Wii U emulator Cemu update 1.15.3 out now, adds slight fixes for micro-stuttering

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The latest update for the popular Nintendo Wii U emulator, Cemu, is now available to the public. This new version, 1.15.3, reduces microstuttering issues, and adds a few fixes to lower the chance of the emulator crashing. For the more experienced user, there are also a few new debug options. You can grab the latest version of Cemu down below, under the full changelog.


# Cemu detailed changelog for 1.15.3b
# Patreon release date: 2019-02-28
# Public release date: 2019-03-07

# New in 1.15.3b:

CPU/JIT: Fixed potential instability and crashes caused by recompiler optimizations
debug: Fixed WUD filesystem dump feature
debug: Frame profiler now displays 9 different stats. From bottom to top:
gray -> Idle (waiting for more commands from CPU)
pink -> Wait for async (waiting for texture readback, occlusion queries. Explicit or by GX2DrawDone)
dark red -> Texture creation, texture upload, texture cache management, sampler settings
dark green -> Attribute/vertex buffer management, attribute data upload
blue -> Shader management, shader compilation, uniform buffer management, uniform data upload
purple -> Index cache management, index data upload
green -> Render target management, FBO creation, texture creation
yellow -> OpenGL glDraw calls
light gray -> Everything else

# New in 1.15.3:

general: Display meta/bootTvTex.tga when booting a game and while compiling shaders (ref: http://bugs.cemu.info/issues/1)
general: Reworked shader cache loading screen to scale better on higher resolutions
general: Changed settings.xml to be more portable (use relative paths where possible)

CPU/JIT: JIT recompilation of functions is now multi-threaded if multi-core recompiler is enabled (slightly reduces micro-stutter caused by recompilation)

debug: Added debug option which dumps the WUD filesystem of the currently running game to dump/ folder (WUD/WUX extractor)
debug: Fixed a bug where the RAM dump feature would silently fail because it would not create the dump folder

GX2: Added frame profiler (can be toggeled via debug menu)
GX2: Optimized texture loader
GX2: Minor optimizations in various GX2 API functions
GX2: Fixed random crash due to out-of-bounds access in texture code
GX2: Fixed crash that could occur when GPU buffer cache accuracy was set to high
GX2: Increased time before restorable textures are dropped from texture cache (from 15 seconds to 2 minutes)

coreinit: Fixed incorrect timeout calculation in spinlock AcquireSpinLockWithTimeout API

padscore: WPADGetInfoAsync no longer crashes when no callback is provided

input: DirectInput rumble will only be initialized if the rumble value is set to non-zero (workaround for a crash bug in a common DirectInput driver)

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Chary

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I assume this emulator requires top of the line hardware to run?
NTR6vQ8.png


Some people can get away with running it on some relatively low-power hardware, though I'd recommend you have a pretty good CPU if you want to try it. I wouldn't say "top of the line", though.
 

the_randomizer

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NTR6vQ8.png


Some people can get away with running it on some relatively low-power hardware, though I'd recommend you have a pretty good CPU if you want to try it. I wouldn't say "top of the line", though.

Those specs are really vague lol, but my current set up is as follows :P

- Intel Core i7 4770 3.4 GHz
- MSI GeForce GTX 1660 TI 6 GB GDDR6
- 16 GB DDR3 SDRAM
- Windows 10 64-bit Home
 
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Chary

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Not sure if my CPU is up to snuff, posted above in my last post.
I'd say just try it out for yourself--it'd make for a fun evening project to set it up and see your results. I've seen people with way worse specs manage to get certain games to run well, but sometimes emulation can be fickle.
 
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CORE

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I use CEMU on an A10 6800k with HD7750 Dual Graphics and 8GB RAM.
Runs decent enough for my testingpurposes.

I also use FX 9590 and Quad HD5970 with 16GB RAM.
It runs well with this setup too.
 
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the_randomizer

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I'd say just try it out for yourself--it'd make for a fun evening project to set it up and see your results. I've seen people with way worse specs manage to get certain games to run well, but sometimes emulation can be fickle.

Now, the game dumps need to be in WUD format, right? ^_^

Not a bad setup IMO you should give it a try.
I have an intel i5 from 5 years back and a GTX 1050, I can run a lot of games just fine.

Thanks for the heads up Chary, you know I love when you post CEMU updates ;)

Hmm, I guess there's no harm :P
 

gman666

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Not sure if my CPU is up to snuff, posted above in my last post.
I have an i5 4670k overclocked to 4.1ghz, a gtx 770, and 16gb of RAM. I get 35-40 fps on Breath of the Wild and 60fps on games like MK8 and Smash. You just need to make sure you have complete shader caches and a couple hacks for botw like fps++, Cemuhook, and fence skip. Your setup is more than adequate for playable performance at 1080p.
 
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the_randomizer

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I have an i5 4670k overclocked to 4.1ghz, a gtx 770, and 16gb of RAM. I get 35-40 fps on Breath of the Wild and 60fps on games like MK8 and Smash. You just need to make sure you have complete shader caches and a couple hacks for botw like fps++, Cemuhook, and fence skip. Your setup is more than adequate for playable performance at 1080p.

The other problem being I don't know if I need some kind of BIOS file or the Wii U Common Key or some crap like that to run games.
 

gman666

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Good tip is to search for complete transferable shader caches that people are sharing for games, this helps CEMU not having stuttering issues when it caches the shaders while playing, not sure if this is still evident on newer versions of CEMU or high end PC's.
Definitely, you take a huge performance hit when you have to build your own shader cache... This still applies to the new updates as well. I believe there's a huge repository of shader caches somewhere.
 
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