Emulation [RELEASE] Cemu - Wii U emulator

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ThisIsMyDogKyle

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I'm actually getting notably worse performance in Mario Kart 8, specifically the Star Cup, it was staying at a constant 56+ FPS but now it fluctuates from 40-60, I transferred my shaders as well, I'll mess around a bit to see if I can fix it. This is with a gtx 1080 and i7-6700k Overclocked to 4.6 GHz

EDIT: whups, I had a dumb, I was testing TP HD and had set GPU buffer cache to high and forgot to change it back to medium, MK8 has roughly similar, if not slightly better performance now.
 
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Esppiral

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Project Zero Works again in the latest patreon Buil Nice!

Pokken boots too but it is unplayable.

qBwn9kL.png


FQan2Hz.png
http://i.imgur.com/qBwn9kL.png
 
Last edited by Esppiral,

abdellbobo

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# Cemu detailed changelog for 1.7.1
# Patreon release date: 2017-02-02

general: Fixed a crashbug that could occur due to invalid syntax in graphic pack rules.txt

CPU/JIT: Threads can now continue execution inside recompiled code immediately after a context switch.
Previously threads would default back to the interpreter for a short time
As a result of this change performance in games with high amount of context switches is drastically improved
CPU/JIT: Fixed a bug in LSWI/STSWI instruction when nb = 2
CPU/JIT: Improved performance of SRAW instruction
CPU/JIT: Implemented conditional BL instructions
CPU/JIT: Improved handling for very large functions (PPC code size above 128KB)
CPU/JIT: Fixed a bug in the generated code for the MFTBL instruction
CPU/JIT: Fixed a bug where the CR0 result was calculated incorrectly after AND instructions
CPU: Implemented ADDME instruction
CPU: Implemented OE versions of MULLW, ADD and NEG instruction in interpreter

coreinit: Fixed a bug in BlockHeap block allocation that eventually could lead to memory corruption
coreinit: Implemented FS working directory support
coreinit: New API: IMGetTimeBeforeDimming(), OSSetAlarm(), FSChangeDir()
coreinit: Fixed incorrect size alignment in DCZeroRange()

Input: Fixed a bug that caused slowdowns due to inactive controllers

VPAD: Changed internal raw touch coordinate bias and scale to match a real Wii U GamePad

RPL: Better TLS support
RPL: Added support for relocation types 251 and 253

H264: New API H264DECSetParam_OUTPUT_PER_FRAME()

AX: Fixed voice loop counter not correctly incrementing for PCM16 or PCM8 voices

GX2: Reverted change from 1.6.3, R10_G10_B10_A2_SNORM GX2 format is represented using GL_RGBA16_SNORM again
GX2: Fixed a graphic pack related crash bug that could occur due to upscaled depth textures
GX2: Fixed a bug that caused textures to be overwritten with outdated data after a clear operation
GX2: BC4 textures now correctly duplicate the color to all channels instead of just the red channel
GX2: Cemu will now free unused textures to conserve VRAM
 

KillzXGaming

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Issues I'm having with this update:
Paper Mario Color Splash crashes even though it works fine on my Wii U
-FPS for Wind Waker notably hasn't changed although was mentioned in the patreon post before.
-NES remix still locked to 30fps for me. NES games locked to 20fps aswell.
 
Last edited by KillzXGaming,
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ww97

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Sonic Boom: RoL works! (You think it's tedious and worthless, but I wanna just experiencing.)
Yoshi's Woolly World crash fixed!!
PAPER MARIO COLOR SPLASH WORKS!!!!!
TERRIFIC!!! YOU GENIUS @Exzap!

P.S.: Game & Wario still not working?
 

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