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Hi Patrons,

CEMU 1.6.2 will release next Saturday (29th October). As usual the update will first be available to $5+ Patrons and a week later for everyone else.

Here is a list of changes that you can expect in 1.6.2:

Accelerated Streamout

One of Wii U's more advanced GPU hardware capabilities is called 'Streamout'. Essentially this feature allows games to offload work from CPU and execute it on the GPU. There are some limitiations but if used correctly by game developers it can lead to tremendous speedups in a game. That said, not that many Wii U games actually make use of this hardware feature.

Starting with CEMU 1.6.2 we will now use something called Transform Feedback which is the modern equivalent of Streamout in OpenGL. So rather than emulating Streamout in software we will use GPU hardware acceleration just like a real Wii U. As a result, Streamout emulation is much faster in 1.6.2.

Here is a list of games that use Streamout heavily and will likely see a FPS boost from this change:

  • Xenoblade Chronicles X
  • Super Smash Bros
  • Donkey Kong Country Tropical Freeze

As a side effect the new Streamout implemention also fixed some bugs. For example the grass in XCX is now visible.

More CPU optimizations, bugfixes and various changes

Additionally to what I mentioned above, the next CEMU release will have a bunch of miscellanous changes. Better Amiibo support, optimizations to the emulation core and maybe compatibility and audio improvements if time allows. Some of the issues that were introduced in 1.6.1 will also be fixed.

A look into the future

With the completion of hardware accelerated Streamout, it's worth to mention that the list of missing features for the graphic backend is getting really short. Making the graphic backend feature-complete is within reach! The missing features are:

  • MSAA/Antialiasing
  • Tessellation
  • Conditional Render Queries
  • Shader Storage Buffer Objects (SSBO)
  • Compute Shaders

There is a good chance that the first three features on this list will be implemented within the next two months. The remaining two, SSBO and Compute Shaders, are a bit trickier but we might be able to have them implemented in early 2017.

Due the complexity of Wii U's GPU I don't expect that we will ever run out of graphic bugs. But having a feature-complete backend means that we will have more time that we can invest into other parts of the emulator. To put things into perspective, this year 90% of development time went into the graphic backend alone.

Comments

Anonymous

Looking forward to it

Anonymous

Amazing Job ! Please keep the good work ! I can't wait to play Xenoblade Chronicles X with decent Game Play with no lag.

Efren

Definitely looking forward to playing Xeno with improved fps in 1.6.2. Any word if it's lighting is fixed for AMD since 1.6.0 though? (or the AMD MK8 spectator bug?)

Anonymous

Where can I find good write-ups on those remaining 5 backend features?

Anonymous

good job guys , looking forward to playing xeno x in 1.6.2

Anonymous

Can't wait for MSAA, finally a clean picture closer to WiiU's actual output. Didn't know the WiiU used Tesselation, is there any game really making use of it?

Anonymous

Good news exzap. Hope this end of year will be with msaa, tesselation etc.... hope bloom soon too;-) and thanks to solving amiibo bug or others issues due to 1.6.1

Anonymous

Will the unlocking a character bug in smash be fixed with this release? In 1.6.1 it just sits there with a gray/black screen.

Anonymous

Great work! I'm glad to have been supporting you guys from pretty much the beginning. You've made tremendous progress. Anyways, I was wondering, is it possible to force streamline for other games? Perhaps some sort of hook/interface you can write that would enable this?

Anonymous

Just became a member! Looking forward to release on Saturday of v1.6.2! I have a GTX 660 NVIDIA on an Intel I5-3470 3.20Ghz 4 core CPU.

Anonymous

Mario 3D runs decently but I hope that the new streamout will fix the slight lags I have sometimes. I run 1.6.0 because 1.6.1 is slower, should 1.6.2 be faster than 1.6.0? Thanks and great job!

Anonymous

One more thing - Some people report getting Yoshi Wooly to work but it doesn't for me, is there a fix I'm missing? Thanks!

Efren

Disable any input in Cemu's input settings first, load the game and WAIT until the actual title screen, (audio starts playing) THEN select Wii U pro controller in Cemu's input settings.

Anonymous

Efren: I'll try that! I do that with Super Mario 3D because when input menu is up the FPS jumps high and then I can exit and it plays faster, very weird but I figured it out and it works. Never thought of trying on Yoshi! Thanks!

Anonymous

Efren: I tried on version 1.6.0 and on version 1.6.1 but the results are the same. I set all input to disabled and saved, then loaded and waited. First screen displays, then next screen (shows controllers) displays (all at 60fps) then it goes black and jumps to around 25fps and freezes.

