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  1. M

    Emulation [RELEASE] Cemu - Wii U emulator

    That level looks fine for me.
  2. M

    Emulation [RELEASE] Cemu - Wii U emulator

    What level is that? I'm pretty sure I was just playing it and it looked fine.
  3. M

    Emulation [RELEASE] Cemu - Wii U emulator

    I'm not completely sure that it is. I think he just tried as an assumption especially when it's usually called double precision not dual. Half-precision is a 16-bit operation, single precision is 32-bit, and double is 64-bit.
  4. M

    Emulation [RELEASE] Cemu - Wii U emulator

    No it isn't. It would cause the compiler to try to round dual-precision (64-bit) instructions.
  5. M

    Emulation [RELEASE] Cemu - Wii U emulator

    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.
  6. M

    Emulation [RELEASE] Cemu - Wii U emulator

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

    Emulation [RELEASE] Cemu - Wii U emulator

    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...
  8. M

    Emulation [RELEASE] Cemu - Wii U emulator

    Right. Here's an example of what a G-buffer looks like as an example. The geometry gets rendered and stored as different buffers which are stored as textures. Shaders then use the information in these buffers to do things like lighting, fog, normal-mapping, etc and make the finalized image...
  9. M

    Emulation [RELEASE] Cemu - Wii U emulator

    I'm aware. But what your describing would just as effective as that. That's not what the graphics packs are doing. The graphics packs are increasing the rendered resolution of the image. It's not rendering at 720p or 1080p and then being stretched or interpolated to 4k. All these texture...
  10. M

    Emulation [RELEASE] Cemu - Wii U emulator

    What you're describing sounds like cascading to me. Like I'm trying to figure out logistically what might be going on behind the scenes for something like that to happen. I would assume that any time the API creates a new render target and a graphics pack is enabled, CEMU checks the graphics...
  11. M

    Emulation [RELEASE] Cemu - Wii U emulator

    The issue with current console isn't how much memory they have. If what you're talking about was at all possible and as good as it looks in CEMU and requires no increase in internal resolution than there would be no PS4 Pro game that isn't hitting 4k because they would be able to keep internal...
  12. M

    Emulation [RELEASE] Cemu - Wii U emulator

    Why would that happen? Look at this example from the Super Mario 3D World + Captain Toad: Treasure Tracker 4k pack. [TextureRedefine] # tv width = 1280 height = 720 formatsExcluded = 0x008,0x41A,0x034,0x035 # exclude obvious textures overwriteWidth = 3840 #3x original overwriteHeight = 2160...
  13. M

    Emulation [RELEASE] Cemu - Wii U emulator

    Wait? Why are we going back to interlaced rendering? That's literally something people were trying to get rid of for years and now games are using it? Bu if you really want interlacing, that might be doable with a shaders but only with 60fps games. You can fake 60i/30fps with 60p but a 30p game...
  14. M

    Emulation [RELEASE] Cemu - Wii U emulator

    Does anybody whose been working on the graphics packs a lot see many downsides to this idea? If not then maybe we can work on an alternative way to write rules that we can suggest to Exzap. It seems like the "muliplyBy" property alone would cut down on some of the work making rule files. Not...
  15. M

    Emulation [RELEASE] Cemu - Wii U emulator

    Not sure if somebody said this but wouldn't it be easier if we could just use multiples? Like instead of [TextureRedefine] width = 1280 height = 720 overwriteWidth = 3840 overwriteHeight = 2160 it could be [TextureRedefine] # zoomed in width = 1280 height = 720 multiplyBy = 3 It could...
  16. M

    Emulation [RELEASE] Cemu - Wii U emulator

    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...
  17. M

    Emulation [RELEASE] Cemu - Wii U emulator

    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 don't think the 4K one would be too much for modern browsers, but if you're worried, just upload post a...
  18. M

    Emulation [RELEASE] Cemu - Wii U emulator

    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...
  19. M

    Emulation [RELEASE] Cemu - Wii U emulator

    Shaders don't really take up much space. Since we're talking about emulation and the cached shaders probably arent super optimized, they're probably bigger than they should be so maybe 150MB max for most games with 30Mb being more common. That's just my guess.
  20. M

    Emulation [RELEASE] Cemu - Wii U emulator

    Did you think you were having a conversation in private? This is a public thread, he's not "intruding" in anything, he's contributing.