Emulation [RELEASE] Cemu - Wii U emulator

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AndreaB

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Also, it's becoming clear that he is coming to a personal limit of how much he can improve the emulator

I registered just to comment this.
I personally i m not excited about CEMU as a project. Is not an emulator in the way i see it, is more a Wii U game player. Also the lack of open source makes it a different project than other one out there. Those are not negative things, just my personal view over it.

I own a WII U and most of the good games that come out for it.

Now the statement is completely pointless. There is great understanding of programming and computer tech behind this emulator. Matching a 3d renderer to a different console/architecture, with all the drivers issue and graphic backend that are created and developed for executing code in theyr own way and not emulate another hardware.

This is not easy job at all. And no job that can be speed up with more people over it.

Every improvement is a reverse engineering of what nintendo did in theyr game, nothing is public at all.

There are limits, that do not come from the coder itself but from the achievement he is pursuing, having a full hardware renderer for the emulator, if you want 100% hi-fi emulation you often have to go with a sofware renderer, with all the problems we know for performances, because the 2 API will probably not match at some point.
 
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epigramx

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^ To be fair, it could be obviously sped up with a team of 100x Exzaps, but it wasn't right that "he has come to a limit" individually.
 

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I was doing some performance testing with an rx 470 about a week ago. Decided I would polish the video off and share it before 1.8.1 hits. I have a follow up video using a GTX 1070 to compare it too and then I'll re run the benchmarks once 1.8.1 is released. I'm cautiously optimistic for some performance increases on AMD since bug fixes for AMD seem to be the focus of this release.

Anyway inb4 1.8.1
 

jamieyello

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Has anyone tried running Cemu on Wine on Linux on the PS4?

I would laugh my ass off if I saw Wii U games playing on a PS4 full speed, Reggie would be sent into an uncontrollable fit of manly rage.

There are videos of Dolphin running full speed on PS4 Linux, and there are videos of Cemu running full speed on Wine. 1+1 = ?


 

Xalphenos

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I'm really hoping there's a fix for Mario Kart 8 so it works on newer drivers with the RX range...
I'm really hoping for that as well. I get some graphics glitches in 17.1.2 that I don't get on 17.6.1. Also I use my pc for more than just cemu so it would be nice to be able to stay up to date on drivers and still be able to play mk8.

And here is the follow up on the gtx 1070. Still in before 1.8.1 I believe.
 

abdellbobo

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Changelog?
# Cemu detailed changelog for 1.8.1
# Patreon release date: 2017-06-23
# Public release date: 2017-06-30

CPU/JIT: Fixed a bug in ADDME. instruction
CPU/Interpreter: Fixed a bug in PSQ_STX and PSQ_LDX instruction (GQR index parsed incorrectly from opcode)
CPU/Interpreter: Fixed invalid endianness in instruction STHBRX

coreinit: Added 'errno' export
coreinit: Added API OSCalendarTimeToTicks(), OSCancelThread(), IM_GetHomeButtonParams(), OSCalendarTimeToTicks(), FSAppendFile(), FSRemove(), SAVEChangeDir()
coreinit: Fixed GHS flock handling. Added __ghs_flock_file() and __ghs_funlock_file()
coreinit: Added support for milliseconds and microseconds in OSTicksToCalendarTime()
coreinit: Fixed bug where FSOpenFile() with mode 'r+' would not allow read access
coreinit: Fixed a bug where shared-write file access prevented simultaneous read access from the same file

GX2: Added API GX2GetScissorReg(), GX2GetTargetChannelMasksReg(), GX2SetDefaultState()
GX2: Better handling for invalid/uncompilable shaders (avoid drawcalls that will lead to errors)
GX2: Added support for vertex format 32_32_32_32_FLOAT for primitive RECTS
GX2: MULADD shader instruction will now use correct rules in regards to 0*anything
GX2: Fixed OpenGL error caused by games requesting more mip levels than possible for a texture
GX2: Fixed source mip level parameter for GX2CopySurface()
GX2: Avoid shadow samplers on AMD GPUs. This workaround can be forced on other GPUs via -amdshadows command line parameter

SWKBD: Fixed handling of active state (previously it was tied to the keyboard being visible whereas it should be separate)
SWKBD: Fixed input handling (should no longer clash with wxWidgets, leading to input sometimes being ignored)

RPL: Fixed bug where imports/exports were mapped incorrectly if the internal module name included '.rpl'

zlib: Overhauled Cafe OS zLib implementation

nsysnet: Added nsysnet (socket) library
 

Xalphenos

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Took a quick break from benchmarking and noticed this. Has GPU usage gone up for 1.8.1?

Obviously my 1070 can still handle 4k with no performance hit but this old GTX 660 doesn't fare nearly as well. With just 1080p even.

And does Mario Kart 8 now work properly on AMD's RX series cards?
I'm surprised no one has tested yet. I would have done it yesterday but my kid hogged the PC almost all day. Got to run some quick tests on a GT 1030 then it's Polaris time. I will report back as soon as I'm done.
 

fr3quency

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Took a quick break from benchmarking and noticed this. Has GPU usage gone up for 1.8.1?

Obviously my 1070 can still handle 4k with no performance hit but this old GTX 660 doesn't fare nearly as well. With just 1080p even.

I'm surprised no one has tested yet. I would have done it yesterday but my kid hogged the PC almost all day. Got to run some quick tests on a GT 1030 then it's Polaris time. I will report back as soon as I'm done.

Sounds weird. I haven't tried 1.8.1 yet as I'm not a patreon supporter, but on 1.8.0b it runs smooth as hell on an 650 Ti.
 

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