Cemu emulator version 1.22.10 publicly released, makes Vulkan the default render API

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It's time for an update, one that isn't the typical system software updates you're used to seeing. Wii U emulator Cemu has been updated to version 1.22.10, and has been released to the public. This new version of the emulator adds some minor adjustments and fixes, making it so that Cemu doesn't crash on computers that low image view limits, and resolves the issue where Yoshi's Wooly World would crash randomly. Also new to 1.22.10 is Vulkan now being the default render API for the emulator, which makes sense, given the performance boost most users get by using it. You can get the new version at the official Cemu site.

# New in 1.22.10b:

general: Fixed a crash caused by the separate GamePad view

# New in 1.22.10:

general: Vulkan is now the default render API
general: Added game profile option to overwrite the render API (#238)
general: Games installed via the file menu will now appear in the game list automatically (previously it was necessary to manually refresh it)
general: Fixed 'meta.xml missing' error that could occur when trying to install games/updates/dlc

gfxPack: Fixed a bug where graphic pack logging output would be garbled

Vulkan: Reduced number of Vulkan image views created by roughly 50%
Prevents crashes on drivers that have a low image view limit

coreinit: Tweaked behavior of MPWaitTaskQ() to prevent it from starving other threads of all CPU time
This fixes random softlocks in Yoshi's Woolly World (#474)

debugger: Fixed incorrect encoding of CR register with non-zero index in compare instructions
debugger: Graphic pack codecaves now show up in the module list
debugger: Added condition registers to the register view

Note:
(#xx) refers to resolved bug tracker issues. See http://bugs.cemu.info/projects/cemu/

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smallissue

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I remember when a cemu dev said that vulkan was a not worth for cemu, and now it's the default API. It's a great news, specially for AMD users, because now devs are considering vulkan a non experimental thing and better than opengl.
i remember that too lol
 
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osaka35

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I remember when a cemu dev said that vulkan was a not worth for cemu, and now it's the default API. It's a great news, specially for AMD users, because now devs are considering vulkan a non experimental thing and better than opengl.
I...actually haven't used cemu since around their announcement of "booo amd".

So, what is vulkan... or api, and why is it default? :blink:
It's umm...how do I put this. API is like, how all the different hardware and software talk to each other? translates and processes the calls for various graphics and data communications? like, hey, all you pieces of software and hardware, y'all wanna talk to each other, y'all speak like this and i'll translate for y'all to the other.

i'm bad at explaining, But you get the idea. API is the process/method of communication with different bits of software/hardware. Vulkan is a particular API used for 3d graphics and gaming related tasks...and other things probably. I need some coffee.

It was built on AMD tech, back before AMD became popular again with ryzen (or...around then?). Since AMD wasn't the best bet back then, and support for that API wasn't as widespread as other APIs, it was seen as a not really top priority for the CEMU team. Since then, it's grown in its adoption and gotten...way better? I think...everyone supports it now?

tl;dr: wasn't super supported as a standard, now it's better and widely supported, so they switched to it (which took quite a bit of work).

man, i really need to relearn some of this stuff. and update my info.
 
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SaulFabre

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It could be very interesting, I love playing the Wii U, my favorite game is Super Mario 3D World, but I don't have a powerful PC for emulate it sadly :(
I really want a powerful PC with a Intel Core i7, 16 or 32 GB of RAM and a NVIDIA Ultra HD graphics card :)
 

Vila_

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It could be very interesting, I love playing the Wii U, my favorite game is Super Mario 3D World, but I don't have a powerful PC for emulate it sadly :(
I really want a powerful PC with a Intel Core i7, 16 or 32 GB of RAM and a NVIDIA Ultra HD graphics card :)
This post jus reminded me that I need t buy a new graphics cad, I have the specs you listed (with 32gb of ram) but with the mediocre integrated intel hd graphics 680
 

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It was built on AMD tech, back before AMD became popular again with ryzen (or...around then?). Since AMD wasn't the best bet back then, and support for that API wasn't as widespread as other APIs, it was seen as a not really top priority for the CEMU team. Since then, it's grown in its adoption and gotten...way better? I think...everyone supports it now?
AMD? But I have nvidia hardware. How will this benefit me? :ninja:
 

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Call me stupid but what is vulkan and why are all emulators adapting it, ive tried dolphin and saw nothing really tho caused graphical bugs that using dx12 or 11 didnt show.

Tho i spend hours playing games on dolphin then run into problems preventing me from getting further, twilight princess i cant get the cannon to launch me into the sky.

Starfox adventures lightfoot village doesnt trigger the part where your tied to the pole and have to use the cloud runner to burn them, it cuts that part out and cant progress any further because the lightfoot arent there after the cutscene so another game ive tried to do and get so far then unable to get further.
 

GBADWB

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So, what is vulkan... or api, and why is it default? :blink:

An API in a literal sense is a Application Programming Interface, and in terms of graphics, its a layer in between the Driver level(level in which software commands directly communicate with the hardware) and the game engine (which usually extends graphics APIs with extra functions). What the API does is provide the developer a list of commands that they can call on in their game/application instead of program directly to the hardware (by doing commands directly involving the hardware's registers)

With API libraries, less work is done by the developer, and allows the hardware manufacturer to program the logicflow of the calls on the hardware/driver side without developer input.

