google the mod, I can't provide it since it contains game cutscene files). If you download and use the 60 fps mod , try this experimental patch that fixes the black screen during arm powers wheel selection/inventory selection/weapon selection. Download and put it in your mods folder as the others. You're done now. You can load the game on Yuzu now and try to aim for high framerates Some settings/notes to be aware of and to try: [GENERAL YUZU SETTINGS TO DO] Graphics tab: API/API Settings = Vulkan Graphics Settings/Use asynchronous GPU emulation = ✓ Graphics Settings/Accelerate ASTC texture decoding = ✓ Graphics Settings/Resolution = 1x/2x/4x/8x (this setting depends on your GPU, but don't use other options as those are currently bugged and will have a pixelated look in Docked Mode) Graphics Settings/Windows Adapting Filter = AMD FSR/Bilienear (depending on your GPU) Graphics Settings/Anti-Aliasing Method = Depends on personal preference and the resolution you are playing at Adv. Graphics tab: Accuracy Level: High or Normal (some dungeon elements like lasers will only render in High GPU accuracy or will only work in Normal after re-entering the area, s hange accordingly during gameplay, using the F10 hotkey) Advanced Graphics Settings/Enable asynchronous presentation = ✓ Advanced Graphics Settings/Enable Reactive Flushing = ✓ Advanced Graphics Settings/Use asynchronous shader building (Hack) = ✓ Advanced Graphics Settings/Use Vulkan pipeline cache = ✓ Minimum Specs: 16gb ram (32 Is recommended) SSD (any) 2x resolution - 6gb+ vram Stable 60 fps - Only very HIGH end can achieve a stable 60 fps Extra Info: Running the current 60 fps mod will result in cutscenes being played at double the intended speed and the audio being significantly delayed, so for optimal viewing experience download the mod provided above until a futher fix is available. For FPS lock (Dynamic fps mod) - Yuzu speed limit 50% - 30 fps 75% - 45 FPS (NOTE) 45 fps doesn't work with cutscene mod. Auto HDR for Windows 11 - Rename Yuzu.exe to Cemu.exe (the yuzu folder to Cemu as well) to benefit from your HDR TV/Monitor, works pretty well. [CONTROLLER SETUP & XBOX/PS UI MODS] If you are using an Xbox or a PlayStation controller, follow the steps below. In Yuzu, go to 'Emulation', then 'Configure', then 'Controls', and decide what controller type you want to emulate with which one of your peripherials (I recommend emulating a Pro Controller) . Bind all buttons to your chosen controller (Xbox or PlayStation), choose a deadzone value between 5 and 15% (based on your controller's sticks' health) for responsive inputs, then create a new controller profile for it, name it, and save it. If you are using an Xbox controller, download and install the Xbox UI mod which replaces the Nintendo buttons with Xbox buttons, and also gives you the choice to use a western layout ('A' as accept, 'B' as cancel). If you are using a PlayStation controller, download and install the DualSense UI mod which replaces the Nintendo buttons with Xbox buttons, and also gives you the choice to use a western layout ('X' as accept, 'O' as cancel). [FRAMERATE MODS] Download the Dynamic FPS mod discussed (included in the above guide). It's useful if your game can't keep a steady framerate but it can introduce some bugs. Download the 20/30/60 FPS mod (included in the above guide). If you are using the 60 FPS mod, be sure to use MSI Afterburner+RivaTuner's framelimiter and use a hotkey to be able to swap between a 30 & 60 FPS lock whenever a cutscene starts (locking the game to 30 FPS prevents cutscenes to run at double speed) . An alternative solution to fixing cutscenes with the 60 FPS mod is to use the Interpolated Cutscenes mod (mentioned in the above guide) mod. [QUESTIONS AND ANSWERS] Q: Game is stuck on black screen after loading what do i do? - Delete the keys and Put them again, it's a known bug Q: Will this work on Steamdeck? - Yes Q: Do i need Vulkan Shaders? - No, It's recommended to build your own shaders for stability. Q: Game keeps crashing after downloading shaders from someone else - Right click game, remove vulkan pipeline, getting Vulkan shaders from other people is genuinely unstable ( VULKAN ) Q: I want to install a new Version of yuzu how to ? - Download the new yuzu version from Pineapple and copy the User folder in the new directory, it contains all your saves mods and shaders. OP, I can't get stable 60 FPS what do i do, my RTX4090, rx7800x3D is not enough!? - Switch emulation is VERY complex the fact this is running 2 DAYS after TOTK release is a miracle by itself. (tho that config shoud be able to get pretty close) OP my game is running in slow motion, can't install update, game not showing up, stuck in black screen ETC - Remove your key folder and install them again [GENERAL TIPS] Make sure to clear your Yuzu cache if you previously tinkered with TOTK. Update your graphics card drivers to the latest version available. [RESHADE 2.0 - THE WAY TO TUNE THE COLOR/GRAPHICS OF THE GAME] All you need to do is download reshade . Run the installer and browse for yuzu, hit next. Select Vulkan (or openGL if you're using that) as the API, hit next Hit skip where it says "select preset to install" Hit uncheck all then check all at the top right. Hit next and wait for it to download all the filters. Download a preset (here's an example of a reshade preset I like) and place it into the root of your yuzu directory. Launch the game and press the "home" key go through the tutorial. You should see a bar at the top that you can click on. It's to the right of the < and > buttons. Select the preset and it should be good to go. Another thing you can do is click on the settings tab and set "insert" as the Effect toggle key. that way you can toggle it on and off. These are my yuzu main graphics settings just FYI for comparison if you want to know: Graphics Settings Tab Advanced Graphics Settings Tab Click to expand... Click to shrink...
  • Download all the latest mods at this link. Extract a latest mod package into your mods folder (right-click the game in Yuzu or Ryujinx and go to the mods folder). Disable the ones that say "scrap" and disable the ones you don't need.
  • You can find extra cheats here . Also put these in the mods folder.
Here is a bug-fixing guide I found: Common Bugs Bug-Fixing Guide said: Version 3591 seems to be causing a lot of problems be cautious since it is very experimental. Bugs that have a fix currently: Black Screen when switching weapons Example : This Mod Fixes this (update) currently bugged makes shrine lasers invisible Example Game heavily stuttering after having build a large amount of shaders: Stuttering after switching to 1.1 version Stuttering between switching Yuzu versions Stuttering from Installing mods Right click on TOTK in emulator remove>remove Vulkan Pipeline Shaders My game is running in slow motion with DYNAMIC FPS MOD Game not showing up: 1.1 update failed Xbox layout bug Reshade not working properly? This is all fixed by replacing your keys, it has been reported many times and its a common bug with 16.0.2 keys (16.0.1, don't work with 1.1 update) Reinstall your keys Make a folder called user in your Yuzu directory (where your exe is located), copy LOAD , NAND and KEYS, launch the emulator and pray Alternatively if this doesn't solve the issue, remove keys and install them again, try switching between user and appdata (opposite is true as well), this should work guaranteed, sometimes it bugs out, it's a problem with the emulator and the keys just keep trying. Having infinite loading Black screen? Please try redumping your XCI/NSP image. Texture bugs, yellow, white flashes etc: Example , Example2 This is caused by a corrupted game update, right click on totk> remove> remove update, (left corner) files, install to nand and select your update. This is also present on all of 1.0 update Depths not rendering, Clouds being pixelated: Latest EA Version has solved this issue Gloom texture is bugged: Example 2 Proper Gloom Texture Example Updating to 3589 (seems to have solved this issue ocasionally) - still no other fix if it keeps happening - This is caused on gpus below 6GB of vram 3591 seems to be causing the issue to some users Game hangs and crashes Possible fix is disabling ATSC decoding, right click on TOTK, properties>advanced graphics>ATSC decoding (HACK) disable Textures flickering possible fix Shadow mod Resolution (included in general visual fixes) Weird menu bugs Example Example2 right click on TOTK, properties>advanced graphics>ATSC decoding (HACK) disable Weird physics below certain framerate with dynamic FPS mod Make your GPU on high, right click totk>properties>GPU>HIGH Black lines in the sky - Possible fix using 1x renderer Unknown Solutions to Bugs: SSAO flickering Example This is present on the switch so nothing can be done until someone makes a mod for better internal SSAO Stutter when changing weapons Fixed when switching to ATSC introduces other visual bugs Game crashes on continue after Death Possible solution is disabling 60 fps and dynamic FPS Weird black lines on the ground Rain/snow bugged Intel GPU crashing Yuzu Github Thread Crashing in the depths - seems to be issue with vram Device lost error from maxed out VRAM - unknown Click to expand... Click to shrink...

