Emulation [RELEASE] Cemu - Wii U emulator

  • Thread starter Thread starter Exzap
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out of what i've tested so far on AMD Radeon R7 260X
Yoshi's Woolly World - crashes after boot image
WWHD - crashes after boot image
Mario Kart 8 - playable
Super Mario 3D World - crashes after boot image
Super Mario Maker - playable, but ground is missing
Nintendo Land - playable from what i've tested so far
New Super Mario Bros. U - Playable with fix here
How do you define "playable"?
 
@Exzap, if I may make a feature suggestion, maybe you could look into a frame skipping option? Because from what I've been seeing, with frame skipping set to 2 some people may actually get NSMBU to run full speed
An FPS cap feature like Dolphin had if you know what I mean (Max FPS: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60... up to 120 or idk) And you press shift for no frame limit.
It's just that I used shift alot on Dolphin For like skipping cutscenes and shit.
 
Last edited by Nemesis960502,
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Yes, it would, it would in this case be like playing a 60fps pc game at 30fps
I wouldn't say that's completely true. Some game's framelimiter's "smooth out" gameplay til under 30FPS, while most emulated games with frameskipping use the same framelimiter across all games and get pretty choppy. Least that's why I always figured it happened.
 
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Overall, the work on Mario Kart alone is great. @Exzap, is there any kind of thing folks with games can do to help you?
The version-to-version comparison you did is definitively helpful. If possible I would like to see the same style of comparison with more (and lesser known/tested) games.

Can we update wii u games?
Not yet but in the future we will allow to manually install updates / custom patches. Obviously Cemu will never support downloading data directly from Nintendo servers.

@Exzap, I know you have a lot to do right now, but could you please have a little check on what happens with Super Mario Maker? In current version it slows down progressively on editor. I'm not asking you to fix it now, just try to diagnose it. Also, congratulations again for the great work on the emulator!
It's fixed in the next release.

@Exzap, if I may make a feature suggestion, maybe you could look into a frame skipping option? Because from what I've been seeing, with frame skipping set to 2 some people may actually get NSMBU to run full speed
Frame skipping is very problematic for modern GPU emulation. In short, a lot of games rely on textures generated during normal frame render operations. If a frame is skipped that can lead to heavy graphical glitches later on.
Aside from that we don't even have started with optimizations yet. It seems premature to implement a performance hack like frame-skipping this early.
 
Frame skipping is very problematic for modern GPU emulation. In short, a lot of games rely on textures generated during normal frame render operations. If a frame is skipped that can lead to heavy graphical glitches later on.
Aside from that we don't even have started with optimizations yet. It seems premature to implement a performance hack like frame-skipping this early.
K, thanks for the reply! I figured it might be a quick'n'dirty way to get full speed emulation on a few simple games without too much work, but if it's that complicated then yes you should definitely focus on optimizations first :)
 
An FPS cap feature like Dolphin had if you know what I mean (Max FPS: 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60... up to 120 or idk) And you press shift for no frame limit.
It's just that I used shift alot on Dolphin For like skipping cutscenes and shit.

Are you insane?! I enjoyed cutscenes a lot. :)
 

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