Anonymous

I'm using the USA version btw, dunno if that matters. I have the PAL version also, both seem the same.

Anonymous

SUCCESS! I finally got it working. Basically, you have to wait an extremely long time once the screen goes black.

Anonymous

Finally, after about 4 or 5 minutes, the title came up and I was able to play the game but it's unplayably slow and it crashed eventually. More work will need to be done to get this one working but it's at least a good start! 8)

Anonymous

I'd have thought a game like Super Mario 3D World would use way more resources than Yoshi but Mario plays near perfect for me. Can't wait for v1.6.2! 8)

Anonymous

if you are having difficulty with speed open debug/gpu buffer/set to med or low, it will work much better also Yoshis Woolly World needs to be loaded with interpreter not recompiler or you will get more crashes have patience it works

Efren

Yeah it takes a while, I did say "WAIT" in all-caps afterall. At any rate, avoid opening parcels (they look like presents) in general as they tend to cause crashes in recompiler mode, otherwise the game should look like it does in my 1.6.1 video- <a href="https://youtu.be/wiFlw6NQio8" rel="nofollow noopener" target="_blank">https://youtu.be/wiFlw6NQio8</a>

Anonymous

Great news! You guys are doing an amazing work, can't wait to check the new release (well, like every time a new release is teased ;). And I like those technical details, it's well explained and it's very interesting to know how things works (like the explanation about the cache mechanism in the previous post for 1.6.1), what you're working on, and what's your plans for the future. Cheers!

Anonymous

cpentland: I already went through options and did all the obvious stuff like setting gpu buffer to low (fast). Changing to interpreter has always had the effect of slowing things way down but I'll try. I'm pretty sure 1.6.0 is still faster than 1.6.1 though, no matter the settings.

Anonymous

I got it to run as I stated above but the speed was unuseably slow. I'm running off an SSD drive with completely tweaked OS, 8 gigs ram, Windows 8.1, an Intel I5-3470 4 core CPU @ 3.20Ghz and a GTX 660 with latest driver. I know that's not optimal but Mario 3D World plays good as well as others.

Anonymous

As I also stated, it did crash after it was running though but if changing to interpreter fixes that but slows it down even more then it doesn't really matter as it's not playable with compiler so unless interpretter speeds it up I'll just wait for a better version, maybe 1.6.2 will run faster. 8)

Anonymous

Oh and I said it before but I'll say it again: TO THE DEVS - Excellent work!!! 8)

Anonymous

Oops accidentally posted this below here it is where it belongs:Okay I tried interpreter and to my amazement, it seemed a bit faster! 1.6.0 is still way faster than 1.6.1 though, no matter what the settings. And with interpreter, the graphics are messed - flowers only show mouthes/etc. With compiled the graphics showed the whole flowers but glitched in other ways and the game crashed so again, I think more work needs to be done simply.

Anonymous

Awesome work on this, guys!

cemu

I actually don't know any good articles, since most cover only bits and pieces or require extensive background knowledge. But YouTube is actually a good place to find easy-to-understand explanations for the features we listed. For example if you search for "MSAA explained" on YouTube you should find a few videos that showcase what it does and how it works. If you are looking for technical details google is the way to go.

cemu

As far as I know Tessellation is rarely used. I actually never bothered to check individual games because I never saw any graphic issues that could be caused by Tessellation not being supported.

cemu

That's not so much a bug, more a side effect of Smash not running at fullspeed. There are a bunch of games that get unstable when they run too slow, Smash is one of them. But since 1.6.2 will be faster than 1.6.1 the chances that this issue does trigger are lower. It depends a bit on your hardware too.

cemu

In theory it's possible, in practice it's too much work to be feasible.

Anonymous

I'm new here, how do I do the download tomorrow?

cemu

The release announcement Patreon post comes with download instructions.

Anonymous

No download link?

Anonymous

I know it is just nitpicking. But the ingame timer in xenoblade runs at 2-3 times actual speed. Will this be adressed at some time? I know such issues are not a priority, it just nags my ocd 😉 Keep up the amazing work...

someone123

So will there be a download link or will it be emailed to everyone.

cemu

There will be a download link in a Patreon post. You should also receive an email notification.

cemu

I think this issue can be fixed by setting the CPU -&gt; Timer option to 'Host based timer' (Must be done before starting the game)

Anonymous

cemu 162a or 162b diferente? why its best?

Anonymous

Yes, I'm also looking to find out what the difference is between build 'a' and build 'b'

Anonymous

Awesome work Team Cemu. Its great also to get an update on progress and the current state of emulation. Looking forward after features are complete to focusing on optimizations / enhancements.