Cemu Thread: Emulating Wii U Games

It doesn't run yet, but based on that 2.2? Pretty terribly unless they really optimize the emulator by the time you plan on playing it.
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I'll give it a try. If it doesn't work I'll have to think about getting a Switch maybe some time later this year. Thanks, anyway!
 
I have a:

i7 7700k CPU
16GB RAM
ASUS ROG Strix Geforce GTX 1070 OC GPU
MSI Gaming Pro Carbon motherboard

Could I run BoTW once it gets to the fully playable state?
 
[QUOTE="D";231675775]I have a:

i7 7700k CPU
16GB RAM
ASUS ROG Strix Geforce GTX 1070 OC GPU
MSI Gaming Pro Carbon motherboard

Could I run BoTW once it gets to the fully playable state?[/QUOTE]
The best gaming CPU and 2nd best GPU? Yeah probably.. if it all pans out.
 
This shouldn't be needed. I play CEMU with my PS4 Controller without issues not needing any wrappers.

You should try it out with ds4windows. I love it because you can set it so the touchpad moves the mouse, and pressing it clicks the mouse. This makes playing games where you have to touch the gamepad screen much better. Move your finger across the touchpad with it pressed down and it's like dragging the stylus across the screen. It was especially useful in some SM3DW stages.
 
You should try it out with ds4windows. I love it because you can set it so the touchpad moves the mouse, and pressing it clicks the mouse. This makes playing games where you have to touch the gamepad screen much better. Move your finger across the touchpad with it pressed down and it's like dragging the stylus across the screen. It was especially useful in some SM3DW stages.

That can exist on top of it, but it's not recommended that you swap out the DS4's standard dinput with xinput controls. There's an issue with Cemu's xinput where you can't use both triggers simultaneously, so you need to bind around it. Also, xinput has a finite amount of buttons whereas vanilla DS4 allows you to map everything 1:1 and use whatever buttons leftover for the 'blow mic' command.

[QUOTE="D";231675775]I have a:

i7 7700k CPU
16GB RAM
ASUS ROG Strix Geforce GTX 1070 OC GPU
MSI Gaming Pro Carbon motherboard

Could I run BoTW once it gets to the fully playable state?[/QUOTE]

More than enough, you're already able to play Xenoblade Chronicles X and Mario Kart 8 at 4k full speed.
 
wish xbox original and 360 got a fraction of this love. i knew about CEMU a while back and thought it was neat and novel that a decent wii u emulator was in the works, but i had no idea itd come far enough to play some games flawlessly

i cant wait until BOTW can be played. i just wish i could look into the future and see when that happens, so i could decide whether or not to keep watching streams. can anyone say how well animal crossing runs on the thing, though? i couldnt find new leaf on the compatibility list

also, the peeps asking if BOTW will run on their systems even though itll only barely run in CEMU for an unknown amount of time is kinda wacky
 
anyway to make this not a stuttery mess on my pc?

i5 4690k, 980ti. trying to play mario kart 8, ive downloaded someone elses precompiled shader cache and now it takes like 10 mins to load, then it still stutters in game

i'll think i'll just resort back to my wii u 720p version if this is the best it gets?
 
anyway to make this not a stuttery mess on my pc?

i5 4690k, 980ti. trying to play mario kart 8, ive downloaded someone elses precompiled shader cache and now it takes like 10 mins to load, then it still stutters in game

i'll think i'll just resort back to my wii u 720p version if this is the best it gets?

You've downloaded someone else's shader cache, your precompiled shaders are always your own. Are you sure it's actually "complete"? Could you repeatedly replicate the same consistent stuttering every time? How was your performance compared to this Cemu gameplay?

https://www.youtube.com/watch?v=A7LQ01qYcKA
 
similar but worse

CPU bound maybe? there isnt much difference between 1080p and 4k for me

No, not for stuttering. Can you replicate scenarios where stutter occurs? For example, try doing a time trials and then try again with that same track and character. Has the amount of stuttering changed? To simplify it, most stutter you run into is when you encounter a thing rendered on screen for the first time (like a new item or effect), so naturally the more you play the less of an issue it becomes.
 
I have some questions about Cemu I have not been following it even remotely closely so I apologize if it is obvious.

Having been playing around with emulators for quite some time I've found all accurate emulators will emulate the CPU clocks (and some like Dolphin even allow you to overclock the virtual CPU) in order for everything to run correctly.

This means if a game drops frames on the original hardware the game will do the same in the emulator. However, in regards to Cemu I've seen a lot of people claiming it will somehow run Zelda BOTW better on PC aka avoid all the frame drops (some even claim it will be able to run it at 60fps).

