We added a temporary workaround for the NVIDIA driver bug, but it only works with the US and EU version of Super Mario Maker.
That's nice, thanks. I am curious, let's say CEMU can render with an arbitrary resolution... Will the effects glitch out like they do on Dolphin? (ie Sonic Colors glow on any light source)We added a temporary workaround for the NVIDIA driver bug, but it only works with the US and EU version of Super Mario Maker.
So does this mean that the workaround is a gameProfile option?We added a temporary workaround for the NVIDIA driver bug, but it only works with the US and EU version of Super Mario Maker.
I think she'll publish a Cemu progress video soon but for while you can take a look in Simple Austin news videos (EMU-NATION series playlist) which he talks about various progresses being done in the emulator worldreznoire where the video is with Cému 1.6.1 improvements?
Will it be possible to get the wii u gamepad screen on a tablet for example?
I'm not asking for it now, just curious if it's something we may see in the future.
Watch the video and tell me what's the difference between the version 1.5.6b and 1.6.1?
What was the reason to regress with version 1.6.0? And now it's thrown a version almost iqual to 1.5.6b.
Look at this.
https://www.reddit.com/r/cemu/comments/56lxsz/cemu_161_smash_4_very_low_fps_i7_5820k47ghz_r9/
The Cemu is a great job, but, These regressions ...
Made a 1.6.1 improvements preview video
Well, that was a waste of time. You could just have written "It doesn't boot".
Made a 1.6.1 improvements preview video
Hopefully public 1.6.0 fixes that annoying shaking problem with the objects in NSMBU
# CEMU detailed changelog for 1.6.1
# Patreon release date: 2016-10-08
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
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