1. stelvia

    stelvia Member
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    Btw
    did somebody test the overall perfomance compare to previous build 1.6.4b (with same settings) ?

    same, slower or faster ?
     
  2. tedios

    tedios Newbie
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    Anyone got a full shader cache for XCX ?
     
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  3. AndreaSpooky

    AndreaSpooky Member
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    a question about the shader cache:

    does still need to basically go through to the game to be filled/generated 100% in the external file?
     
  4. Tuco Benedicto

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    Can anyone tell me if the (minor) issue with aspect ratio was solved here?

    I'm referring to the fact that on a 16:10 panel the game in full screen is stretched rather than scaled (which almost forces me to play in Windowed mode).
     
    Last edited by Tuco Benedicto, Jan 10, 2017
  5. Yandere-chan

    Yandere-chan The One and Only
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    When I go to record Cemu, the video always comes out like this. Any solution?
    [​IMG]
     
  6. JaceCearK1

    JaceCearK1 GBAtemp Advanced Fan
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    @Yandere-chan There's an option to make Cemu draw the other way around! :)
    Debug -> Render upside-down
     
  7. Yandere-chan

    Yandere-chan The One and Only
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    That is what I get on the output RECORDED file. The emulator its-self runs perfectly fine and the screen is correct. :)
     
  8. Alex S

    Alex S Creator Of WWHDM, And Metroid Fusion XER0X!
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    Just do i what i do and instead of window recording in obs use display recording. It works fine if you capture your whole
    Display :3
     
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  9. ThisIsMyDogKyle

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    Hey guys, I can't seem to get Xenoblade X to increase in resolution, the pack says active while running but the resolution is still 720p, my rules.txt file looks like this

    [Definition]
    titleIds = 00050000101c4c00,00050000101C4D00
    name = "Xenoblade Chronicles - 2160p (4K)"

    [TextureRedefine]
    width = 1280
    height = 720
    overwriteWidth = 3840
    overwriteHeight = 2160

    any help? perhaps 720p isn't actually its native resolution?

    EDIT: ah nevermind, looks like the Cemu team is aware that XCX doesn't work for USA/JPN copies yet.
     
    Last edited by ThisIsMyDogKyle, Jan 10, 2017
  10. JaceCearK1

    JaceCearK1 GBAtemp Advanced Fan
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  11. RHY3756547

    RHY3756547 GBAtemp Regular
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    Looks like any size greater than the expected is causing a crash. Here's what I think is happening:

    - game creates render target array for shadow cascades (at increased resolution)
    - cemu allocates some memory that can be modified to change the texture, at the original resolution (1024x1024)
    - the game reads back the size of the target it just created (2048x2048) and attempts to fill the memory location with that many empty pixels
    - first pixel above original size (1024x1024) is out of bounds, emulator crashes
    Could all be something else, maybe even related to the render target format. (GL_DEPTH_COMPONENT16, GL_TEXTURE_2D_ARRAY, 2 slices)

    (the 1536x1536 shadow target in the character select screen does the same thing)

    If this is correct, it might be useful adding additional replacement modes to set flags on the render target (return original resolution on query, or allocate more space in shared memory for increased size).
     
  12. Yandere-chan

    Yandere-chan The One and Only
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    Cemu 1.7.0 working great
     
    Last edited by Yandere-chan, Jan 10, 2017
  13. Dime333

    Dime333 Member
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    This is something that I would really like to see in a future release. I use a 4:3 screen so the stretched full screen looks really horrible. Correct aspect ratio display would be really great.
     
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  14. pikachujapan

    pikachujapan Advanced Member
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    Any cemu 1.7.0 intel news like fox or compatibility?
     
  15. JaceCearK1

    JaceCearK1 GBAtemp Advanced Fan
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    This is the complete changelog for 1.7.0!
     
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  16. RHY3756547

    RHY3756547 GBAtemp Regular
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    A few games use half-res alpha effects, including Mario Kart 8, Splatoon, and XCX. You should add some lines to your rules (or additional rules files) to get the most out of it.
    halfres.jpg
    fullres.jpg

    Code:
    [Definition]
    titleIds = 000500001010ec00,0005000e1010ed00,0005000e1010eb00,ffffffff85887bc1
    name = "Mario Kart 8 - 2160p (4K alpha)"
    
    [TextureRedefine]
    width = 640
    height = 360
    formatsExcluded = 0x41A # exclude the intro background texture
    overwriteWidth = 3840
    overwriteHeight = 2160
    
     
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  17. FloatingFatMan

    FloatingFatMan GBAtemp Advanced Fan
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    Is the "static" gone from XCX on the latest AMD GPU's yet? Darn thing is unplayable on 1.6.4b, even with the new drivers that came out today. :(
     
  18. Nayer

    Nayer Newbie
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    just came here to say well done to anyone who's been working on this, its simply awesome.
    Hopefully within a few months i should be able to run stuff at decent speed on my rig, its too slow for now. (i5 2400 and gtx 650ti boost).Then again i'll be playing at 720p so ive got my hopes up.
     
  19. AndreaSpooky

    AndreaSpooky Member
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    I can't get my MK8 to go fullhd.
    Flag's up but still 1280 res.

    Does the emu need a precise version of the game (region, compressed, uncompressed, etc) ?

    edit:

    course it doesn't work, since the config file has wrong ID about the game.

    The correct tag for the EU version of the game should be the following:

    [Definition]
    titleIds = 000500001010ec00,000500001010ed00,0005000e1010eb00
    name = "Mario Kart 8 - 1080p"

    Same if you wanna go 4k.
    Now it works at 1080p, smooth as an android's buttcheek
     
    Last edited by AndreaSpooky, Jan 10, 2017
  20. pol40

    pol40 GBAtemp Fan
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    New Super Mario Bros U is the only game that is slow at 4k in my GTX 780, 1440p is fine.
     
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