We don’t recommend using this setting unless you really have to. This setting is recommended for emulating Tears of the Kingdom on 6GB and 8GB GPUs.įor other games, this setting is good for GPUs with 3GB of VRAM.įinally, the BC1 (low quality) setting cuts down the VRAM consumption by a factor of eight, but will also have a significant impact on texture quality, to the point where some assets will look completely different. The BC3 (medium quality) setting reduces the VRAM usage of ASTC textures by a factor of four, with a very minimal loss in quality, typically showing as marginally softer textures. The default Uncompressed setting uses the old RGBA8 method, which preserves the original image quality, but also consumes the most VRAM.įor users that wish to emulate Tears of the Kingdom, we recommend setting this option if their GPU has at least 10-12GB of VRAM.įor other, more reasonable games, this option is suitable for users with cards with at least 4GB of VRAM. The principle is pretty simple, we just add one more step to the recompression process, from ASTC > RGBA8, to ASTC > RGBA8 > BC1 or BC3. Ladies and gentlemen, we present you ASTC recompression, a new optionĪvailable in Emulation > Configure > Graphics > Advanced that intends to reduce VRAM consumption by turning those Ganon-cursed unsupported ASTC textures into something more suitable for low-VRAM GPUs. What if, instead of relying on the pixel-accurate but bigger RGBA8 texture format, the emulator recompressed to some other smaller formats? This also has the added benefit of saving on system RAM consumption, allowing 8GB RAM users to have more stable gameplay.Īll of this is not enough to allow 4GB VRAM users or less to achieve stable gameplay, so it’s time to reveal the ace up yuzu’s sleeve. We’re just keeping it warm and cozy for when you need it. If you see 2GB or more of always-free VRAM in your system, know that its purpose is to keep gameplay smooth, even on 4GB GPUs.ĭon’t worry, we’re not wasting your precious VRAM. (VRAM), leaving some free space to accommodate sudden spikes in VRAM usage when new assets are loaded. So, instead of relying on the slow shared memory, the memory manager (Reaper) now keeps everything in dedicated memory This caused massive slowdowns during gameplay, as the transfer operation of going over system RAM, CPU, PCIe, GPU, and finally VRAM is a slow process that introduces a high latency.Ĭollecting memory in VRAM is much faster than transferring data over to system RAM. Previously, if VRAM was almost full, the memory manager would try to use shared memory, which is just a portion of system RAM, for new allocations. Having more VRAM available certainly helps, but that’s not enough to avoid the game from biting off more than the GPU’s memory can chew under stressful conditions - for example, teleporting between different regions. When the Vulkan memory allocator was under pressure, causing low VRAM GPUs to crash when trying to actually use a recycled allocation. While investigating very low VRAM devices, byte found that yuzu used incompatible memory property flags The solution, which took many attempts, was split into several parts to ensure that no other games were negatively affected by the changes, and required the combined efforts of Maide, byte and Blinkhawk. Not pictured, GTX 1650 4GB, GTX 1660 SUPER 6GB, and RTX 3060 Ti 8GB What if this hypothetical game made use of dozens and dozens of huge ASTC textures? Our garbage collector, introduced two years ago with Project Hades, which our veteran users know as “the memory Reaper”, was tuned for this worst case scenario at the time.īut what happens if a game with many more textures and a teletransportation system that allows the player to reach different regions in-game (and, in turn, load a truckload of new, different textures) releases? This was perfectly fine until now (even on 2GB GPUs), since ASTRAL CHAIN was the only game that made “extensive” use of ASTC textures, shipping with 4K textures on a mobile device intended for 1080p and 720p screen resolutions. (The Legend of Zelda: Tears of the Kingdom)Īs there isn’t a single dedicated desktop or laptop graphics card that supports the native decoding of ASTC textures (with the exception of Intel iGPUs), yuzu is forced to transcode them on the fly into a safe and lossless format that all GPUs support in this case, the RGBA8 format.
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