Emulation [RELEASE] Cemu - Wii U emulator

  • Thread starter Exzap
  • Start date
  • Views 7,162,694
  • Replies 21,659
  • Likes 283

Wardoctors

Gamedev1909
Banned
Joined
Nov 18, 2015
Messages
808
Trophies
0
Age
36
XP
344
Country
Canada
so @Exzap important thing i must ask and i get you hate going on here because of the cancer users and i fully get that but here we go

how are you a pouching the emulating ?
is it trying to make things look pretty on the surface or trying to make things just run?
i want to know which direction you are taking mainly because of the major regression of performance and games running like bayo 2 and mario kart 8 loosing fps slowly each build.
 

bannana2

Well-Known Member
Member
Joined
Nov 11, 2008
Messages
244
Trophies
0
Age
36
Location
Spring Hill, KS
XP
430
Country
United States
I'm fluent in English and Japanese kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
Who cares?
Let me tell you something for you translate ...
Você é um viadinho de merda kkkkkkkkkk
Strange, but most people call Americans dumb. Seems like she has a point and your stupid sentence is just that...whatever it may say. I know english and a little bit of japanese.
 
  • Like
Reactions: JanetMerai

RHY3756547

Well-Known Member
Member
Joined
Sep 1, 2014
Messages
235
Trophies
0
Age
28
XP
514
Country
how are you a pouching the emulating ?
It might be possible to answer that if any of it made sense. Emulation is always about improving accuracy by adding features (instead of just skipping emulating them, thus the slowdown) so there's not really any point asking in the first place.
 

Adubbz

Member
Newcomer
Joined
Jul 3, 2016
Messages
15
Trophies
0
XP
489
Country
It might be possible to answer that if any of it made sense. Emulation is always about improving accuracy by adding features (instead of just skipping emulating them, thus the slowdown) so there's not really any point asking in the first place.

Not necessarily. Though those newly-added features may indeed appear to be improvements at first glance, it's also whether they have been painstakingly been checked to ensure they do indeed produce the exact same results as actual hardware under their countless usage scenarios. Rushed or otherwise naive implementations could lead to significant problems down the line, such as is the case with mipmapping in PCSX2. So I suppose the actual question is "Are you doing what just 'works' and 'looks right', or ensuring everything matches the response of actual hardware?".
 
Last edited by Adubbz,

Exzap

Well-Known Member
OP
Member
Joined
Sep 19, 2015
Messages
154
Trophies
0
XP
1,569
Country
Netherlands
so @Exzap important thing i must ask and i get you hate going on here because of the cancer users and i fully get that but here we go

how are you a pouching the emulating ?
is it trying to make things look pretty on the surface or trying to make things just run?
We try to implement everything as accurately and as close to the original Cafe OS/hardware as possible. But since large parts of the the Wii U architecture are layers of abstraction it can become hard to define what 'accurate' means. For example, there are different versions of the OS libraries (based on installed console patch) and they often exhibit different behavior in some functions. As such, there are multiple solutions to how we can implement them and all are equally 'accurate'. Overall, it's a rather complex topic and the initial question cannot be answered without writing a 1000 page post that analyzes every part of the emulator. It's also important to note that the biggest source of inaccuracy in CEMU currently comes from unimplemented features.

We certainly do not rush and if something is implemented inaccurately it's either by accident or because we plan to improve later. Due to the complexity it's sometimes not feasible to implement everything perfectly on the first try. That's why we sometimes go back and rewrite large parts of the emulator, like the shader decompiler (in v1.1.0) or our FS code.

On a side node, both Decaf and CEMU use the same HLE approach for OS library emulation which abstracts some of the direct hardware access away. This doesn't decrease accuracy from the point of software running in the emulator but it can make a difference when trying to do anything 'outside' the CafeOS, e.g. accessing the kernel via exploits. A true low-level Wii U emulator that is 100% accurate down to the lowest level will likely never exist because it's an incomprehensible amount of work (we tried initially, but soon realized it's 100x times more work at almost zero benefit).

i want to know which direction you are taking mainly because of the major regression of performance and games running like bayo 2 and mario kart 8 loosing fps slowly each build.
You have to realize that looking at just one or two games is not representative of the state of the emulator. We are trying to emulate a platform with hundreds of games. With every change we make, no matter if good or bad, something will break somewhere. Even if we improve one part of the emulator to be 100% perfect it can still trigger a chain reaction that causes games to stop working until we implement some other feature. In short, there is no guarantee that any game will work unless CEMU is 100% complete, even if the very same game worked in all previous releases.

In regards to performance: Emulation of more features decreases speed, obviously. There is still lots of room for performance optimizations in CEMU, but it's currently not a priority.
 
Last edited by Exzap,

shanzo

Well-Known Member
Newcomer
Joined
Nov 23, 2015
Messages
98
Trophies
0
XP
178
Country
We try to implement everything as accurately and as close to the original Cafe OS/hardware as possible. But since large parts of the the Wii U architecture are layers of abstraction it can become hard to define what 'accurate' means. For example, there are different versions of the OS libraries (based on installed console patch) and they often exhibit different behavior in some functions. As such, there are multiple solutions to how we can implement them and all are equally 'accurate'. Overall, it's a rather complex topic and the initial question cannot be answered without writing a 1000 page post that analyzes every part of the emulator. It's also important to note that the biggest source of inaccuracy in CEMU currently comes from unimplemented features.