vwsy2se28zza1.png

[STEP-BY-STEP GUIDE] Disclaimer: I did not upload any of these files. I am simply collating public information. Download at your own risk tho the communities have already vetted the files as no malware detected. You should start by having a 1.1.0 version of TOTK. You should know how to rip and obtain this there are guides on the internet. Add it to your game directory in Yuzu main menu. Update it to 1.1.0 by installing to NAND if necessary. Make sure you have nothing in your Yuzu main > shader folder and compile shaders yourself. They're hardware-dependent anyway so your own shaders are the best shaders. Make sure you have EmuDeck and DeckyLoader (optional) and Power Tools (mandatory) and CryoUtilities (recommended) installed. Put your Zelda TOTK XCI/NSP files in the proper ~Emulation/roms/switch folder. At this point you can either launch Steam Rom Manager and add the parsers and this game to your Steam Library as usual through the defaults, or you can add it to your Library as a Non-Steam Game yourself in Step 8 below. Go into ~/Emulation/tools/launchers/yuzu.sh by right-clicking and using KEdit to edit this .sh file. Replace the contents of that .sh file with this. This will always keep your Yuzu updated to the latest EA in Steam Deck: Code: #!/bin/bash YUZU_PATH=/home/deck/Applications/yuzu.AppImage # Download latest Yuzu EA curl -s https://api.github.com/repos/pineappleEA/pineapple-src/releases/latest | jq -r ".assets[0] | .browser_download_url" | wget -qO $YUZU_PATH -i - # Give it executable permissions chmod +x $YUZU_PATH #if appimage doesn't exist fall back to flatpak. if [[ $YUZU_PATH == '' ]]; then #flatpak flatpakApp=$(flatpak list --app --columns=application | grep $emuName) YUZU_PATH="/usr/bin/flatpak run "$flatpakApp else #make sure that file is executable chmod +x $YUZU_PATH fi #run the executable with the params. #Fix first ' param="${@}" substituteWith='"' param=${param/\'/"$substituteWith"} #Fix last ' on command param=$(echo "$param" | sed 's/.$/"/') eval "${YUZU_PATH} ${param}" Now, open up Steam and add a Non-Steam Game to your Library. Right-click properties of the TOTK game in your Steam Library. Replace the Shortcut menu options with the following: TARGET: "/run/media/mmcblk0p1/Emulation/tools/launchers/yuzu.sh" START IN: /run/media/mmcblk0p1/Emulation/tools/launchers LAUNCH OPTiONS: vblank_mode=0 %command% -f -g "'<path/to/TOTK/XCI/NSP>'" Open Yuzu EA through either the appimage you have now or by launching yuzu.sh. Did you turn off all optional/experimental settings in the "advanced graphics" tab? If not, do so now. Download all the latest mods at this link. Extract a latest mod package into your mods folder (right-click the game in Yuzu or Ryujinx and go to the mods folder). Disable the ones that say "scrap" and disable the ones you don't need. You can find extra cheats here . Also put these in the mods folder. Go back to Steam Game mode. Press the Steam button and enable developer options in the Steam menu. Press the ... button and navigate to your Power Tools for the steps coming below... Now launch the game. You can install custom DeckyLoader utilities that scrape the artwork for the steam deck and play the TOTK theme song when the game appears in Steam LIKE THIS. IT'S AWESOME. Now follow these recommended setup steps to target 30 fps in-game: [ REQUIREMENTS ] 30fps Dynamic Mod Latest version of Yuzu EA Cryoutilities on Recommended Settings 4GB VRAM Enabled [ YUZU SETTINGS ] CPU - Unsafe Graphics - Use Disk Pipeline Cache ✅ Use Async GPU Emulation ✅ Accelerate ASTC Texture Decoding ✅ 1X Resolution Window Adapting Filter: Bilinear Anti-Aliasing Method: None rest can be set as default, just make sure to use vulkan Adv. Graphics - Accuracy: Normal Async Presentation ✅ Force Maximum Clocks ✅ Reactive Flushing ✅ Async Texture Building ✅ Vulkan Pipeline Cache ✅ rest is disabled and anisotropic filtering is set to default [ CRYOUTILITIES] Install the Recommended Settings and increase your VRAM to 4GB [ POWER TOOLS ] SMT - Disabled Frequency Limits Min - 3500 Max - 3500 Governor - Performance Frequency Limits Min - 1600 Max - 1600 [ Steam Deck Adv. Battery ] Thermal Power TDP Limit - 11 Watts Manual GPU Clock - 1600mhz This gets 30 fps stable according to a user, except for a drop when jumping into the depths. if you have a shader cache over 20k, I recommended clearing it. Do not use other people's shader caches, as it's both illegal as well as useless unless it's another person's optimized Steam Deck. this is on handheld mode, btw done on totk version 1.1.0 ENJOY!! Click to expand... Click to shrink...

