Citra Progress Report - 2017 August

2017 has been an amazing year, with more work having been put into the project than ever before, but it’s not over yet! Last we met was June, and just two months later the Citra issue tracker is brimming with lots of changes once more. I am extremely excited for this month (and what’s coming up the next few months) but we’re getting ahead of ourselves! On this progress report, let’s check out the big fish in the July and August pond of patches!

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Telemetry (And Why That's A Good Thing)

Citra has some issues, and by its nature as an open source project, they are visible to everyone and fixable by anyone. Unfortunately though, most contributions are made by a small minority of developers. These developers have found it difficult to prioritize their efforts, since the majority of issue reports are written scattered across Discord, Reddit, forums, IRC, and too many other places to count. Because of this, the Citra team has put together a framework to report data about how Citra is used to our server, and use that data to discover what are the most popular games and hardware configurations, where emulated games crash in Citra most often, and more.

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Citra Progress Report - 2017 June

The summer of 2017 has just rolled in, and although we don’t have a summer of code, the patches continue rolling in regardless. We’ve got a ton of fixes this month in the renderer, so this report is going to be very screenshot heavy. With that out of the way, let’s get right to it. Implemented Procedural Texture (Texture Unit 3) by wwylele There is a rarely used feature in the 3DS’ GPU called procedural textures, “proctex” for short.

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