Eden est un émulateur Nintendo Switch open-source issu d’un fork de l’émulateur Yuzu — lancé par l’ancien développeur de Citron, Camille LaVey, et l’équipe Eden. Il est écrit en C++ avec une approche axée sur la portabilité, et est disponible pour Windows, Linux et Android.
L’émulateur est capable d’exécuter la plupart des jeux commerciaux à pleine vitesse, à condition de répondre aux exigences matérielles nécessaires.
Les changements:
This release has been focused on fixing overall regressions found since 0.0.3, in tandem to prepare for a full 0.0.4. We hope to offer users a more stable experience with this new release candidate.
As always, clear your shader caches as the vulkan pipeline parameters continues to change.
Critical
– Experimental support for firmware versions 21.x is now available.
– Most software applets work as expected, but like 20.x, the home menu is currently missing game icons.
Universal
– Reduce SPSC/MPSC queue contention, increases performance for various games
Mileage may vary, on tested hardware games could get up to 10 FPS extra
– Translations have been updated
– Fixed performance regressions (stuttering) found in *Tears of the Kingdom*
Renderer
– Fix `SURED()` having inappropriate behaviour for certain decoding fields
– Fixed *Ninja Gaiden: Ragebound* black screen during the 4-1 boss fight
– Improved *Pokemon: Legends Z-A* graphical bugs
– Enabling Extended Dynamic State and disabling Vertex Input Dynamic State is recommended to avoid vertex explosions
Flickering and invisible objects may still be present
– Fixed flipped screen in *20xx*
Desktop
– Working MinGW (Windows) builds for arm64 are now available
This primarily targets Snapdragon X laptops
– Fixed several issues with Ryujinx save data linking
– Attempting a « From Eden » link and saving on Ryujinx would destroy the link
– Windows would often fail to create a link at all, especially if the path contained spaces
– Prior link detection was unreliable
– Fixed several issues with the orphaned profile detector
– A bunch of extra zeroes would appear in the « good » profiles list
– Automatically-created profiles for games like *Smash Ultimate* and *Factorio* were included in the « bad » profile list
– Fixed a bug on POSIX where the app would immediately crash in scenarios where `USER` was unset
Android
– Fixes crashes on *Ender Magnolia* and UE4 games introduced by deferred allocations
UE4 games should be more stable
– Remove ScopedJitExecutor; fixes crashes in *Assassin’s Creed 3*
Scoped JIT sucks and will hopefully never be brought up ever again
– Custom CPU Ticks can now have its value typed in manually
– Setting to manually set app language
– Fixed carousel view occasionally clipping out of the bottom of the screen
– Added a system information dialog
Contains CPU, GPU, system, etc. info
– Shader cache is now wiped whenever the GPU driver is changed
Internal
– MinGW and macOS builds are now fully static
macOS now only contains its MoltenVK dependency, whereas MinGW builds are self-contained executables
– Fix FFmpeg annoyances for Solaris and BSD
– Reduce code duplication on `shader_recompiler`
– Provide fallbacks for platforms without atomic 128 bit swaps
– Fix formatting for big endian targets
Builds
– MSVC/arm64 builds have been retired, and replaced with MinGW/arm64 builds
– Additionally, all MSVC PGO builds have been removed due to a lack of performance gain, and are replaced by MinGW PGO builds
TL;DR
Again these changelogs aren’t that long, but for the sake of briefness:
– Fixes for *Pokemon ZA* on AMD
– Fixes for *Ender Magnolia* on Android and other UE4 games
– Fixes for regressions from 0.0.4-rc1 and 0.0.4-rc2
– Initial Firmware 21 support
– Windows on ARM support