I'm getting a solid 30 running at 2x res on a 10 series card and a 6700k, lol. Using just the 30fps patch with Ryujinx. It's such a shame the Switch hardware is so horrifically bad, this game looks really incredible with better specs.  

Acidote

SP. said: I'm getting a solid 30 running at 2x res on a 10 series card and a 6700k, lol. Using just the 30fps patch with Ryujinx. It's such a shame the Switch hardware is so horrifically bad, this game looks really incredible with better specs. Click to expand... Click to shrink...

Thank you so much Nothing Loud ! Now I know what my project will be for this week.  

Lego

Thank you Nothing Loud Should I get rid of my previous mod folders like shadow_1k, TOTKYuzuFix, and VisualFIxes with the new combined zip file?  

Right click the game, open mod folder, paste mod contents into there. Click to expand... Click to shrink...
Lego said: Thank you Nothing Loud Should I get rid of my previous mod folders like shadow_1k, TOTKYuzuFix, and VisualFIxes with the new combined zip file? Click to expand... Click to shrink...
Nothing Loud said: You can/I did/I would, yes, as this new guide just updates and collates all the best latest fixes anyway. Click to expand... Click to shrink...

View: https://streamable.com/6r1rv7 Did a little run around in Lookout Landing with the latest Yuzu EA release, 60 fps mod, and visual fixes.  

King Tubby said: View: https://streamable.com/6r1rv7 Did a little run around in Lookout Landing with the latest Yuzu EA release, 60 fps mod, and visual fixes. Click to expand... Click to shrink...

Deleted member 17860

woow surprised you can even talk about switch emulators here... using ryujinx runs great now on 1.1.799  

how does cheats works for yuzu? Put them in the same mod folder?  

Shelbyville Milhouse

Shelbyville Milhouse

Runs almost flawlessly for me. Some texture issues after quitting the inventory and entering shrines aside. Really impressive. Now I'm torn between playing it like this and keep playing it handheld on my switch lol  

Mifec

Gitaroo said: how does cheats works for yuzu? Put them in the same mod folder? Click to expand... Click to shrink...

Ovvv

Attempted to circumvent ban with alt account

What are the latest visual fixes we should be using?  

Mifec said: Yes, but put the actual cheat folders separately, not the whole folder with all the cheats in it. Click to expand... Click to shrink...
Ovvv said: What are the latest visual fixes we should be using? Click to expand... Click to shrink...

pixeldrain.com

This is surprisingly running ok on my old ass i7-6700x 32gb RAM, 980Ti system.. on the 1431 build of Yuzu Im going to assume I probably shouldn't try any mods because I won't be able to handle it?  

Gitaroo said: I see the cheat under mod, but doesnt seems to do anything. The cheat txt file only has this [#02. Inf. Stamina] 040E0000 007FBA10 BD405E61 080E0000 00D0B8C4 F290000F D2A8B76F 040E0000 00D0B8CC B900026F Click to expand... Click to shrink...

image.png

Using Ryujinx and all the visual fixes at x3 (4k) on a 4k display and I am getting shimmering still inside of shrines and outdoors, is there anyway to avoid shimmery aliasing?  

Ethan Wrenn

Complete Guide for Maximum Performance on Yuzu Emulator + Download Links for Keys, Firmware, Switch Games and Shaders

Play all of your favorite Nintendo Switch games portrayed in a way you never thought possible with the Yuzu emulator! 4k 60fps with smooth game play on all your favorite titles.

what is asynchronous presentation yuzu

By Redundancy

Yuzu Full Installation and Set Up Guide

Hi and welcome! In this post, we’ll help you to get Yuzu up and running . Please read the post till the end to maximize performance. Links for keys, firmware, switch games and shaders at the end of the post. Alternatively you can check out one of our other Nintendo Switch emulator guides for the Ryujinx Emulator by visiting this link: https://ethanwrenn.com/complete-guide-for-maximum-performance-on-ryujinx-download-links-for-keys-firmware-switch-games-and-shaders/

Don’t forget to join our FREE community discord server at: https://discord.com/invite/pmpWcHs

what is asynchronous presentation yuzu

Installing the Emulator

Install Yuzu from https://yuzu-emu.org/downloads/ . After you’ve done that, you can install the Early Access builds that we give out here for free too but if you want you can keep using the mainline versions.

Installing Keys and Firmware

When you launch Yuzu for the first time it will show an error of missing components. To fix that, you’ll need to get the prod.keys file which you can download using this link provided below.

“MTEuMC4wIEtleXMgKHdvcmtzIGdyZWF0IGZvciBvbGRlciB0aXRsZXMpCmh0dHA6Ly93d3cubWVkaWFmaXJlLmNvbS9maWxlL2xkc2Jjc2tidDB6MTBrdi9wcm9kLmtleXMvZmlsZQoKMTYuMC4xIGFuZCAxNi4wLjIgS2V5cyAoc3VwcG9ydHMgYWxsIG1vZGVybiB0aXRsZXMgbGlrZSBUT1RLKQpodHRwczovL2RyaXZlLmdvb2dsZS5jb20vZHJpdmUvZm9sZGVycy8xMGM3NTV3Y0RWbjNzQmI1TGt4d1drLWxJa1pzbnY0MFg=”

(Paste the encrypted message above into https://www.base64decode.org and press decode to get real link!)

