Emulation [RELEASE] Cemu - Wii U emulator

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Btw
did somebody test the overall perfomance compare to previous build 1.6.4b (with same settings) ?

same, slower or faster ?
 
a question about the shader cache:

does still need to basically go through to the game to be filled/generated 100% in the external file?
 
Can anyone tell me if the (minor) issue with aspect ratio was solved here?

I'm referring to the fact that on a 16:10 panel the game in full screen is stretched rather than scaled (which almost forces me to play in Windowed mode).
 
Last edited by Tuco Benedicto,
When I go to record Cemu, the video always comes out like this. Any solution?
UT1jiy1g.png
 
Hey guys, I can't seem to get Xenoblade X to increase in resolution, the pack says active while running but the resolution is still 720p, my rules.txt file looks like this

[Definition]
titleIds = 00050000101c4c00,00050000101C4D00
name = "Xenoblade Chronicles - 2160p (4K)"

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

any help? perhaps 720p isn't actually its native resolution?

EDIT: ah nevermind, looks like the Cemu team is aware that XCX doesn't work for USA/JPN copies yet.
 
Last edited by ThisIsMyDogKyle,
Looks like you can get the shadow render targets with Mario Kart 8, but it crashes if you try to make them any bigger. Smaller works fine.
View attachment 74346
Found it's signature with NVIDIA NSIGHT, though I don't know its format so I'm just excluding all the normal ones. would encourage anyone interested in doing this to other games (or upscaling the more difficult ones) the same way!
Looks like any size greater than the expected is causing a crash. Here's what I think is happening:

- game creates render target array for shadow cascades (at increased resolution)
- cemu allocates some memory that can be modified to change the texture, at the original resolution (1024x1024)
- the game reads back the size of the target it just created (2048x2048) and attempts to fill the memory location with that many empty pixels
- first pixel above original size (1024x1024) is out of bounds, emulator crashes
Could all be something else, maybe even related to the render target format. (GL_DEPTH_COMPONENT16, GL_TEXTURE_2D_ARRAY, 2 slices)

(the 1536x1536 shadow target in the character select screen does the same thing)

If this is correct, it might be useful adding additional replacement modes to set flags on the render target (return original resolution on query, or allocate more space in shared memory for increased size).
 
Can anyone tell me if the (minor) issue with aspect ration was solved here?

I'm referring to the fact that on a 16:10 panel the game in full screen is stretched rather than scaled (which almost forces me to play in Windowed mode).

This is something that I would really like to see in a future release. I use a 4:3 screen so the stretched full screen looks really horrible. Correct aspect ratio display would be really great.
 
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A few games use half-res alpha effects, including Mario Kart 8, Splatoon, and XCX. You should add some lines to your rules (or additional rules files) to get the most out of it.
halfres.jpg
fullres.jpg

Code:
[Definition]
titleIds = 000500001010ec00,0005000e1010ed00,0005000e1010eb00,ffffffff85887bc1
name = "Mario Kart 8 - 2160p (4K alpha)"

[TextureRedefine]
width = 640
height = 360
formatsExcluded = 0x41A # exclude the intro background texture
overwriteWidth = 3840
overwriteHeight = 2160
 
Is the "static" gone from XCX on the latest AMD GPU's yet? Darn thing is unplayable on 1.6.4b, even with the new drivers that came out today. :(
 
just came here to say well done to anyone who's been working on this, its simply awesome.
Hopefully within a few months i should be able to run stuff at decent speed on my rig, its too slow for now. (i5 2400 and gtx 650ti boost).Then again i'll be playing at 720p so ive got my hopes up.
 
I can't get my MK8 to go fullhd.
Flag's up but still 1280 res.

Does the emu need a precise version of the game (region, compressed, uncompressed, etc) ?

edit:

course it doesn't work, since the config file has wrong ID about the game.

The correct tag for the EU version of the game should be the following:

[Definition]
titleIds = 000500001010ec00,000500001010ed00,0005000e1010eb00
name = "Mario Kart 8 - 1080p"

Same if you wanna go 4k.
Now it works at 1080p, smooth as an android's buttcheek
 
Last edited by AndreaSpooky,

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