• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Cemu Thread: Emulating Wii U Games

MaLDo

Member
I asked before but I did not get a response.

Up to version 1.7.0, Mario Kart 8 shows constant stuttering even after all the shaders have been generated/cached.

Has it been fixed in this new version? Is the cause known? Is it related to the 59 fps bug in the WiiU itself? It is also happening in time trial mode without opponents ....
 

sonto340

Member
Posted In the community thread but this seems more active.

Is there any explanation for why CEMU 1.7 doesn't start on my pc if older versions work just fine?
A window doesn't even open. Just loads for a second and then nothing happens.
Reposting for the new page
 

sonto340

Member
Try downloading/unpacking it again?

Did you unpack it in a new folder or overwriting the old version?
I've definitely redownloaded it twice, and tried overwriting old versions.
I imagine there's something wacky in my registry or something, but I was hoping there was some kind of common issue with 1.7 I was missing.
 

Erebus

Member
Posted In the community thread but this seems more active.

Is there any explanation for why CEMU 1.7 doesn't start on my pc if older versions work just fine?
A window doesn't even open. Just loads for a second and then nothing happens.


I've definitely redownloaded it twice, and tried overwriting old versions.
I imagine there's something wacky in my registry or something, but I was hoping there was some kind of common issue with 1.7 I was missing.
Does it happen when you try to load the game? If so, check my posts in this thread, I've had the same problem with the Patreon build but I just download the new 1.7.0d release and seems to be working now.
 

sonto340

Member
Does it happen when you try to load the game? If so, check my posts in this thread, I've had the same problem with the Patreon build but I just download the new 1.7.0d release and seems to be working now.
Nah the program doesn't even load. As I said above it's probably a windows issue more than a CEMU issue. Thanks though
 

tsab

Member
does CEMU supports the WiiU gamepad? I remember some years ago that some hackers made some progress to stream from the PC.They tested on linux though
 

Mikeside

Member
I've tried Capt. Toad and Mario 3D but they both play fairly slowly on my beastly rig.

Is there a preferred version of Cemu or any tweaks I can make to it? Or is it just better to wait for 1.7 at this point?
 

Murdamonk

Member
I've tried Capt. Toad and Mario 3D but they both play fairly slowly on my beastly rig.

Is there a preferred version of Cemu or any tweaks I can make to it? Or is it just better to wait for 1.7 at this point?

Mario 3D works perfect in 1.70d. Give it a try.. it is already out
 

MUnited83

For you.
I've tried Capt. Toad and Mario 3D but they both play fairly slowly on my beastly rig.

Is there a preferred version of Cemu or any tweaks I can make to it? Or is it just better to wait for 1.7 at this point?
What version are you using? I'm using 1.6.4 and 3D World runs amazingly well. 4690k+GTX 970 here, fairly mid tier rig here and no issues.
 

Coffinhal

Member
Anyone tried it with a 21:9 screen or more specifically a 3440x1440 with a 1070 ?

I fear it will only be stretched 16:9

Thanks
 

nkarafo

Member
This new shader system is starting to become a hassle for me.

Before i could load a game instantly. Sure, it had to build the cache but even after i had a complete cache file (200+MB for Mario Kart for instance) the game would still load instantly when i loaded it.

Now it loads the cache for 2-3 minutes every single time i load the game. Even though it already compiled the shaders once and doesn't need to do it again since i didn't change anything, it does it anyway.

I get that it has to load the shader the first time. But since i still use the same drivers and the same version of Cemu, why does it have to re-load every time i close the emulator?
 

MUnited83

For you.
Mario Kart 8 is running great at 4k, only issue so far is that whenever there's a confirmation screen the options are blank.
 

jediyoshi

Member
I tried Mario Kart 8 after setting the 4k option on, but it does not seem 4k at all.. What am I missing?