Once you install the prod.keys file, open Yuzu (you will still get the error for now) and go to the top left corner and click on “file” and then “Open yuzu Folder”. It will open a folder, make a folder and name it “keys” and put the prod.keys file on there. Restart Yuzu and you shouldn’t get the error (if you get the error again, you’ve done something wrong. Make sure you followed the steps and did it correctly!)

Note: Title.keys are not required as Yuzu autogenerates them. Firmware is only needed for a few games such as Mario Kart 8 Deluxe. You can download firmware using this link.

“aHR0cHM6Ly9kYXJ0aHN0ZXJuaWUubmV0L3N3aXRjaC1maXJtd2FyZXMv”

Open Yuzu and go to the yuzu folder then nand\system\Contents\registered and paste all the firmware files in there.

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what is asynchronous presentation yuzu

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Where to Download Switch Games

Now you’ll need your games . Where to get switch games? Well here is a list of a few websites that have switch games.

“aHR0cHM6Ly9ueGJyZXcuY29tLwoKaHR0cHM6Ly9uc3cydS5jb20vCgpodHRwczovL3d3dy56aXBlcnRvLmNvbS8KCmh0dHBzOi8vd3d3LnNvZnRjb2JyYS5jb20vCgpodHRwczovL25zd2dhbWUuY29tLw==”

There are a few file types of switch games NSP, XCI, NSZ etc. You should ONLY download NSP or XCI. NSZ won’t work. So you might ask do I download NSP or XCI? Well its up to you, both are fine.

Now make a folder and put your game files in it (only the game not the update or dlc). Open Yuzu and double click on the Yuzu screen. It will prompt you to select a folder, select the folder where you put the games, it will start to show the games you downloaded. You can launch a game by double clicking on it but first let’s see how to install DLCs and updates. Go to the upper left corner and click file and “Install files to NAND” and choose your update/DLC file.

what is asynchronous presentation yuzu

Optimizing Your Emulator for The Best Performance

Make sure to check out one of our other Nintendo Switch emulator guides for the Ryujinx Emulator by visiting this link: https://ethanwrenn.com/complete-guide-for-maximum-performance-on-ryujinx-download-links-for-keys-firmware-switch-games-and-shaders/

Now on to configuring your emulator for the best performance. Go to the upper left corner and click “Emulation” and then “Configure”. It will open up a Yuzu configuration windows which has a few tabs. I’ll go over all that requires changing.

General Tab In the general tab make sure you have “Multicore CPU Emulation” ticked. Other than that, you can make changes to your own liking like the UI etc.

System Tab In the system tab go to “Services” on the top and make sure BCAT Backend is set to none.

CPU Tab On the “CPU” tab you only need to change the Accuracy to Unsafe and tick all the options that appear.

Graphics Tab This is tab that’s the most important. If you’re using an Nvidia GPU, then always set your API to “OpenGL”. If you’re using AMD GPU, then set the API to “Vulkan”. Make sure you have “Disk Shader Cache”, “Asynchronous GPU Emulation” and “NVDEC Emulation” turned on. Then go to “Advanced” from the top and turn Accuracy level to Normal. Now if you’re using OpenGL, turn on “assembly shaders” and turn off “asynchronous shaders”. That should give you the best performance. For AMD GPU, turn on “asynchronous shader building” and “assembly shaders” should be off.

Audio Tab The default settings on the Audio tab should be ok.

Controls Tab Its pretty straightforward, you just need to map your controls. You should choose “Pro Controller” for the emulated controller and then choose the controller you want to use in “Input Device”. Yuzu will automatically map all the controls for you.

Those were the settings you needed to change in the emulator. Now let’s look at some other thing that can improve your performance.

You should always run Yuzu as administrator. How? If you’re using the builds we give you from here, just go to the yuzu folder, right click the exe file and select “run as administrator”. You can find some saves for games on our discord.ck yuzu.exe, click properties, go to the Compatibility tab from the top and tick “Run this program as Administrator”. That makes sure that the settings you choose outside of Yuzu are applied to it.

Now right click your windows icon and click “Power Options”. Then on the rightmost side click “Additional Power Settings” and Choose the “High Performance” power plan.

This next step is for Nvidia GPU users only.

Right click on your desktop and click “NVIDIA Control Panel”. Once it opens, click on “Manage 3D Settings” on the right. Once it opens, go to “Program Settings” and click Add and select Yuzu. Then scroll down the list of settings and Turn Vertical Sync – Off Triple Buffering – On Threaded Optimization – On Power Management Mode – Prefer Maximum Performance OpenGL rendering GPU – [Select your GPU] Then click Apply on the lower right corner.

One last thing. This step is mostly recommended for users who have low RAm for example 6 or 8 GB of RAM, however if you want constant stability you can try doing this too.

You should change your Virtual Memory Pagefile to about 10,000 MB. How to do that? Here’s a video tutorial https://youtu.be/u-UL-aKbE68 . Remember, only set it to about 10,000 MB.

Read more articles like this by checking out our blog page: https://ethanwrenn.com/blog/

Installing Mods, Shaders and Saves to Your Games

First, installing Mods. Right click the game you want to add a mod for. Then paste the mod there, the whole folder not just the files in it. You can get some basic Yuzu mods from here https://github.com/yuzu-emu/yuzu/wiki/Switch-Mods .

Note: You can check which mods you have for a game by right clicking the game and clicking properties.

Now on to installing shaders. Open yuzu folder by clicking file on the top left corner and select “Open yuzu folder” and go to shaders\opengl\transferable and put your shader file there OR open the game you want to add shaders for and you can close it when it launches and shows some textures. Then right click the game and click “Open Transferable Shader Cache” and put the shader file there. You can find shaders for some games with this link.

aHR0cHM6Ly9kb2NzLmdvb2dsZS5jb20vc3ByZWFkc2hlZXRzL2QvMTdNNm1ZLVRZb28weGxzd3JOSW5SZHVyNGJ1VWFKTVM5cHRYekxoR3hhSEEvZWRpdCNnaWQ9Mzk2MDE2NTA3

Note: This is for OpenGL users only, Transferable shaders do not work on Vulkan on Yuzu as of now.