My questions are, what is different about CEMU that would allow it to avoid these problems? How exactly does it run a game better than the original hardware in regards to framerate? And how does it maintain accuracy if it does do that?
 
I have some questions about Cemu I have not been following it even remotely closely so I apologize if it is obvious.

Having been playing around with emulators for quite some time I've found all accurate emulators will emulate the CPU clocks (and some like Dolphin even allow you to overclock the virtual CPU) in order for everything to run correctly.

This means if a game drops frames on the original hardware the game will do the same in the emulator. However, in regards to Cemu I've seen a lot of people claiming it will somehow run Zelda BOTW better on PC aka avoid all the frame drops (some even claim it will be able to run it at 60fps).

My questions are, what is different about CEMU that would allow it to avoid these problems? How exactly does it run a game better than the original hardware in regards to framerate? And how does it maintain accuracy if it does do that?

Well no that's not gonna happen. If a game drops on an emulator it's because whatever you are using is not powerful enough to run it.

CEMU is using your CPU just like every other emulator. The only reason it won't drop frames on a PC compared to a Wii U is because your pc will have much more power than whats in the Wii U.
 
Well no that's not gonna happen. If a game drops on an emulator it's because whatever you are using is not powerful enough to run it.

CEMU is using your CPU just like every other emulator. The only reason it won't drop frames on a PC compared to a Wii U is because your pc will have much more power than whats in the Wii U.

That's not how it works on any accurate emulator I know of. Dolphin and PCSX2 both even have specific settings to set the clock of the virtual CPU.

The emulator doesn't tap into the extra power of your PC as it has to have cycle accuracy in order to properly emulate the original hardware.

This might be worth reading https://arstechnica.com/gaming/2011...-3ghz-quest-to-build-a-perfect-snes-emulator/
 
I have some questions about Cemu I have not been following it even remotely closely so I apologize if it is obvious.

Having been playing around with emulators for quite some time I've found all accurate emulators will emulate the CPU clocks (and some like Dolphin even allow you to overclock the virtual CPU) in order for everything to run correctly.

This means if a game drops frames on the original hardware the game will do the same in the emulator. However, in regards to Cemu I've seen a lot of people claiming it will somehow run Zelda BOTW better on PC aka avoid all the frame drops (some even claim it will be able to run it at 60fps).

My questions are, what is different about CEMU that would allow it to avoid these problems? How exactly does it run a game better than the original hardware in regards to framerate? And how does it maintain accuracy if it does do that?

It has a host based CPU timer option already so it doesn't emulate the console 100%, thus if you have the power it should stay locked to 30 in instances where the original drops.
 
It has a host based CPU timer option already so it doesn't emulate the console 100%, thus if you have the power it should stay locked to 30 in instances where the original drops.

Honestly I do not fully understand what that means but thanks. It at least tells me there's a legitimate reason.
 
I have some questions about Cemu I have not been following it even remotely closely so I apologize if it is obvious.

Having been playing around with emulators for quite some time I've found all accurate emulators will emulate the CPU clocks (and some like Dolphin even allow you to overclock the virtual CPU) in order for everything to run correctly.

This means if a game drops frames on the original hardware the game will do the same in the emulator. However, in regards to Cemu I've seen a lot of people claiming it will somehow run Zelda BOTW better on PC aka avoid all the frame drops (some even claim it will be able to run it at 60fps).

My questions are, what is different about CEMU that would allow it to avoid these problems? How exactly does it run a game better than the original hardware in regards to framerate? And how does it maintain accuracy if it does do that?
The answer you are looking for is that, with Cemu still largely being in its infancy, it is not at the stage yet of replicating the original hardware's functions in the exact way that the original hardware performed them. In other words, Cemu is not cycle accurate. Instead, Cemu currently performs high level emulation of the Wii U, which (ideally) arrives at the same results as the original hardware, but get there using different computations.

This is why when comparing the emulator vs the original hardware, just because there are drops on the Wii U doesn't mean that there will be drops on Cemu.
 
Cemu's Patreon is still growing like crazy. This might truly be the first blockbuster crowdfunded emulator and it paves the way for future emulators to be financed his way.

Locking early access to builds behind the Patreon donation was a stroke of genius and it has quickly built up a massive cash pledge. By comparison, RPCS3 has a Patreon but without a early access incentive it pulls in almost no money compared to Cemu. Citra doesn't have a Patreon at all.
 
