Emulation [RELEASE] Cemu - Wii U emulator

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Has anybody tested Fast Racing Neo on CEMU because it has the most to gain from rendering at a higher internal resolution. On the Wii U it runs at a resolution close to 480p than 720p.

i'm not gonna post the 4k one though, would be too much on people's browsers

I don't think the 4K one would be too much for modern browsers, but if you're worried, just upload post a link to it with a warning for people with slow connections.

so reducing resolution can maybe make good performance?

It should but some games would get larger performance boosts than others.
 
Last edited by myowfriend,
there's comparison pictures in the post: one of them is showing MK8 at 720p, 1080p, and 4K

720p
sRLri50.png

1080p
G1LoqXN.png

i'm not gonna post the 4k one though, would be too much on people's browsers
put a link for the 4k, im curious, thanks.
 
http://cemu.info/screenshots/cemu170/MK8_4K.png

If you're going to post this elsewhere (like reddit) I'd suggest rehosting it to save Exzap's poor servers. It's beautiful though, I always wanted MK8 and XCX in 4k.


A "graphic pack" would be a texture pack. It would not:




Textures are bitmaps with finite resolutions. If they weren't than mip-mapping wouldn't be a thing. Textures would have to be replaced with high resolution textures to gain any sort of quality.



That would require patches specific to each game. For example, games like Super Mario 3D World uses FXAA for it's anti-aliasing. CEMU might be able to enable MSAA but it won't disable FXAA because it would be just another shader to CEMU.



Texture packs would be among the easier features to add as anytime a texture is fetched, it would first check if a replacement texture is available in particular folder. Can you provide an example of what kind of "complex control over drawcalls" would be done?



That would be just as possible as overwriting shaders. It's possible but with per-game patches.



I don't get that. Why would any graphic packs come packaged with CEMU? Some of the features mentioned in your list like "Change the games internal resolution" wouldn't need to be a "pack", it would be a feature of CEMU.
Changing a modern game's internal resolution is not that easy. Usually, the target resolution is fed into the creation of one or more render targets, and can be hard coded or forced to a lower value. The only way to change it is to intercept the call making the render targets used and instead create higher resolution ones. I'd imagine this has to be tweaked game by game... and it would explain how the packs can also modify shadow resolution.

MSAA isn't a shader. It also won't work in games with a deferred pipeline.
 
Last edited by RHY3756547,
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Changing a modern game's internal resolution is not that easy. Usually, the target resolution is fed into the creation of one or more render targets, and can be hard coded or forced to a lower value. The only way to change it is to intercept the call making the render targets used and instead create higher resolution ones. I'd imagine this has to be tweaked game by game and it would explain how the packs can also modify shadow resolution.

I'd imagine the resolutions for render targets are set in a pretty consistent way on the Wii U so I would detecting them and overriding it isn't all that difficult but I understand that would mess up a lot of shader code that expects render targets that are different from the output resolution. If CEMU was instead set up to use multiples of the render target resolutions than things might be able to work pretty consistently.

I'm not a Patron so I didn't get to read the post. Graphic packs are a confirmed thing? I thought that was part of AndreaSpooky's speculation. Sorry about that Andrea.

MSAA isn't a shader. It also won't work in games with a deferred pipeline.

I'm aware. Though the fact that MSAA doesn't work with all forms of differed rendering slipped my mind. What I was more so to get across was that it's not a just a option that you would switch to replace FXAA with MSAA. If MSAA could be forced, FXAA would still be applied over it. But since we're talking about game specific patches. Almost all of my original posts was wrong so sorry about that :-(
 
Thanks @Exzap this was a feature I was waiting on in cemu some time ago, improvements in emulator resolution and still have improvements in cache shaders I believe this version has everything to be one of the best ever released.
 
Yup, I was right!
The next version will be 1.7.0 :)

--------------------- MERGED ---------------------------

Thanks @Exzap this was a feature I was waiting on in cemu some time ago, improvements in emulator resolution and still have improvements in cache shaders I believe this version has everything to be one of the best ever released.
The "the best ever" version will ever be the last version released ;)
 
Does anyone know how to create desktop windows shortcuts for cemu which directly launch the game? I got this atm but it doesn't seem to work do I mis something?:
"C:\Users\TMCThomas\Desktop\Overig\zource files\Cemu_1.6.4\Cemu.exe" "D:\Programma bestanden\EMUS AND GAMES\Games\Wii U games\fk-mk8.wud" -f
All the paths are right. it only launches CEMU atm. and not the game.
Put a -g after Cemu.exe"
So it would be
"C:\Users\TMCThomas\Desktop\Overig\zource files\Cemu_1.6.4\Cemu.exe" -g "D:\Programma bestanden\EMUS AND GAMES\Games\Wii U games\fk-mk8.wud" -f
 
there's comparison pictures in the post: one of them is showing MK8 at 720p, 1080p, and 4K

720p
sRLri50.png

1080p
G1LoqXN.png

i'm not gonna post the 4k one though, would be too much on people's browsers

Awesome!
However, is that a regression? Yoshi looks like he lost some lighting... (not complaining, I know there's always two steps forward and one step back)
 
# Cemu detailed changelog for 1.7.0
# Patreon release date: 2017-01-09

GX2: Added support for customizable graphics via 'Graphic packs' (alias graphic modding support built into the emulator)
GX2: Overhauled shader cache. Shader cache files can now be transferred between different PCs and remain compatible across future Cemu versions.
GX2: Fixed a bug where alpha-test related registers where incorrectly handled for shaders read from the shader cache
 
# Cemu detailed changelog for 1.7.0
# Patreon release date: 2017-01-09

GX2: Added support for customizable graphics via 'Graphic packs' (alias graphic modding support built into the emulator)
GX2: Overhauled shader cache. Shader cache files can now be transferred between different PCs and remain compatible across future Cemu versions.
GX2: Fixed a bug where alpha-test related registers where incorrectly handled for shaders read from the shader cache
cant wait for videos!
 

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