And finally on to saves. To install saves, right click the game you want to add a save for, click Open Save data location and put the save files in there.

Consider Joining our FREE community Discord server at: https://discord.com/invite/pmpWcHs

what is asynchronous presentation yuzu

Some Custom Game Settings

These are just some custom settings for specific games. To apply custom settings to games, right click the game and click properties and navigate to what you want to change.

The Legend of Zelda : Tears of the Kingdom currently runs flawlessly on the Ryujinx Emulator with no mods. If you are experiencing issues consider downloading the 30fps and 60fps mods respectively. As well as the DepthsFix mod and CloudFix mod that are actively being developed by the community.

You should use Vulkan for Legend of Zelda : Link’s Awakening regardless of your GPU.

You should use an Accuracy level of High for Xenoblade games as Normal does not render the games perfectly.

You should not use any update for Super Mario Odyssey . You should use the following mods for this game. Disable Dynamic Resolution Disable FXAA Disable Camera Motion Blur Disable Web Applet

Download Links

Here are the links for people looking to download the necessary keys, firmware, games shaders and more.

You can download the Yuzu emulator by visiting: https://yuzu-emu.org/downloads/

Keys – MTEuMC4wIEtleXMgKHdvcmtzIGdyZWF0IGZvciBvbGRlciB0aXRsZXMpCmh0dHA6Ly93d3cubWVkaWFmaXJlLmNvbS9maWxlL2xkc2Jjc2tidDB6MTBrdi9wcm9kLmtleXMvZmlsZQoKMTYuMC4xIGFuZCAxNi4wLjIgS2V5cyAoc3VwcG9ydHMgYWxsIG1vZGVybiB0aXRsZXMgbGlrZSBUT1RLKQpodHRwczovL2RyaXZlLmdvb2dsZS5jb20vZHJpdmUvZm9sZGVycy8xMGM3NTV3Y0RWbjNzQmI1TGt4d1drLWxJa1pzbnY0MFg=

Firmware – aHR0cHM6Ly9kYXJ0aHN0ZXJuaWUubmV0L3N3aXRjaC1maXJtd2FyZXMv

List of websites to get switch games from – aHR0cHM6Ly9ueGJyZXcuY29tLwoKaHR0cHM6Ly9uc3cydS5jb20vCgpodHRwczovL3d3dy56aXBlcnRvLmNvbS8KCmh0dHBzOi8vd3d3LnNvZnRjb2JyYS5jb20vCgpodHRwczovL25zd2dhbWUuY29tLw==

Shaders – aHR0cHM6Ly9kb2NzLmdvb2dsZS5jb20vc3ByZWFkc2hlZXRzL2QvMTdNNm1ZLVRZb28weGxzd3JOSW5SZHVyNGJ1VWFKTVM5cHRYekxoR3hhSEEvZWRpdCNnaWQ9Mzk2MDE2NTA3

Decrypt Links – Put the above strings in https://www.base64decode.org to get real game

And that’s it. That’s the guide to maximize performance in Yuzu. If I missed something or messed something up, don’t hesitate to tell me about it in the comments section. If you’re still having problems then you should join our discord server and ask for help there! https://discord.com/invite/pmpWcHs

what is asynchronous presentation yuzu

Complete Guide for Maximum Performance on Ryujinx Emulator Download Links for Keys, Firmware, Switch Games and Shaders

Play all of your favorite Nintendo Switch games portrayed in a way you never thought possible with the Ryujinx emulator! 4k 60fps with smooth game play on all your favorite titles.

what is asynchronous presentation yuzu

The Legend of Zelda: Tears of the Kingdom Review for Nintendo Switch

Are you ready for the sequel to The Legend of Zelda: Breath of the Wild. Tears of the Kingdom promises to deliver more enemy variety, better dungeons, and unexpected new ideas, alongside an expanded Hyrule...

The Complete Guide to Nintendo Switch Emulation - Yuzu Emulator

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What is an Asynchronous Presentation?

What is an Asynchronous Presentation? All You Need to Consider

An asynchronous presentation refers to a type of communication where participants do not interact in real-time, but instead view and engage with content at their own pace and convenience. It allows for flexibility in accessing and absorbing information, making it ideal for remote collaboration and learning environments.

Table of Contents

Definition of Asynchronous Presentation

An asynchronous presentation is a method of conveying information or delivering content to an audience without the need for real-time interaction. Unlike synchronous presentations , where speakers and audiences engage simultaneously, asynchronous presentations are pre-recorded and can be viewed at the audience’s convenience. This means that presenters can create content, record it, and then share it with viewers who can watch it whenever suits them best.

In an asynchronous presentation, content is pre-recorded, allowing individuals to watch and engage with it at their own convenience. This method eliminates the need for participants to be present simultaneously and promotes flexibility and accessibility. Whether it’s a recorded lecture, a training module, or a virtual conference, asynchronous presentations offer the advantage of engaging with the material at a self-determined pace.

This approach is particularly valuable when working across different time zones or accommodating busy schedules. Additionally, it allows viewers to revisit sections or pause and reflect on the content as needed. Asynchronous presentations have become increasingly popular in remote work setups and distance education, providing opportunities for collaboration and knowledge-sharing without the constraints of real-time interaction.

What is an Asynchronous Presentation?

Credit: www.computerworld.com

Key Characteristics of Asynchronous Presentations

The key characteristics of asynchronous presentations distinguish them from synchronous presentations and highlight their unique advantages and challenges. Let’s delve deeper into these characteristics:

