Emulation [RELEASE] Cemu - Wii U emulator

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Can someone elaborate what technical restrictions they are talking about when not supporting 32bit?
I am all for 64bit, but as a programmer i would like to know the reasons out of interest:)
 
Can someone elaborate what technical restrictions they are talking about when not supporting 32bit?
I am all for 64bit, but as a programmer i would like to know the reasons out of interest:)
I'm not a dev. But to my understanding, based mostly on following dolphin for years. The reason 64 bit is preferred is that it can reserve a larger area of memory and it gives you more registers. PPC has a lot of registers. Which gives a performance boost. So why maintain two versions when few people are still on a 32 bit OS. And even if they supported 32 bit they probably wouldn't be able to support XP since modern compilers don't compile for it anymore.

Also any computer that isn't capable of running a 64bit OS wouldn't be capable of running cemu anyway.
 
Last edited by Xalphenos,
The memory part i knew, but i couldn't think of many reasons why you would really need it in most cases (i am NOT against it).

As for the registers, i didn't think about that. Is that useful even when using C/C++ etc, or is it only "really" useful when you use ASM directly?
 
The memory part i knew, but i couldn't think of many reasons why you would really need it in most cases (i am NOT against it).

As for the registers, i didn't think about that. Is that useful even when using C/C++ etc, or is it only "really" useful when you use ASM directly?
My experience with registers is on the disassembly/debugging side for reversing stuff. I forget that you really don't think about that when you're writing code. I'm a poor coder. Anyway I just dug up this old article that talks about why Dolphin team cut the 32 bit versions. Maybe not completely applicable to CEMU but a good read none the less.
https://dolphin-emu.org/blog/2014/05/19/obituary-32bit/
 
@zerowalker
The thing is that not only can the program use a broader range of Memory, but the instruction set is bigger on x86_64 as well!
So certain instructions (sadly can't name example since I'm really bad at x86 Assembly in general) can do the same thing 32but CPUs need multiple instructions for, and modern compilers can handle that, which heavily increases performance! :)
 
Gave this one a try.
System specs:

AMD FX-8120 @ 4.1 Ghz (OCed)
20gb RAM @ 1866 Mhz (8+2,8+2)
R9 290x @ 1120Mhz Core / 5900 Mhz Mem. (OCed)

Tried Mario Kart 8 and it works pretty well, drops as low as 24 and goes as high as 60 fps in some parts.

Game's playable but it won't be "Fun" to play unless it runs at stable 50-60 fps I figured.

Pretty neat emulator ;)
 
I meant that I am sure many would like to read the post but can't since it's behind the patreon lock.

No problem, if you don't want to post it.
 
# Cemu detailed changelog for 1.8.0
# Patreon release date: 2017-05-23
# Public release date: 2017-05-30

general: Added memory scanner (search and filter for values)
general: If Cemu is maximized to fullscreen, it will remain on the same monitor rather than defaulting to the primary monitor

RPL: Optimized loading of RPLs

GX2: Cemu now uses separable shaders
Vertex, geometry and pixel shaders are split into separate and independent programs rather than bundling them into sets
This change breaks compatibility with pre-1.8.0 shader caches and graphic packs (if they contain shaders)

GX2: Added support for using the same texture multiple times with different sampler parameters during a single drawcall
GX2: Graphic pack texture rules will automatically scale gl_FragCoord
GX2: Implemented shader instructions RECIPSQRT_FF and RECIP_FF
GX2: GPU7 shader decompiler will output slightly more optimized GLSL code
GX2: Better detection for invalidation of data in Streamout cache
GX2: Optimized frequently used GX2 API
GX2: Optimized texture decoding
GX2: Added command line option '-nsight' to allow debugging via NVIDIA Nsight
 
# Cemu detailed changelog for 1.8.0
# Patreon release date: 2017-05-23
# Public release date: 2017-05-30

general: Added memory scanner (search and filter for values)
general: If Cemu is maximized to fullscreen, it will remain on the same monitor rather than defaulting to the primary monitor

RPL: Optimized loading of RPLs

GX2: Cemu now uses separable shaders
Vertex, geometry and pixel shaders are split into separate and independent programs rather than bundling them into sets
This change breaks compatibility with pre-1.8.0 shader caches and graphic packs (if they contain shaders)

GX2: Added support for using the same texture multiple times with different sampler parameters during a single drawcall
GX2: Graphic pack texture rules will automatically scale gl_FragCoord
GX2: Implemented shader instructions RECIPSQRT_FF and RECIP_FF
GX2: GPU7 shader decompiler will output slightly more optimized GLSL code
GX2: Better detection for invalidation of data in Streamout cache
GX2: Optimized frequently used GX2 API
GX2: Optimized texture decoding
GX2: Added command line option '-nsight' to allow debugging via NVIDIA Nsight

Great news :D
 
I present to you CEMU, world's first Wii U emulator capable of running and rendering commercial games!

Quick facts:
  • Can run encrypted Wii U images (WUD) and RPX/RPL files
  • Internal resolution is 1920x1080 (if supported by game)
  • Contains only some optimizations. Expect slow framerates and long load times.
  • Windows 7 or above (x64) (other platforms may be supported later)
  • Requires OpenGL 4.0
    • Tested on NVIDIA and AMD: Runs fine on most recent driver
    • Intel graphic cards are not supported.
Changelog:
The changelog can be found here

Download:

Link for most recent version of Cemu is now on Cemu's website

Does Cemu uses Denuvo?
 

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