Emulation [RELEASE] Cemu - Wii U emulator

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Just dropping a thought.
I am customizing the graphicsPack to fit my Ultrawide resolution, or multiples of that, so that the pixels are 1:1 ratio on my display (remember it gets stretched to the display's aspect ratio, 1920px stretched to 2560px). That makes the image really crisp of course, and is not something easy to achive with multipliers, and surely it isn't possible if both vertical and horizontal resolutions are not scaled by the same factor.
 
Love this update 1.7.0, Jumped from 1.6.2 :)
Now i just wanna pokken to work! maybe we lucky that one day it just working :D
 
Nope: hear "D:\Games\WII U\Cemu\gameProfiles\00050000101c4c00.ini"
And beware of the running jumping bug, if you are stuck on jumping use Fast Travel, and you can do double jump without running by pressing Run button and Jump button on the same time.
 
Nope: hear "D:\Games\WII U\Cemu\gameProfiles\00050000101c4c00.ini"
And beware of the running jumping bug, if you are stuck on jumping use Fast Travel, and you can do double jump without running by pressing Run button and Jump button on the same time.

What game are we referring to?

Oh, XCX?
 
# Xenoblade Chronicles X (EUR)

[CPU]
emulateSinglePrecision = true
emulateDualPrecision = true

[Graphics]
accurateShaderMul = false

No more running jumping bug.
And try this in other games.
 
Just dropping a thought.
I am customizing the graphicsPack to fit my Ultrawide resolution, or multiples of that, so that the pixels are 1:1 ratio on my display (remember it gets stretched to the display's aspect ratio, 1920px stretched to 2560px). That makes the image really crisp of course, and is not something easy to achive with multipliers, and surely it isn't possible if both vertical and horizontal resolutions are not scaled by the same factor.

Excellent point. I did not think of that. Though obviously, actually changing the aspect ratio would involve changing attributes of the in-game camera more so than the resolution. The resolution could be whatever at that point and the it'll still fit be resized to that aspect-ratio so being stuck to scaling things evenly wouldn't negatively effect that.

If it really bothered you that you were rendering at a higher resolution than you monitor then, assuming the shader code that changes the camera aspect-ratio can also access graphicsPack settings, you could make it multiply just the width by 1.34375. That will get a 2560x1440 frame buffer to be 3440x1440 (a resolution I found for a 21:9 monitor even though that's a little wider than 21:9).

As a side note, the graphics packs can, in general, be more shorthand.

Code:
SCALE = 3

Code:
[TextureRedefine]
size = 1280, 720
formatsExcluded = 0x008,0x41A,0x034,0x035
overwriteSize = 3640, 2160

[TextureRedefine] # tv
size = 1280, 720
formatsExcluded = 0x008,0x41A,0x034,0x035
scaleSize = SCALE # would be parsed and sent to the scale function as 3, 3

[TextureRedefine] # Shadows
size = 1024 # would be parsed and sent to the compare function as 1024, 1024
formatsExcluded = 0x008,0x41A,0x033,0x034,0x035,0x431,0x235,0x433
scaleSize = 2 # would be parsed and sent to the scale function as 2, 2

Behind the scenes there would be fewer strings to compare, graphics packs would be smaller, and most redundancies are removed.

Also just because this would allow a lot of graphics packs to be merged doesn't mean that the ability to make multiple ones for different purposes would be gotten rid of. All of these things could be implemented by ExZap and tested by the community to see how they work out.

Also Just did some testing and it looks like the rules do cascade but there is no bug in how they cascade.
 
Last edited by myowfriend,
# Xenoblade Chronicles X (EUR)

[CPU]
emulateSinglePrecision = true
emulateDualPrecision = true

[Graphics]
accurateShaderMul = false

No more running jumping bug.
And try this in other games.
The running jump glitched only happened on my end with a non-updated Xeno tbh, the "emulatedualprecision" rule is new to me though. What exactly does it do?
 
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The running jump glitched only happened on my end with a non-updated Xeno tbh, the "emulatedualprecision" rule is new to me though. What exactly does it do?

Is there any public documentation for graphics packs? I don't even know what each of the texture format options correlate to.
 
Hello guys.

Graphic pack for Twilight Princess HD (4k) does not work. Anyone with the same problem ?

Turn on logging. Then boot Twilight Princess. Check the log in your CEMU folder and see if the titleId that comes up is listed in the titled section of the graphics pack. If it's not, just add it and it should work.
 

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