  • Flexibility in Timing: Asynchronous presentations offer the flexibility for viewers to access the content at their own convenience. There are no fixed presentation times, allowing individuals to watch the presentation when it suits their schedules. This flexibility is especially valuable for audiences with diverse time zones or busy lifestyles.
  • Pre-recorded Content: In asynchronous presentations, the content is pre-recorded by the presenter. This means that the presenter can carefully plan, rehearse, and edit the content before sharing it with the audience. Pre-recording allows for a polished and well-structured presentation.
  • Lack of Real-time Interaction: Unlike synchronous presentations where speakers and audiences engage in real-time, asynchronous presentations lack immediate interaction. Viewers watch the content without the ability to ask questions, provide feedback, or engage in live discussions with the presenter. Interaction, if any, occurs through alternative means like discussion forums or email.
  • Accessibility for Remote Audiences: Asynchronous presentations are ideal for reaching remote or geographically dispersed audiences. Whether you’re an educator, business trainer, or content creator, you can share your message with people around the world, bridging geographical barriers.
  • Content Retention: Viewers of asynchronous presentations have the advantage of pausing, rewinding, or rewatching sections of the presentation. This feature promotes better content retention and comprehension, as viewers can revisit complex concepts or key points as needed.
  • Reduced Pressure on Presenters: Presenters benefit from asynchronous presentations as they have more time to prepare and record their content. There’s less pressure to perform flawlessly in real-time, and mistakes can be edited out. This can lead to higher-quality presentations.
  • Content Preservation: Asynchronous presentations create a lasting record of the content. Viewers can refer back to the presentation for reference or review, making it a valuable resource for educational and professional purposes.
  • Improved Accessibility: To cater to a wider audience, asynchronous presentations often include features like captions, transcripts, or alternative formats to enhance accessibility for individuals with disabilities. This inclusivity ensures that the content is accessible to a diverse range of viewers.
  • Reduced Scheduling Constraints: Since asynchronous presentations don’t require everyone to be available at the same time, they eliminate scheduling conflicts. This is particularly advantageous when dealing with large or globally dispersed audiences.
  • Content Personalization: Viewers can consume asynchronous presentations at their own pace. They can pause to take notes, reflect on the content, or delve deeper into related resources, allowing for a personalized learning experience.

Common Uses of Asynchronous Presentations

Asynchronous presentations find applications in various contexts and industries:

1. Education and E-Learning: In online courses and e-learning platforms, asynchronous presentations allow instructors to deliver lectures and educational content that students can access at their own pace.

2. Professional Settings: Businesses often use asynchronous presentations for employee training, onboarding, and sharing company updates. This approach ensures that employees can access essential information whenever they need it.

3. Content Marketing and Webinars: Content marketers frequently create pre-recorded webinars and presentations to reach a broader audience. This approach offers the advantage of generating leads and engaging potential clients.

4. Training and Onboarding: Companies can provide new hires with onboarding materials, including asynchronous presentations covering company policies, procedures, and training modules.

Benefits of Asynchronous Presentations

Asynchronous presentations offer a wide range of benefits, making them a valuable communication tool in various contexts. Here are some of the key advantages:

  • Flexibility for Presenters: One of the most significant benefits of asynchronous presentations is flexibility for presenters. They can create content at their convenience, allowing for thorough planning, rehearsal, and editing. This flexibility is especially valuable for busy professionals, educators, and content creators who may have tight schedules.
  • Convenience for Viewers: Just as presenters benefit from flexibility, viewers also enjoy the convenience of asynchronous presentations. They can access the content at any time that suits them best, eliminating the need to coordinate schedules to attend a live presentation. This convenience is particularly advantageous for remote or geographically dispersed audiences.
  • Global Reach: Asynchronous presentations transcend geographical boundaries, enabling content creators to reach a global audience. Whether you’re an international business seeking to disseminate information to employees worldwide or an educator reaching students from different time zones, asynchronous presentations provide a platform for global engagement.
  • Content Quality: Presenters have the opportunity to craft high-quality content when creating asynchronous presentations. They can carefully script and structure their message, ensuring clarity and coherence. Additionally, presenters can edit out mistakes, distractions, or irrelevant content, resulting in presentations that are polished and professional.
  • Increased Viewer Engagement: Unlike live presentations where viewers have only one chance to grasp the content, asynchronous presentations allow viewers to pause, rewind, and rewatch as needed. This flexibility enhances viewer engagement and comprehension, as they can revisit challenging concepts or sections of interest.
  • Accessibility and Inclusivity: Asynchronous presentations can be made more accessible to diverse audiences. Presenters can provide captions or transcripts for videos, ensuring that individuals with hearing impairments can access the content. Additionally, presenters can apply accessible design principles to their materials, making them inclusive for all viewers, including those with disabilities.
  • Time and Resource Efficiency: Creating asynchronous presentations can be time and resource-efficient. Once a presentation is recorded and edited, it can be reused multiple times without the need for additional live presentations. This efficiency is particularly valuable in educational settings, where educators can develop content once and use it across multiple courses or semesters.
  • Scalability: Asynchronous presentations enable scalability. Businesses can use them for employee training and onboarding, ensuring that consistent information is delivered to a growing workforce. Similarly, educational institutions can reach larger student populations without the limitations of classroom capacity.
  • Lead Generation: Content marketers often leverage asynchronous presentations, such as pre-recorded webinars, to generate leads and engage potential clients. Viewers who find value in the presentation may provide their contact information, allowing businesses to nurture leads and build relationships.
  • Analytics and Insights: Many platforms and tools used for asynchronous presentations offer analytics and tracking features. Presenters can gain insights into viewer engagement, such as which sections of the presentation were most viewed and where viewers dropped off. These analytics can inform future content creation and optimization.

Challenges and Considerations

Despite their many benefits, asynchronous presentations come with some challenges:

1. Limited Audience Interaction: The absence of real-time interaction means that presenters must anticipate viewer questions and address potential concerns within the presentation.

2. Technical Requirements: Creating and sharing asynchronous presentations may require access to specific recording and editing tools, as well as a stable internet connection.

3. Maintaining Viewer Engagement: Presenters must find ways to keep viewers engaged throughout the entire presentation, as there’s no immediate interaction to capture their attention.

4. Balancing Scripted vs. Spontaneous Delivery: Striking the right balance between a scripted presentation and a more spontaneous style can be challenging. Presenters need to maintain a natural flow while delivering well-prepared content.