We certainly do not rush and if something is implemented inaccurately it's either by accident or because we plan to improve later. Due to the complexity it's sometimes not feasible to implement everything perfectly on the first try. That's why we sometimes go back and rewrite large parts of the emulator, like the shader decompiler (in v1.1.0) or our FS code.

On a side node, both Decaf and CEMU use the same HLE approach for OS library emulation which abstracts some of the direct hardware access away. This doesn't decrease accuracy from the point of software running in the emulator but it can make a difference when trying to do anything 'outside' the CafeOS, e.g. accessing the kernel via exploits. A true low-level Wii U emulator that is 100% accurate down to the lowest level will likely never exist because it's an incomprehensible amount of work (we tried initially, but soon realized it's 100x times more work at almost zero benefit).


You have to realize that looking at just one or two games is not representative of the state of the emulator. We are trying to emulate a platform with hundreds of games. With every change we make, no matter if good or bad, something will break somewhere. Even if we improve one part of the emulator to be 100% perfect it can still trigger a chain reaction that causes games to stop working until we implement some other feature. In short, there is no guarantee that any game will work unless CEMU is 100% complete, even if the very same game worked in all previous releases.

In regards to performance: Emulation of more features decreases speed, obviously. There is still lots of room for performance optimizations in CEMU, but it's currently not a priority.
First I'd like to say well done on doing such a great job. I am just curious as to whether you have set out a time plan for when you want certain features to be achieved by? Do you decide on an individual feature/function and just work on that for a set amount of time or do you work on one part until your happy with it before moving on to another aspect?
 
  • Like
Reactions: JanetMerai

CustomEyeBrows

Well-Known Member
Member
Joined
Apr 8, 2015
Messages
128
Trophies
0
Age
36
XP
143
Country
New Zealand
First I'd like to say well done on doing such a great job. I am just curious as to whether you have set out a time plan for when you want certain features to be achieved by? Do you decide on an individual feature/function and just work on that for a set amount of time or do you work on one part until your happy with it before moving on to another aspect?

Not being snarky, but 2nd paragraph:

"We certainly do not rush.."
 

Master-Killua

Well-Known Member
Member
Joined
Jan 11, 2016
Messages
194
Trophies
0
XP
282
Country
Peru
This bug happens to someone here?
World 9
Cosmic cannon Cluster


That's a known issue (at least for me). I have that issue in one level. I think it was in the third or fourth world. Was hard to complete, took me a lot of lifes (10 more or less), but then I got a golden item, so I finished the level.
I don't know if using that gold item will make you beat that level you're playing, but you could try it
 

shanzo

Well-Known Member
Newcomer
Joined
Nov 23, 2015
Messages
98
Trophies
0
XP
178
Country
Not being snarky, but 2nd paragraph:

"We certainly do not rush.."
Yeah I know it's not rushed I meant more whether they work on a particular part and only that part for a certain amount of time and then address something else or do they work on many different parts at once. Whatever method they are using is obviously working!
 
  • Like
Reactions: CustomEyeBrows

Master-Killua

Well-Known Member
Member
Joined
Jan 11, 2016
Messages
194
Trophies
0
XP
282
Country
Peru
i have a problem there no correctly specular reflection in WWHD, anyone can help me?
View attachment 55447
View attachment 55448

I see a lot of people here and in others websites that have that issue. There's no fix for now. Try with interpreter mode. If that doesn't work, you can use a Wii u with loadiine, complete the temple and then keep playing, or wait until there's a fix
 

thorbre

Active Member
Newcomer
Joined
Apr 7, 2016
Messages
42
Trophies
0
Age
35
XP
117
Country
Norway
I'm fluent in English and Japanese kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
Who cares?
Let me tell you something for you translate ...
Você é um viadinho de merda kkkkkkkkkk
I'll give it a crack.. Something along the lines of "You're a pussy of shit", or "You're a shitpussy", or something to that effect. Wow. You're a douche.
 

ca032769

INFOCOM Collector
Member
Joined
Jan 11, 2012
Messages
636
Trophies
1
Location
Riverside, CA
XP
1,888
Country
United States
I'll give it a crack.. Something along the lines of "You're a pussy of shit", or "You're a shitpussy", or something to that effect. Wow. You're a douche.

Saw this and had to Google Translate it to see for myself. Comes up as Portuguese with a very close and recognizable English translation.
 

Satoshi121

Well-Known Member
Newcomer
Joined
May 14, 2016
Messages
82
Trophies
0
Age
28
Location
Yorozuya odd jobs
XP
79
Country
I'm fluent in English and Japanese kkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
Who cares?
Let me tell you something for you translate ...
Você é um viadinho de merda kkkkkkkkkk
Mod-san, shouldn't this person be banned or at least be warned ?
 

Site & Scene News

Popular threads in this forum

General chit-chat
Help Users
  • No one is chatting at the moment.
    K3Nv2 @ K3Nv2: "Now I know why he took his own life"