Emulation [RELEASE] Cemu - Wii U emulator

  • Thread starter Thread starter Exzap
  • Start date Start date
  • Views Views 7,772,721
  • Replies Replies 21,671
  • Likes Likes 284

Wait, what the fuck, I can't even start it, it crash after the controller screen.
My setup, or maybe there is an extra-step to do
CPU : I7 7700k 4.2 GHz
MBoard : Gigabyte Z270X-Ultra Gaming
GPU : KFA2 GeForce GTX 1070 EX, 8 Go
PSU : EVGA 600W, 600W
RAM : DDR4 G.Skill Ripjaws V, Noir, 2 x 8 Go, 3200 MHz, CAS 16
HDD : Seagate BarraCuda, 2 To
SSD : KFA2 Gamer SSD L, 240 Go, SATA III
Cooler : Noctua NH-U9S
Case : Phanteks Enthoo Pro, Noir
 
[CEMU 1.8.1b] Zelda Twilight Princess HD - Cave of Ordeals HERO MODE
Set to 1080p60 to enjoy in the best quality ;)
 
Qualquer notícia sobre cemu 1.8.3 ou mesmo 2.0

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

Any news about cemu 1.8.3 or even 2.0
 
Cemu detailed changelog for 1.8.2
# Patreon release date: 2017-07-18
# Public release date: 2017-07-25

general: Any .rpl files placed in cafeLibs/ directory will be loaded instead of the internal HLE modules (experimental feature, no real use yet)
general: Cemu window can now be resized

CPU/JIT: Fixed a bug in recompiler SRWI instruction
CPU/JIT: Fixed a bug that could cause the recompiled code to skip an instruction if the thread was switched between the beginning of a loop and an inlined function
CPU/JIT: Added STBUX instruction to recompiler
CPU/JIT: Several other optimizations for the recompiler:
Use AVX non-destructive 3-operand instructions to optimize some copy operations away
Delay/Avoid endian-swapping between LWZ/STW if the data is not used for any other operation
Generate shorter code for BCTRL, BL, BLR and other far branches (2 instructions, only 1 for far branches with no LR update)
Replace branches with conditional moves (CMOVcc) if possible
Avoid redundant FPR loads and stores
Better detection for situations where x64 flags can be used instead of testing CR bits
Avoid extra work of thread scheduling checks in tight non-infinite loops

coreinit: New API OSTryAcquireSpinLockWithTimeout(), OSSwitchFiberEx(), MCP_Open(), MCP_Close()
coreinit: More accurate emulation of foreground bucket memory and it's subregions
coreinit: FSOpenDir() no longer ignores the current working directory
coreinit: Fixed integer overflow in OSTicksToCalendarTime()

AX: Added AX voice debugger
AX: Fixed biquad filter
AX: New API AXSetVoiceSamplesAddr(), AXSetVoiceLoopOffset()

GX2: Improved detection of changed data for typical screen-size textures in texture cache (fixes softdec videos)
GX2: Fixed invalid GLSL code being generated for 3D texture access with offset
GX2: Fixed bug in indices generation for PRIMITIVE_RECTS
GX2: Fixed a bug where adding entries to a shader cache .bin archive would sometimes have no effect (causing Cemu to recompile the affected shaders everytime)
GX2: Various smaller optimizations throughout the graphic backend (performance gain 1-3%)
GX2: Added support for tileMode filter in graphic packs texture rules (Useful to exclude video frames or other CPU-accessed textures)
GX2: Aspect ratio calculation now uses effective size of texture (after graphic pack rescaling) rather than original size
 
"GX2: Fixed invalid GLSL code being generated for 3D texture access with offset"

Does it fix the problem with white bitmap in Paper Mario Color Splash?
 

Site & Scene News

Popular threads in this forum