Tools and Technologies for Asynchronous Presentations

Creating effective asynchronous presentations requires the right tools and technologies to help you record, edit, and share your content. Here are some essential tools and technologies for producing high-quality asynchronous presentations:

  • Camtasia: Camtasia is a popular screen recording and video editing software that offers a range of features for creating professional-quality presentations. It allows you to capture your screen, add annotations, and edit your recordings with ease.
  • Microsoft PowerPoint: PowerPoint is a widely used presentation software that allows you to create slideshows with text, images, audio, and video. You can export your presentations as videos or share them online.
  • Adobe Premiere Pro: For advanced video editing, Adobe Premiere Pro is a powerful tool. It provides extensive editing capabilities, including video and audio enhancements, effects, and transitions.
  • Final Cut Pro X: This video editing software is popular among Mac users. It offers professional-grade features for video editing and post-production.
  • A good quality webcam and microphone are essential for recording yourself in asynchronous presentations. Built-in laptop webcams and microphones may work, but investing in external devices can significantly improve audio and video quality.
  • Teleprompter software: Tools like Teleprompter Pro can help you read your script while maintaining eye contact with the camera. They display the script on your screen, making it easier to deliver a polished presentation.
  • Canva: Canva is a user-friendly graphic design tool that allows you to create visually appealing slides and graphics for your presentations.
  • Adobe Spark: Adobe Spark offers easy-to-use design tools for creating graphics, web pages, and videos that can enhance your presentations.
  • Google Drive: Google Drive provides ample storage space for hosting your presentation files. You can share them with specific individuals or make them accessible to anyone with a link.
  • Dropbox: Dropbox is another cloud storage solution that allows you to share large presentation files with collaborators or viewers.
  • YouTube: YouTube is a widely used platform for hosting and sharing videos. You can upload your presentations as unlisted or private videos, making them accessible to specific audiences.
  • Vimeo: Vimeo offers privacy options and customizable video players, making it suitable for professional presentations.
  • If you’re creating educational content, consider using an LMS like Moodle, Canvas, or Blackboard. These platforms enable you to organize, deliver, and track asynchronous presentations and courses.
  • For accessibility, consider using closed captioning services like Rev.com or Kapwing to add accurate captions to your video presentations.
  • Use analytics platforms like Google Analytics or video-specific analytics tools to track viewer engagement and gather insights into how your presentations are performing.
  • Platforms like Zoom, Webex, and GoToWebinar allow you to host live webinars, which can later be recorded and shared asynchronously.
  • Tools like Mentimeter or Kahoot can add interactivity to your presentations by including quizzes, polls, and surveys.
  • If you’re creating asynchronous presentations for a website, consider using a CMS like WordPress or Drupal to organize and publish your content.
  • Tools like Slack, Microsoft Teams, or Trello can facilitate collaboration with team members, reviewers, or co-presenters during the presentation creation process.

Choosing the right combination of these tools and technologies depends on your specific needs and preferences. Whether you’re creating educational content, business presentations, or content for marketing purposes, having the right tools can streamline the production process and enhance the quality of your asynchronous presentations.

Tips for Creating Effective Asynchronous Presentations

Crafting compelling asynchronous presentations requires careful planning and execution. Here are some tips to help you create engaging and impactful content:

1. Planning and Structuring Content: Outline your presentation, identify key points, and create a clear structure. Use visuals and concise language to convey your message effectively.

2. Recording and Editing Best Practices: Invest time in recording and editing your presentation to eliminate distractions, errors, or lengthy pauses. Maintain a conversational tone to keep viewers engaged.

3. Encouraging Viewer Engagement: Incorporate engagement elements, such as quizzes, polls, or discussion forums, to encourage viewer interaction despite the asynchronous nature of the content.

4. Accessibility Considerations: Ensure that your presentations are accessible to a diverse audience, including those with disabilities. Provide captions or transcripts for videos and use accessible design principles in your materials.

Frequently Asked Questions

What is an example of an asynchronous class.

An example of an Asynchronous class is a programming class that allows tasks to run simultaneously.

How Do Asynchronous Classes Work?

Asynchronous classes allow students to learn at their own pace. Students can access materials and complete assignments online without fixed class times.

What Is The Delivery Style For An Asynchronous Presentation?

The delivery style for an asynchronous presentation is flexible, allowing participants to access and engage with the content at their convenience.

What Is Online Asynchronous?

Online asynchronous refers to a type of communication or learning that occurs without real-time interaction.

In conclusion, asynchronous presentations have become a valuable means of communication in today’s digital landscape. Their flexibility, convenience, and global reach make them a compelling choice for educators, businesses, and content creators alike. By understanding the key characteristics, benefits, challenges, and best practices associated with asynchronous presentations, individuals and organizations can harness the power of this communication tool to effectively share their messages with a broader and more diverse audience. As technology continues to evolve, asynchronous presentations are likely to play an increasingly significant role in how we convey information and engage with our audience.

Asynchronous presentations offer a modern and innovative approach to communication, enabling presenters to connect with their audience on a deeper level while accommodating busy lifestyles and varying schedules. Embracing this flexible format can lead to more impactful and successful communication strategies in both professional and personal settings.

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Frequently asked questions, what is an asynchronous presentation.

To communicate asynchronously means to communicate without being “present” at the same time or same place. When we talk about asynchronous presentations, we’re referring to presentations that don’t require the presenter and the audience to be present at the same time.

How are asynchronous presentations useful?

Lots of effective teams working remotely and in hybrid environments use asynchronous presentations to bypass the difficulties of scheduling a meeting. Asynchronous presentations mean that they don’t have to find an open slot of time across all attendees or even have to travel in order to connect with a coworker.

How do you make an asynchronous presentation?

Making an asynchronous presentation in Prezi is easy. Create your presentation as you normally would, but once you’re done, click “create video.” You’ll then be able to automatically adjust your content so it appears to the side and address the camera without anything like a shared screen or your presentation blocking you from view. Record your presentation, then share it with your audience. You’re free to share it however you want – email, shared channel, instant message, or whatever method your team uses to communicate best.

Can you reuse an asynchronous presentation?

Yes! Every asynchronous presentation you make with Prezi can be edited later and re-recorded. There are also thousands of asynchronous presentations recorded on Prezi available in our Video Gallery, many of which are reusable. Check these out when you need inspiration and make a copy of any reusable presentation that you like. Customize the content in it to make it your own.

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Yuzu Switch Emulator New Builds Reduce Boot Times In Zelda: Tears of the Kingdom, Fix Slowdowns In All Games

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The Yuzu Nintendo Switch emulator was recently improved with some new features that improve the experience in Zelda: Tears of the Kingdom and several other titles.

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  3. What Is Yuzu and How Is It Used?

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  4. What Is Yuzu and How Is It Used?

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  5. What Is Yuzu and How Is It Used?