While the game is running, in the graphic packs window, is there a Yes listed under Active next to the 4k option? Are you checking to see if it works while in fullscreen? Windowed mode doesn't have filtering to it, so it'll still look aliased there.

does CEMU supports the WiiU gamepad? I remember some years ago that some hackers made some progress to stream from the PC.They tested on linux though

It doesn't. The issue is that it requires a very specific (deprecated) wifi adapter to even connect.
 

Zexen

Member
Is there a way to build XCX's shaders all at once or I will have to deal with shaders compilation each time new cells will load?

Like, can I let the game idle for a certain time or I do have to load every cells from the different area to get the job done?
 
While the game is running, in the graphic packs window, is there a Yes listed under Active next to the 4k option? Are you checking to see if it works while in fullscreen? Windowed mode doesn't have filtering to it, so it'll still look aliased there.

Yep, it says Yes. Tried without 4K or any graphic pack option on now to check if my eyes were bad, but it is the same image quality. Runs better now. I'm on 4790k 1080Gtx
 

jediyoshi

Member
Yep, it says Yes. Tried without 4K or any graphic pack option on now to check if my eyes were bad, but it is the same image quality. Runs better now. I'm on 4790k 1080Gtx

Hit shift+print screen while in game and paste the image into paint. The size of the image should reflect the internal resolution.
 

Mifec

Member
Getting insane flickering and graphical glitches in Twilight Princess, worked fine on older versions.

Good thing I keep all of them.
 

Vuze

Member
Hm, not sure how to go about mapping WiiU gamepad gyro to the DS4. DS4Windows supports mapping the controller gyro but not to RMB + mouse movement. I'm kinda skeptic how that would work out anyway.
Also I need an extra key for mic blow because Cemu won't register the PS Menu button. They should really allow mixed mappings (KBM + controller), I'm pretty sure DS4Windows has a modifier feature that I could use to sort this out.
 

jediyoshi

Member
Hm, not sure how to go about mapping WiiU gamepad gyro to the DS4. DS4Windows supports mapping the controller gyro but not to RMB + mouse movement. I'm kinda skeptic how that would work out anyway.
Also I need an extra key for mic blow because Cemu won't register the PS Menu button. They should really allow mixed mappings (KBM + controller), I'm pretty sure DS4Windows has a modifier feature that I could use to sort this out.

Don't use DS4Windows as an xinput wrapper, Cemu will recognize binding the PS button and touchpad button when you select it as a device normally. The gyro wouldn't work the way you want since Cemu currently combines axes and is reliant on the position of the mouse cursor.
 

Mifec

Member
Don't use DS4Windows as an xinput wrapper, Cemu will recognize binding the PS button and touchpad button when you select it as a device normally. The gyro wouldn't work the way you want since Cemu currently combines axes and is reliant on the position of the mouse cursor.

Mind sharing your 4k WW graphics pack?

Also do I copy shaders into precompiled and do I have to turn anything on for CEMU to use them?
 

Vuze

Member
Don't use DS4Windows as an xinput wrapper, Cemu will recognize binding the PS button and touchpad button when you select it as a device normally. The gyro wouldn't work the way you want since Cemu currently combines axes and is reliant on the position of the mouse cursor.
Thanks for the tip with xinput.

Maybe I'll play around with some input simulation tomorrow to see how my idea works out (basically offset mouse movement on the desired axes). It makes sense in my head but I haven't used the Cemu simulated gyro nearly enough to be able to judge the outcome.

Mind sharing your 4k WW graphics pack?

Also do I copy shaders into precompiled and do I have to turn anything on for CEMU to use them?
If you plan to transfer the shader cache to a different PC or Cemu installation you only need to copy the 'transferable' directory.
(If you're talking about shader caches you got from the web. And no, no extra activation)
 

Mifec

Member
Thanks for the tip with xinput.

Maybe I'll play around with some input simulation tomorrow to see how my idea works out (basically offset mouse movement on the desired axes). It makes sense in my head but I haven't used the Cemu simulated gyro nearly enough to be able to judge the outcome.



(If you're talking about shader caches you got from the web. And no, no extra activation)

Thanks man, I appreciate it.
 

mike4001_

Member
This new shader system is starting to become a hassle for me.