With API's though, the connection between developer and hardware is further split, so in some instances an API might not be the most efficient way to handle a task, especially if the API itself lacks a function to do said task. To put in lay mans terms, say I had a calculator that did addition, subtraction, multiplication and division as an API. If I wanted to do square root, then this theoretical API might not be ideal for that function, and would have to write it themselves, which may not be optimal.

Vulkan in particular, is a Graphics API owned by the Khronos Group(group of companies who have a foot in graphics libraries and tech in general, who decide on open standards). It is built off of AMD's deprecated Mantle API (used in a few games shortly after the launch of AMD's Graphics Core Next architecture in 2011) whose goal is to create a graphics library more similar to consoles, where developers have to do a bit more work but they have much finer control of the hardware and can extract more performance. To take a modern example as a point:

Say I have a model in game, and I want to have it Raytraced
An API can be written to allow the developer to say something like ObjectRayTrace(objects)
the developer can fine tune some settings, but they do not have to mess with how the code interacts with the hardware, as that is AMD/Nvidia/Intel/Arm chip gpu designers problem. How each company handles it performance wise can differ based on implementation.


The reason why Vulkan isn't the "standard" is simply because it takes more work to implement. If you have a project and just wanted something to run, doing it in OpenGL (platform agnostic), or Direct X 9/11 (Windows Only) was easier to program for, but you come into limits in hardware. This wasn't a problem in the early 2010's because most people were still on dual cores/quad cores, but after 2013 and the rise of 8 core consoles (PS4/Xbox One), developers who actually care about performance had to do more optimizations for slow hardware(because the CPU's weren't really fast) so they learned to program for 7 cores (1 core reserved for OS) which over time increased the amount of Vulkan/DX12 games, especially later down the consoles lifetime where performance was necessary.
 
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It could be very interesting, I love playing the Wii U, my favorite game is Super Mario 3D World, but I don't have a powerful PC for emulate it sadly :(
I really want a powerful PC with a Intel Core i7, 16 or 32 GB of RAM and a NVIDIA Ultra HD graphics card :)

Bro, Intel's not the king anymore! A Ryzen from the 3000 lineup and beyond outChads the Virgin Intel when it comes to consumer desktop applications these days!
 
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The reason why Vulkan isn't the "standard" is simply because it takes more work to implement. If you have a project and just wanted something to run, doing it in OpenGL (platform agnostic), or Direct X 9/11 (Windows Only) was easier to program for, but you come into limits in hardware. This wasn't a problem in the early 2010's because most people were still on dual cores/quad cores, but after 2013 and the rise of 8 core consoles (PS4/Xbox One), developers who actually care about performance had to do more optimizations for slow hardware(because the CPU's weren't really fast) so they learned to program for 7 cores (1 core reserved for OS) which over time increased the amount of Vulkan/DX12 games, especially later down the consoles lifetime where performance was necessary
So if something I have can use vulkan, I should use it? Is this only for games cause I don't know any games on steam I played that has a option for vulkan. But that dolphin ppsspp and duckstation emulator has vulkan, opengl, D3D11 or 12 something. :ninja:
 

SaulFabre

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Bro, Intel's not the king anymore! A Ryzen from the 3000 lineup and beyond outChads the Virgin Intel when it comes to consumer desktop applications these days!
I don't trust very much in AMD because of overheating in some processors but I will try it when I have money :)
 

GBADWB

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So if something I have can use vulkan, I should use it? Is this only for games cause I don't know any games on steam I played that has a option for vulkan. But that dolphin ppsspp and duckstation emulator has vulkan, opengl, D3D11 or 12 something. :ninja:

It depends, sometimes features are locked to certain API's and if you value that feature then you have to do so. In many instances with a Nvidia GPU, OpenGL has good and stable performance, and bugs can be less prone compared to Vulkan. Vulkan however gets some of the more experimental features, and for emulators one feature would be asynchronous shaders, where the game wont pause to draw the shader, rather it runs the game without the shader and fills in the shader once its complete. This is what causes texture pop in for some titles.

For AMD gpus for instance, Vulkan is almost a necessity(in windows specifically, its fine in linux) due to the fact that AMD's implementation of OpenGL on the driver side for windows is very slow, and switching from OpenGL to Vulkan can get some users over twice the performance.

I don't trust very much in AMD because of overheating in some processors but I will try it when I have money :)

Unless one has been living under a rock, AMD's processors right now run much cooler than intels. Intel's CPUs can run so hot as of the moment that they litterally created a Sub Zero peltier cooler for extreme overclockers.
 
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Silent_Gunner

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I don't trust very much in AMD because of overheating in some processors but I will try it when I have money :)

The only thing you have to worry about there is if you don't seat the cooler correctly, or you just end up having a weaker cooler in general.

Unless you plan on gaming on Linux since it's more feasible than ever, I'd avoid AMD video cards since the official support from AMD, while better than what it used to be from what I understand, it still is nothing compared to Nvidia, save for a select few instances of bad drivers that got a lot more uproar than usual due to it being more rare for a driver update to break an Nvidia card.
 
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