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  6. Why Yuzu Fruit Is Important In Japanese Cuisine

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  1. Asynchronous Presentation CH 4 4 & 4 5

  2. 2023.03.12 YH NS Day 3

  3. Understanding Asynchronous Programming Presentation

  4. How to improve yuzu performance?

  5. Synchronous vs Asynchronous learning

  6. Time Aware Dynamic Graph Embedding for Asynchronous Structural Evolution

COMMENTS

  1. Enable asynchronous presentation : r/yuzu

    Enable asynchronous presentation (Vulkan only): Improves performance slightly by moving presentation to a separate CPU thread. Test per game, some benefit, others don't. Look out for stuttering while having it enabled. Source: Citra emu settings glossary. Interesting, usually when you hover over an option it explains what each setting does in ...

  2. The New Nintendo Switch Emulation Thread

    Advanced Graphics Settings/Enable asynchronous presentation = ... If you have a current-gen CPU, try disabling hyperthreading always by right-clicking Yuzu/Ryujinx in Process Lasso and doing CPU Assign > Always > Disable Hyperthreading. This can give you a 5-10+ FPS performance boost in some cases.

  3. Nintendo Switch emulator yuzu gets a huge performance boost

    Plenty more was mentioned like asynchronous presentation with Vulkan, which is behind a tickbox, because in some cases it might make frametimes less consistent but for a lot of people it might actually make things smoother. ... The Linux side of yuzu got some nice improvements too like fixing up the initialization of the Vulkan swapchain on ...

  4. The New Nintendo Switch Emulation Thread

    RTSS is your best bet make sure asynchronous presentation is disabled if you use an external frame limiter this option really doesn't like it. cgpartlow. Banned. Oct 27, 2017 ... but I've got some quotes on the emulator side from Ryujinx and Yuzu devs on fixed and existing bugs, and the road to further optimizations (which don't sound likely ...

  5. Yuzu Emulator

    Yuzu, an emulator for the Nintendo Switch has received a New Update to its Asyncrous GPU emulation, that has Significany boosted the performance of practical...

  6. Yuzu Emulator Early January Updates with 5 Changes

    Yuzu's Vulkan renderer faced challenges affecting Android device performance, but the team optimized asynchronous presentation, reducing input lag. Fixes for games like Portal and Red Dead Redemption were implemented, ensuring compatibility with various drivers and GPUs.

  7. Progress Report April 2023

    Other graphical changes. Citra-legend GPUCode stepped up to give us a hand with presentation. Presentation is the final step of most graphics code — the process of getting the output to the screen. GPUCode's work moves swapchain operations to a separate thread in order to avoid stalling the main GPU thread. This improves performance in more demanding titles and on low-end hardware, and can ...

  8. Progress Report December 2023

    On a related note, let's talk about presentation limits and how they affect asynchronous presentation, which moves presenting to the screen to a different CPU thread. Due to several factors, yuzu's Vulkan renderer could only process up to 6 frames at a time. ... yuzu is not the only project affected by this completely arbitrary limitation ...

  9. Yuzu

    You're done now. You can load the game on Yuzu now and try to aim for high framerates Some settings/notes to be aware of and to try: [GENERAL YUZU SETTINGS TO DO] Graphics tab: API/API Settings = Vulkan; Graphics Settings/Use asynchronous GPU emulation = Graphics Settings/Accelerate ASTC texture decoding =

  10. Complete Guide for Maximum Performance on Yuzu Emulator

    If you're using AMD GPU, then set the API to "Vulkan". Make sure you have "Disk Shader Cache", "Asynchronous GPU Emulation" and "NVDEC Emulation" turned on. Then go to "Advanced" from the top and turn Accuracy level to Normal. Now if you're using OpenGL, turn on "assembly shaders" and turn off "asynchronous shaders".

  11. Yuzu EA 3414

    Hello, in this video we will be trying the new function of the Yuzu 3414, the "Decode ASTC Textures asynchronous" promises and fulfills with improvements in ...

  12. What is an Asynchronous Presentation? All You Need to Consider

    An asynchronous presentation is a method of conveying information or delivering content to an audience without the need for real-time interaction. Unlike synchronous presentations , where speakers and audiences engage simultaneously, asynchronous presentations are pre-recorded and can be viewed at the audience's convenience.

  13. Asynchronous presentation: Record and share your presentations online

    Yes! Every asynchronous presentation you make with Prezi can be edited later and re-recorded. There are also thousands of asynchronous presentations recorded on Prezi available in our Video Gallery, many of which are reusable. Check these out when you need inspiration and make a copy of any reusable presentation that you like.

  14. Implement asynchronous presentation · yuzu-emu/yuzu@f403d27 · GitHub

    Implement asynchronous presentation · yuzu-emu/yuzu@f403d27 · GitHub

  15. Implement asynchronous presentation · yuzu-emu/yuzu@f403d27

    Contribute to yuzu-emu/yuzu development by creating an account on GitHub. Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub. ... Implement asynchronous presentation Implement asynchronous presentation #2169. Summary Jobs verify format test build (clang, linux-fresh)

  16. Synchronous vs Asynchronous Presentations: Pros and Cons

    Furthermore, this type of presentation reduces pressure and anxiety for the presenter. However, asynchronous presentations also have some limitations; for example, it lacks interactivity and ...

  17. Asynchronous GPU emulation, what it does exactly? : r/yuzu

    It moves the GPU rendering to another CPU thread. Somehow it also enables the dynamic resolution of the Switch. Easy to solve with a resolution mod. Better frames per second, worse graphics. I beleive it makes the graphics less synchronized so if something is rendering slower, it doesn't hold up the works, but I could be wrong about that part.

  18. Yuzu Switch Emulator New Builds Reduce Boot Times In Zelda ...

    The Yuzu Nintendo Switch emulator was recently improved with some new features that improve the experience in Zelda: Tears of the Kingdom and several other titles.

  19. settings: Forcibly enable asynchronous presentation. · yuzu-emu/yuzu

    Contribute to yuzu-emu/yuzu development by creating an account on GitHub. Nintendo Switch emulator. Contribute to yuzu-emu/yuzu development by creating an account on GitHub. ... Forcibly enable asynchronous presentation. settings: Forcibly enable asynchronous presentation. #2185. Summary Jobs verify format test build (clang, linux-fresh)