

Originally, yuzu’s memory reads were reactive - meaning textures were downloaded only when games tried to read them and hence it wasn’t possible to know which textures were going to be downloaded.Īlthough these memory reads were fixed a few months later, the Scaler still needed changes to be made to the management of uniform buffers, so that it would be supported on drivers other than Nvidia. This approach was necessary, because of how yuzu was initially designed.

The database was initially empty and, as the game ran, the algorithm would keep learning which textures to scale and which not to. The generation algorithm used a database that recorded texture types and whether they were scalable or not. It was inspired by Cemu’s graphic packs, but rather than having a manual graphics pack developed for each title, it would automatically generate scaling profiles as the user played.

However, the approach he took to achieve that was a bit different. Blinkhawk implemented the original Resolution Scaler back in July of 2019.
