jediyoshi
Member
1.5.5 Improvements Preview
https://www.youtube.com/watch?v=FZe3eRljRLM
https://www.youtube.com/watch?v=FZe3eRljRLM
Great video as always. Looking forward to seeing continued updates.1.5.5 Improvements Preview
https://www.youtube.com/watch?v=FZe3eRljRLM
Great video as always. Looking forward to seeing continued updates.
Looks amazing.
Hopefully in a year or 2 when its optimized even more, my 3770K will still handle it.
# CEMU detailed changelog for 1.5.5
# Patreon release date: 2016-08-08
# Public release data: 2016-08-15
# New in public release
general: Added crash logging (In case of crash, CEMU will log information to 'crashlog.txt')
general: Undid change to hide cursor in fullscreen (Better solution is in the works)
# Patreon release
general: Added game profiles (text files that store settings per-game)
general: Added automatic region detection
general: Mouse cursor is now hidden in fullscreen mode
general: Added hotkey (Ctrl + Tab) to toggle between TV or GamePad display. (Note: This is only a temporary solution until we have better GamePad handling)
general: CEMU will now display game name and region in the titlebar.
coreinit: New API: OSInitSemaphoreEx(), FSWriteFileAsync()
h264: Improved implementation of H264DECMemoryRequirement()
CPU: Added RLWNM., PS_RSQRTE, PS_RES, PS_NEG, STFSUX, MFTB/MFTBU, LSWI/STSWI and TW instructions to recompiler
CPU: Optimized code generated by recompiler for instructions RLWIMI, RLWINM
CPU: Added optimizer pass to recompiler (Removes redundant instructions)
CPU: Fixed a bug in interpreter MFTB/MFTBU
GX2: Fixed a deadlock that could happen when the game was waiting for an vsync event to occur
GX2: Added experimental setting 'Use persistent vertex buffers'.
If enabled, CEMU will attempt to use more recent OpenGL features to stream geometry data to the GPU.
Allows for higher throughput but may cause graphical issues.
GX2: Fixed a bug in GX2ConvertDepthBufferToTextureSurface() that could lead to a softlock
GX2: Improved Streamout emulation
nn_save: New API SAVEMakeDirAsync(), SAVERemoveAsync(), SAVEGetStatAsync(), SAVERenameAsync(), SAVEOpenDirOtherNormalApplicationAsync()
nn_save: Fixed a bug in SAVEGetStatOtherApplication()
Is Nintendo the only company to have systems with emulators that were playable before the successor was released?
Is Nintendo the only company to have systems with emulators that were playable before the successor was released?
Bleem and a few other PS1 emulators were released before the PS2.
The original Playstation and 2?
Super Mario 3D World - giant performance improvement for specific levels
Patreon update on 1.6.0 (for reference, sharing media and discussing the paywalled posts is okay, just not reposting the entire entry)
Xenoblade Chronicles X
https://streamable.com/qah3
DKC Tropical Freeze
https://streamable.com/ns9y
The Swapper, several indie games working now
https://streamable.com/czhz
Yoshi's Woolley World
https://streamable.com/bc9c
MH3U & Hyrule Warriors still don't work
1.6.0 Improvements preview
https://www.youtube.com/watch?v=XSOrQUo3s20
Early access I guess.Where did you get the footage from if the Patreon build hasn't been released yet?
Where did you get the footage from if the Patreon build hasn't been released yet?
I was contacted with a build to create it ^^ It's funny, I'm not getting this question as much as I thought I would. Guessing people on YouTube assume these videos are official.
I was contacted with a build to create it ^^ It's funny, I'm not getting this question as much as I thought I would. Guessing people on YouTube assume these videos are official.
Unless I'm misremembering, exzap said this would've to be done on a game-by-game basis on the WiiU; hence why it's way down in the priority list.Excellent videos to see what has improved from version to version. Thanks.
I am hoping they will be able to add a resolution option at some point as 720p does not look that great on a 4k TV.
Unless I'm misremembering, exzap said this would've to be done on a game-by-game basis on the WiiU; hence why it's way down in the priority list.
Patreon update
1.6.1 releases 10/8
Amiibo support. Basic read only support, Amiibos won't be packaged for obvious reasons. Loaded via file. Recommend N2 device for dumping.
Lot of optimization talk, specifically improvements to vertex cache option.
Missing speculars might be addressed.
No compatibility improvements.
How is Xenoblade X running on the latest version?
The game crashes up to a certain sequence early on, otherwise there's nothing critical I notice. Framerate is still mostly not great and the lighting/sky still could use fixing.
# CEMU detailed changelog for 1.6.1
# Patreon release date: 2016-10-08
# Public release date: 2016-10-15
general: Fixed a bug where files would be created in/loaded from the wrong directory after the load file dialog.
NFP: Added initial NFC support
Scanning NFC tags works by loading a file via the menu
GX2: New universal cache implementation for attribute, uniform and index data
Additionally, there is now a cache accuracy option to control the level of accuracy vs performance. Can be changed while a game is already running.
The previously added cache control options where removed as they have become obsolete
GX2: Further improved and optimized handling of textures with overlapping memory regions
GX2: Optimized detection of changes to texture data
GX2: Adjusted the idle loop of the GPU7 command processor thread to respond quicker to new data
GX2: Fixed a crash that could occur if GL shaders failed to compile
GX2: Moved handling of alpha test into shader code (rather than relying on OpenGL's deprecated hw alpha test)
GX2: Fixed a bug where the swizzle value of a texture would not be correctly updated when an already cached texture was reloaded
To Jediyoshi, let me get your music playlist please.
So I tinkled a lot with 1.6.1 this week-end, my first time around the emulator.
Ripping my games was an easy process after having it done at least once, though it's a very long process, depending on the size of your game.
The good:
-Mario 3D World and Mario Kart 8 blew my mind, they actually run pretty good and mostly run @60FPS, this made me think that Wii U emulation was far more ahead than what I thought at first and we're only one year in development!
-It was pretty easy setting up a controller!
The 'bad':
-No graphical options, though I can understand that stability comes first. I can't wait to see many of these games with boosted Internal Resolutions. Considering I already have a Wii U, it's still better playing on the OG hardware so far.
-Except SM3DW and MK8, pretty much all the other games I tested crashed post title screen or just ran pretty slow or with a lots of bugs (NSMBU, NSLU, Captain Toad, Bayo 1-2)
Great first impression though, I can't wait to see where the emulator will be in the same time next year. I'm heavily considering going on Patreon to support them.