Emulation [RELEASE] Cemu - Wii U emulator

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Shinox

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They need to find a new way to stop caching shaders if they are aiming for perfection emulation
loading shader caches every time the emulator loads a game is absolutely annoying and unbearable
otherwise the emulator will stay the same forever and have the same annoying stuttering issues that ruin your experience
 
Last edited by Shinox,
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yapel

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They need to find a new way to stop caching shaders if they are aiming for perfection emulation
loading shader caches every time the emulator loads a game is absolutely annoying and unbearable
otherwise the emulator will stay the same forever and have the same annoying stuttering issues that ruin your experience

they need to make so many things before bothering with something like that....
 
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Slashㅤ

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Wonderful 101 boots
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Esppiral

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Just for fun-testing

Mario 64 4k.

Code:
[Definition]
titleIds = 0005000010199500
name = "Mario 64 - 2160p (4K)"

[TextureRedefine]
width = 1280
height = 720
overwriteWidth = 3840
overwriteHeight = 2160

[TextureRedefine]
width = 854
height = 480
overwriteWidth = 3840
overwriteHeight = 2160

[TextureRedefine]
width = 960
height = 720
overwriteWidth = 3840
overwriteHeight = 2160

[TextureRedefine]
width = 640
height = 480
overwriteWidth = 3840
overwriteHeight = 2160

[TextureRedefine] 
width = 1920
height = 1080
overwriteWidth = 3840
overwriteHeight = 2160


aw0NbiP.png
 

Kurt91

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Wait, so all this time Cemu only uses a single core on the CPU? I was really impressed on how fast it was running on my PC and thought it was the upgraded CPU that was helping so much since I upgraded from a dual-core to a quad-core. Does this mean that it will run much faster once it's able to use multiple cores, or is it mainly reliant on the GPU for how fast it runs?

By the way, I wanted to ask. Does the new version of the emulator fix the audio desync in the cutscenes in Bayonetta? The rest of the game runs well (not including crashing on saving, but autosave works well enough), but the cutscenes just bug me as-is.
 

stormwolf18

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They need to find a new way to stop caching shaders if they are aiming for perfection emulation
loading shader caches every time the emulator loads a game is absolutely annoying and unbearable
otherwise the emulator will stay the same forever and have the same annoying stuttering issues that ruin your experience

Why? whats the matter ? it takes like 5 seconds to load the shaders.
 
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drwhojan

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4654.jpg
4654.jpg
very easy when will more fps play with 420p graphicPack

-------------------------------------------------------------------------------------
Eur v1.0.0 and v1.1.0

[Definition]
titleIds=000500001019e500,000500001019e600,000500001019c800,0005000e1019c800,0005000e1019e500
name = "The Legend of Zelda: Breath of the Wild - 420p"

[TextureRedefine]
width = 1280
height = 720
overwriteWidth = 640
overwriteHeight = 480

Sorry I'm a little lagging on this emulator, I got zelda ABOTW it to work but only 7/9 fps to me in game play

where to put the above info into ?

my 32" screen at 1366x768 the emulator is out screen sizing it.

Xbox360 pad is OK
 

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Last edited by drwhojan,

AcidRains

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Still remembered last time when shadercache cause WindWaker lock at 15fps at first island, and xenoblade suffer of slow fps too, this 1.7.3.d also same , causing BoW stay at 15fps at most too.\

Only if clear all cache and keep those two shadercache folder read only then will get to 30fps, and strangely , some angle still 20fps too.

I think this still needs to be fixed or look into further more, lets hope speed will get restored when 1.7.4 officially launced
 

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View attachment 81115 View attachment 81115

Sorry I'm a little lagging on this emulator, I got zelda ABOTW it to work but only 7/9 fps to me in game play

where to put the above info into ?

my 32" screen at 1366x768 the emulator is out screen sizing it.

Xbox360 pad is OK
See if in the emulator settings if you are in GPU Buffer cache LOW (Fast) can improve its performance and be between 12 and 15 fps
 
Last edited by NiagA,

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