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Yuzu (sometimes stylized in lowercase) is a discontinued free and open-source emulator of the Nintendo Switch, developed in C++. Yuzu was announced to be in development on January 14, 2018, [ 1 ] [ 2 ] 10 months after the release of the Nintendo Switch.
The Infinity Cache has a peak internal transfer bandwidth of 1986.6 GB/s and results in less reliance being placed on the GPU's GDDR6 memory controllers. [8] Each Shader Engine now has two sets of L1 caches. The large cache of RDNA 2 GPUs give them a higher overall memory bandwidth compared to Nvidia's GeForce RTX 30 series GPUs.
On February 27, 2024, Nintendo filed a lawsuit against Tropic Haze LLC, the legal entity behind Yuzu. [43] Later, on March 4, 2024, Tropic Haze settled their lawsuit with Nintendo for $2.4 million, and took down the source code, Patreon, Discord, and website for Yuzu as well as a Nintendo 3DS Emulator created by the same company called Citra. [44]
Screen space ambient occlusion (SSAO) is a computer graphics technique for efficiently approximating the ambient occlusion effect in real time. It was developed by Vladimir Kajalin while working at Crytek and was used for the first time in 2007 by the video game Crysis , also developed by Crytek.
Warhammer 40,000: Space Marine 2 [a] is a 2024 third-person shooter, with hack and slash elements, video game developed by Saber St. Petersburg and published by Focus Entertainment. The sequel to Warhammer 40,000: Space Marine (2011), it was released for PlayStation 5 , Windows , and Xbox Series X/S on 9 September 2024.
Regardless of the amount of free space on the systems internal memory or microSD card there is a hard limit on the number of screenshots and videos that can be stored. [ 41 ] On May 9, 2024, it was announced that, as of June 10, 2024, that it would no longer be possible to post screenshots and videos on Twitter due to API changes.
In the field of 3D computer graphics, deferred shading is a screen-space shading technique that is performed on a second rendering pass, after the vertex and pixel shaders are rendered. [2] It was first suggested by Michael Deering in 1988. [3] On the first pass of a deferred shader, only data that is required for shading computation is gathered.
The most important shader units are vertex shaders, geometry shaders, and pixel shaders. The Unified Shader has been introduced to take full advantage of all units. This gives a single large pool of shader units. As required, the pool is divided into different groups of shaders. A strict separation between the shader types is therefore no ...