Eden Changelog:
Critical
A bug fix in v0.0.4-rc2 for Linux users that prevented any game from launching has been fixed. The issue was related to vtable handling being improperly typecasted from a pointer-to-pointer to a pointer.
Also you can now play CTGPDX and stuff since ASLR is also now implemented properly, should fix a bunch of skyline mods as well.
The NVIDIA vertex explosions and AMD fixes for Pokemon ZA are not in this release, please be patient <3
This release also fixes a lot of bugs related to Ryujinx save linking, as always back up your saves!
Universal
Skyline compatibility, minimal ASLR implementation.
Support for VTable bouncing.
Should fix crashes in Pokemon ZA.
Dynarmic internal refactorings to reduce code latency.
This should decrease loading times and stutters by a tiny margin.
Do not immediately error out if OpenGL is missing some extensions (meant for older cards).
There may be visual glitches.
Fix a regression found on image_view and image_view_info.
Windows 8.1 support (command line only).
More verbose backtraces.
Renderer
Maxwell translator loop now uses a tighter logic without dynamic dispatchers.
Just let the compiler do it's thing.
Add IAbs64 support to prevent IR errors.
It fixes an obscure behaviour very few programs rely on.
Add back VIDS but disable on EDS0
Increase MAX_MIP_LEVELS to 16 to match spec.
Desktop
Audio fixes for steamdeck.
Clean up orphaned profiles bugs.
Added an option to force X11 backend for Linux users.
Discord RPC no longer uses named variant logo.
Moved links to the "About" section.
Add vpushfb usage in Dynarmic for VREV32/64.
Move save option location in the data manager tool.
Fixes for NixOS and DragonFlyBSD.
Removed QDockWidget Wait Tree.
Android
Various UX fixups and improvments.
Fix rotate and unpause bug.
Fixes for QLaunch.
Internal
Removed software prefetching instances.
Fix audio reverb according to spec.
Stub ReleaseSleepLock and ReleaseSleepLockTransiently.
Some general code cleanups.
Removed Zydis/Zycore.
This should reduce executable size by a bit.
More things translated from Common:: into std::.
Fixes for Intel Atom N455.
TLDR
You didn't read the changelog in full? Unfortunate - because it was a bit shorter this time :)
Fixed a critical bug for all x86_64 Linux users (didn't affect FreeBSD or Solaris)
Slight performance increases for shader compilation
DragonFlyBSD support ruh rah!
Fixes for audio cutoffs on steamdeck.
Targets
For more specialized Android builds, Antutu and stuff
Each build is optimized for a specific architecture and uses a specific compiler.
aarch64/arm64: For devices that use the armv8-a instruction set; e.g. Snapdragon X, all Android devices, and Apple Silicon Macs.
amd64: For devices that use the amd64 (aka x86_64) instruction set; this is exclusively used by Intel and AMD CPUs and is only found on desktops.
Compilers
MSVC: The default compiler for Windows. This is the most stable experience, but may lack in performance compared to any of the following alternatives.
Clang: An alternative compiler that provides theoretically higher performance, but may have additional graphical glitches.
GCC: The standard GNU compiler; this is the default for Linux and will provide the most stable experience.
PGO: These are built with Clang, and use PGO:
PGO (profile-guided optimization) uses data from prior compilations to determine the "hotspots" found within the codebase. Using these hotspots,
it can allocate more resources towards these heavily-used areas, and thus generally see improved performance to the tune of ~10-50%,
depending on the specific game, hardware, and platform. Do note that additional instabilities may occur.
Download: Eden v0.0.4-RC2 x64
Download: Eden v0.0.4-RC2 Android
Source:Here
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