(archived) Experimental 1.16.0 WIP release 14 (Patreon)
Published:
2019-07-27 00:34:47
Imported:
2026-06
Content
This post is no longer being updated! The new release post can be found here.
Hey everyone,
here is your chance to test the new Vulkan renderer. But be aware that it's still early in development.
You likely won't have an enjoyable experience using it.
Currently known issues:
- Graphic bugs everywhere
- Instability
- Some games don't boot at all. In some cases it's GPU specific
Current limitations:
- Graphic packs are only partially supported. FPS++ and mods are fine, resolution packs might work, everything else probably doesn't
- No shader cache
- The Vulkan renderer forces linear upscale/downscale filters
- Issues with GPUs that have less than 2GB VRAM
Download latest version
Changelog
WIP 1: Includes everything up to Cemu 1.15.11 + Vulkan
WIP 2: General bug fix update
WIP 3: More corruption and flicker fixes. Reduced initial resource allocation to potentially alleviate 'error -1'. Added logging to help track down crash / black screen issues.
WIP 4:
- More safeguards to hopefully fix some of the crashes
- Various flicker and corruption fixes
- Implemented polygon offset (should improve shadows and get rid of some flickering geometry)
- Implemented occlusion queries (used by BotW for determining if enemies need to be animated or not. Splatoon uses it for the ink submersion mechanic)
- Alleviated some resource leaks. Cemu should run stable for longer periods of time.
WIP 5:
- Fixed a crash introduced in WIP 4 (related to log message 'Exhausted query pool')
- Minor internal tweaks and stability improvements
WIP 6:
- Includes 1.15.12 changes
- Added a workaround for a shader related crash on AMD
- Aspect ratio should now be handled correctly
- Fixed a crash that could occur when 'Full sync at GX2DrawDone' was disabled
- Various smaller fixes
- Cemu WIP builds now ship with the Khronos Vulkan validation layer. If enabled, it will log additional information to log.txt
WIP 7:
- Hotfix for a crash bug introduced in the previous WIP
WIP 8:
- Includes 1.15.13 changes
- Fixed an issue where nothing would render on some Nvidia GPUs
- Native res screenshots should work
- Better support for resolution graphic packs
- GamePad window support (might be unstable)
- Lots of internal tweaks and fixes
WIP 9:
- Fixed render area size when using resolution graphic packs
WIP 10:
- Includes 1.15.14 changes
- Stability improvements
- Better support for geometry shaders
- Additional logging to help narrow down issues
WIP 11:
- Fixes for flicker and similar graphical artifacts
- Added even more logging to help track down crashes
- Various smaller tweaks
WIP 12:
- Includes all changes up to 1.15.15b
- Improved stability on GPUs with only 1GB VRAM
- Fixed several crashes on Intel integrated GPUs
- Fixed a crash specific to AMD Vega cards (and maybe others? Feedback needed)
- Fixed miscellaneous crashes not specific to any game or vendor
WIP 13:
- Includes all changes up to 1.15.17
- Improved stability + crash fixes
- Implemented more core render features, some previously missing effects should now render correctly
- Performance improvements
WIP 13b:
- Small hotfix for a crash introduced in WIP 13
WIP 14:
- Includes all changes up to 1.15.18
- Use extension 'VK_NV_FILL_RECTANGLE' if available to emulate Wii U rectangle primitives. A fallback solution that doesn't rely on extensions is coming in a future WIP.
- The option 'Full sync at GX2DrawDone()' should have a lower performance impact
- Fixed a bug where Wii U message boxes (ErrEula) couldn't be interacted with
- Support for additional texture formats + fixed R4G4 textures
- Various internal changes