Before i could load a game instantly. Sure, it had to build the cache but even after i had a complete cache file (200+MB for Mario Kart for instance) the game would still load instantly when i loaded it.

Now it loads the cache for 2-3 minutes every single time i load the game. Even though it already compiled the shaders once and doesn't need to do it again since i didn't change anything, it does it anyway.

I get that it has to load the shader the first time. But since i still use the same drivers and the same version of Cemu, why does it have to re-load every time i close the emulator?

I just checked this.

The first time it generated the cache from a transferable I got from reddit and took at least 3-4 minutes.

When I now boot the game also also goes through all 6600 caches but does this at a very fast speed and the whole process is only taking about 3-4 seconds.

I think it just checks if there are any new caches in the transferable file which are not in the precompiled file so it would add them.
 

dsk1210

Member
I asked before but I did not get a response.

Up to version 1.7.0, Mario Kart 8 shows constant stuttering even after all the shaders have been generated/cached.

Has it been fixed in this new version? Is the cause known? Is it related to the 59 fps bug in the WiiU itself? It is also happening in time trial mode without opponents ....

It's sometimes running a smooth 60fps and sometimes is jittery even though it is still displaying 60fps, this is with a complete cache.

I had though that the 59fps cap might be causing it to lose sync on the vsync.

Has anyone else got it running at a constantly smooth 60fps and how?
 
Anyone tried it with a 21:9 screen or more specifically a 3440x1440 with a 1070 ?

I fear it will only be stretched 16:9

Thanks

It is stretched. I use a LG ultra wide 3440x1440. If you do 4K it doesn't look bad but it isn't optimal by any means. This could be fixed with a graphics pack if it can do non standard resolutions. If the aspect ratio is locked 16:9 then we are out of luck. I haven't tried it since 4K is passable.

If CEMU itself is crashing then it might be a Windows thing. Try it with admin rights. If it's a game then that cycle based timing. Anytime I use host based most games crash at the start.

Also some people recommend putting a check mark in the dpi setting under compatibility but Windows 7 has all those options grayed out for me. Worth a shot if yours are not.
 

jediyoshi

Member
Mind sharing your 4k WW graphics pack?

Also do I copy shaders into precompiled and do I have to turn anything on for CEMU to use them?

It's very taxing

Code:
[Definition]
titleIds = 0005000010143500,0005000010143600,0005000010143400
name = "The Wind Waker HD - 2160p (4K)"

[TextureRedefine]
width = 1920
height = 1080
overwriteWidth = 3840
overwriteHeight = 2160

Maybe I'll play around with some input simulation tomorrow to see how my idea works out (basically offset mouse movement on the desired axes). It makes sense in my head but I haven't used the Cemu simulated gyro nearly enough to be able to judge the outcome.

Ultimately it isn't possible to replicate the motions you'd do on a gamepad 1:1 to the DS4 because literally not all axes are accounted for. At best the only axis you can reliably control is the vertical tilting.
 

Mifec

Member
It's very taxing

Code:
[Definition]
titleIds = 0005000010143500,0005000010143600,0005000010143400
name = "The Wind Waker HD - 2160p (4K)"

[TextureRedefine]
width = 1920
height = 1080
overwriteWidth = 3840
overwriteHeight = 2160



Ultimately it isn't possible to replicate the motions you'd do on a gamepad 1:1 to the DS4 because literally not all axes are accounted for. At best the only axis you can reliably control is the vertical tilting.
Thank you. Can I just add it to the no bloom options rules or can I just use both?
 

Wollan

Member
Will an i7 7700HQ @ 2.8GHZ (w/1070gtx) be able to run the 60fps titles (at 60) or is the core clock frequency too low?
 

deejay

Member
Anyone else experiencing severe stutters and freezes with Captain Toad, using the latest version? I keep reading everywhere that it runs at 60fps (for most, at least), and it does, but for me it freezes every couple of seconds and then continues, making it extremely annoying to play :(
 
Top Bottom