So if I play Breath of the Wild on Cemu, would I be able to play the game with Japanese voice acting and English subtitles?
 
Cemu's Patreon is still growing like crazy. This might truly be the first blockbuster crowdfunded emulator and it paves the way for future emulators to be financed his way.

Locking early access to builds behind the Patreon donation was a stroke of genius and it has quickly built up a massive cash pledge. By comparison, RPCS3 has a Patreon but without a early access incentive it pulls in almost no money compared to Cemu. Citra doesn't have a Patreon at all.

I feel like citra doesn't need it but rpcs3 and Xenia definitely do
 
Is there something I should know when trying to dump/run Bayonetta 1 and 2 in CEMU? (besides the soundbugs)

On the Loadiine compatability page it says Bayonetta uses version "195aaab", where do I get that? Or is that not the case any longer and the compatability page needs to be updated?
 
Honestly I do not fully understand what that means but thanks. It at least tells me there's a legitimate reason.
As a basic explanation, a game with a frame limit will ultimately need to enforce that frame limit by asking the OS for the time. In an emulator, you can either try to estimate the amount of time that would have passed on the original hardware ("accurate"), or you can simply tell it the time which actually passed in reality on the system the emulator is running on (the host). If you do the latter, and also do high-level rather than cycle-accurate simulation, then there is no reason (and no way, really) for the emulated game to reproduce frame drops that occurred on the original hardware.
 
As a basic explanation, a game with a frame limit will ultimately need to enforce that frame limit by asking the OS for the time. In an emulator, you can either try to estimate the amount of time that would have passed on the original hardware ("accurate"), or you can simply tell it the time which actually passed in reality on the system the emulator is running on (the host). If you do the latter, and also do high-level rather than cycle-accurate simulation, then there is no reason (and no way, really) for the emulated game to reproduce frame drops that occurred on the original hardware.

Thanks
 
As a basic explanation, a game with a frame limit will ultimately need to enforce that frame limit by asking the OS for the time. In an emulator, you can either try to estimate the amount of time that would have passed on the original hardware ("accurate"), or you can simply tell it the time which actually passed in reality on the system the emulator is running on (the host). If you do the latter, and also do high-level rather than cycle-accurate simulation, then there is no reason (and no way, really) for the emulated game to reproduce frame drops that occurred on the original hardware.

The thought of ripping BotW and playing it in high-res, with anti-aliasing and without framerate drops is mouth-watering... 😋
 
Where are my native 4k BotW screenshots guys! Common I need some desktop wallpapers!

Those are gonna be some very ugly screenshots in the state the game currently runs.

So how is stock speed (3.4GHz) gonna run Cemu? It's with a 1070 and 8GB of RAM if that's important.

I don't know, if it's a Pentium 4 at 3.4GHz I don't know if it will even run, if it is a 7700K at 3.4GHz it should be ok.
 
The thought of ripping BotW and playing it in high-res, with anti-aliasing and without framerate drops is mouth-watering... 😋

Honestly I've just started playing it and the LOD distance is what is the worst imo. Some parts just looks miserable. Up close things are fine
 
Holy shit, I can't believe this is actually a possibility. My Wii U copy just arrived yesterday. I'm think about giving this a few months and not playing the game at all so that I can just play at higher res with better frame rates. So is it easy to rip my copy onto my PC? I've never done anything like this.
 
I didn't see any information on CPU requirements. How will I do with a 3770K @4.2 and a GTX 1080? From what I understand the CPU is important for emulation.
 
It's a 4670k.
I have a non-k version of that same CPU paired with a 1060. Obviously stock speeds.

Mario Kart 8 time trials, Captain Toad and Mario 3D world seem to run full speed with 1440p graphic packs. Mario Kart 8 stutters a bit when playing championships. Wind Waker HD runs full speed in the latest version (used to slow down a lot before but that was the emulator's fault).

Haven't tried other games.
 
1.7.3 is out imminently, right? What are the changes?

March 10th CET, so any time now. Though they probably should've stuck with keeping exact times ambiguous, people get real antsy. Game patch support, DLC support, BotW ingame, possibly improved shader comp times.
 
I have a non-k version of that same CPU paired with a 1060. Obviously stock speeds.

Mario Kart 8 time trials, Captain Toad and Mario 3D world seem to run full speed with 1440p graphic packs. Mario Kart 8 stutters a bit when playing championships. Wind Waker HD runs full speed in the latest version (used to slow down a lot before but that was the emulator's fault).

Haven't tried other games.

How do you play Toad without The Gamepad?
 
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