Cemu emulator version 1.22.7 publicly released, adds experimental v-sync mode for Vulkan


Another week, another Cemu update. The latest revision to the ever-popular Nintendo Wii U emulator adds a handful of neat new features, including a fix for those who experienced memory leaks and an experimental v-sync mode. The latter of which helps in terms of minimizing input delay or screen tearing in certain emulated games. Currently, the v-sync implementation only works for those that use Vulkan, though the team intends to add OpenGL support for the feature in the near future. You can grab the update from the official website.

# Cemu detailed changelog for 1.22.7
# Patreon release date: 2021-02-23
# Public release date: 2021-03-02

general: The default vsync frequency (emulated refresh rate) is now 59.94 to match the actual console
Graphic packs can still set it to a flat 60

general: Fixed various small memory leaks

Vulkan: Revised internal swapchain management and fixed some synchronization bugs in the process
Double-buffered vsync should no longer cause graphical artifacts

Vulkan: Added a new experimental vsync mode
If enabled, Cemu will match the vblank event timing of the emulated display to the physical monitor on which Cemu is displayed
This reduces latency and avoids tearing by piggybacking on the emulated game's vsync implementation

For *perfect* results, the vsync rate in Cemu should be equal or slightly higher than the monitor refresh rate
As an example: When playing BotW on a 60 Hz monitor you want to set FPS++ to either 60 FPS or the next higher option. This is assuming stable 60 FPS can be maintained.
Alternatively, any integer ratio (1:2, 1:3, 1:4...) should give good results as well. E.g. 30 FPS on 60 Hz, 36/72 FPS on 144 Hz

Even for non-integer ratios (30 FPS on 144 Hz) this mode of vsync should perform at least as well as the Vulkan-native double buffered vsync mode

While this is only available for Vulkan right now, we plan on adding this to OpenGL in the near future

Vulkan: Cemu's internal shaders no longer show up in the overlay statistic ('Compiled x shaders'). Unlike game shaders they do not get cached and also do not cause any stutter

H264/DXVA2: Fixed incorrect handling of mismatching frame pitch
This should fix broken video playback in Mario Party 10 and Pikmin 3 on some GPUs

GX2: Fetch shaders with a size of zero won't cause a crash anymore (regression introduced with 1.22.6)
Resolves Minecraft crashing on launch

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

:arrow: Source


Well-Known Member
Nov 10, 2018
I’m glad this came out a month after I played Twilight Princess HD on Cemu lol. Hopefully no one will have to deal with the terrible-tearing-terry that is TPHD on PC again.

Why bother? Everyone knows the best version is the Gamecube version.


Well-Known Member
Sep 3, 2017
Much faster on AMD GPU’s

Asynchronous shader building

Actually the Async shader building got most Nvidia users to switch over to Vulkan. The only time you’ll really wanna use OpenGL now is the games that only work on that backend

yeah or you can download a comepleted shader cache as you downloaded the wii-u games, updates and dlcs and unpacked them using usbhelper and use openGL because for Nvidia users is the best way to avoid bugs and have the best performance.

"that's not true! I have a Wii-U and bought every game + dlcs that I play on Cemu, just hacked it for the tedious task of dumping the games instead downloading them".

Just joking about that last part don't get mad :P
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