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Hi Patrons,

1.6.1 will release next week Saturday. As usual the update will be available to 5$ Patrons first and a week later for everyone else.

Here is a preview of the most significant changes:

Amiibo support

1.6.1 adds support for Amiibo functionality. In CEMU, 'touching' an Amiibo to the GamePad will be done by loading an NFC file via the menu. Since we can't bundle Amiibo files with CEMU due to potential copyright issues it's up to the users to acquire the files on their own. Our recommendation is to use a tool like N2 Elite/Amiiqo for Android to dump Amiibos.

On a side note, it's not clear if we will have enough time to add support for every Amiibo capability until 1.6.1 releases. Currently, the plan is to have at least basic read-only support for Amiibos in 1.6.1. More advanced Amiibo features (like writing data back to the Amiibo) might have to wait until 1.6.2 or later.

Optimizations for the graphics backend

We are currently in the process of optimizing the most common performance bottlenecks in CEMU's graphics backend. This is a long winded task and we will continue to work on optimizations for the next several releases. In 1.6.1 you should already see the first improvements.

(The following part is a bit more technical!)

Back in release 1.4.1 we introduced something we called 'Experimental vertex data cache'.  The purpose of this feature was to cache attribute data (alias vertex data) in GPU memory over multiple draw calls. This lead to a major speed boost as CEMU no longer had to transfer several hundred megabytes of data from RAM to VRAM for every single frame. Yet, for many games the upload data rate remained a major performance bottleneck since the cache wasn't efficient enough and there where other types of data that weren't cached at all.

Starting with 1.6.1 we have made several improvements to the vertex cache. Most significantly, we will now cache data across multiple frames instead of just for a few draw calls. If nothing in the scene changes, then no data is actually uploaded to the GPU. We also extended the cache to be more universal and include uniform and index data. Overall, we managed to further reduce the upload bandwidth by 80-95% on average. Whether this will result in speed ups or not will depend on the emulated game and the hardware setup that CEMU is running on.

Other changes

As usual there will also be various bugfixes and other minor changes. There will be no compatibility improvements however.

Comments

Anonymous

Is the specular lighting on race in MK8 fixed?

Anonymous

You guys rock... you are like the A-team and MacGyver rolled into one killer coding unit! *We're not worthy, we're not worthy!!!* 😄

cemu

Not yet but I know what's causing it and will very likely fix it before 1.6.1 releases.

Samuel John Gottschall

I never expected to see a Wii U emulator before the system was discontinued. thanks. :)

Anonymous

While I would like more compat. fixes with amiibo very deprioritized, I do appreciate any new functionality and improvements to the cache. Look forward to it! 2 questions: Is Mario Maker going to be fixed (nvidia) as well or is that later? Can you please fix the broken bananas in DKTF (stretch across screen when grabbed) - that's the only thing in my mind from making it playable for me.

Efren

Tbh I look forward to amiibo support, particularly for Super Mario Maker and instances where it provides/unlocks additional in-game content . (TPHD, Splatoon, etc.) It would be great to know if the vertex change would fix both the Nvidia-specific issues you mentioned in addition to a certain issue in MK8 for AMD owners.

Anonymous

can you add tilt control for games like new super mario bros u a board in the final levels requires you to move a platform back and forth. can't do it so not able to finish this game . thanks

Anonymous

by the way you guys are doing awesome stuff Jason Pepper a.k.a gamedropswithpops I just wanted to say thank you for what you do :)

Efren

Actually, you have been able to finish the games/use tilt for months. Update the game and use Wii U Pro controller in input settings, tilt is assigned to shoulder buttons just like on Wii U itself. (touch and gamepad movement are also natively present in Cemu btw)

Anonymous

thank you Efren will do that asap :)

Anonymous

guys, you are doing an awesome work! i played mk8 (on 1.6.0) today all day long the new graphics backend is working like a charm! there are some things i'd like to point out is that the texts on screen of mk8 are still not showing up, the game is pretty playable, but this bug is a bit annoying. The second thing is the input settings, i'd like to ask you to give little attention to the way cemu handles the triggers on xboxOne controller (i think it is a problem connected to Xinput controllers), i cant press both triggers. if press both of them, the previuous pressed one is detected as not pressed for some time. this problem, in mk8, forces me to stop drifting in order to use an item. i hope you can take a look on this, thx again for the efforts, i'm excited for the upcoming changes! :)

Anonymous

fantastic job guys! its mind blowing the speed at which this is coming together.

Anonymous

Will there be HD rendering for bigger resolutions soon?

cemu

Not soon due to various technical challenges. But some day..

Anonymous

What time will 1.6.1 be released?

Anonymous

to Federico Apelhanz if you only want to play Winwaker in hd you can play it on dolphin in 4k at full speed the Wii version is no different to the Wii U version

Anonymous

Thanks for awesome work, and waiting for new version 1.6.1

cemu

Hey everyone, we need a little extra time. Release will be shortly after 11 PM CEST.

Anonymous

I'm supporting you since May and i'm happy to say good work guys ! You just put a unbelievable time on CEMU ! Thank's again ! Just impatient to get Pokken ! (I think i will buy a Wii u either anyways, it's seems worth to buy).

theboy181

anyone else having issues starting NSMBU in 1.6.1? Unable to get it loading even with the title assets fix