jim2point0
Banned
What is the recommended intel cpu for cemu? I already know ryzen will lag behind an intel cpu.
I think 6700K and up for Intel?
Pretty much whatever can rock the highest single core performance.
What is the recommended intel cpu for cemu? I already know ryzen will lag behind an intel cpu.
I'm sure these could be substantially compressed. I think PCSX2 also does something like thatWouldn't the save states be 2GB+ each, considering the Wii U has 2GB RAM?
No BoTW TAS, aww.There aren't savestates, devs have said not to expect them. They'd be multiple gigs each which would be a nightmare in itself.
What is the recommended intel cpu for cemu? I already know ryzen will lag behind an intel cpu.
Fot BOTW? Considering how poorly all but the highest overclocked 7700K's run it, certainly not well. Unfortunately, regardless of which CPU you have, we're all pretty much stuck with subpar performance until the emulator itself improves.As the cheapest possible entry, any impressions how the dual core Pentium G4560 fares?
Wouldn't the save states be 2GB+ each, considering the Wii U has 2GB RAM?
There aren't savestates, devs have said not to expect them. They'd be multiple gigs each which would be a nightmare in itself.
So what? I wouldn't mind 2 gigs or ten gigs, it's temporary anyway.
So what? I wouldn't mind 2 gigs or ten gigs, it's temporary anyway.
what do you mean its temporary? Save states stay around unless you manually delete them. They're basically saving the memory into storage.
I agree it would be nice to have, but writing 2Gb of savestates, and loading 2Gb of savestates probably have some notable impact.
Look for any 2GB file on your system and watch the time it takes to copy it.The emulators I've used have slots which I assume are overwritten when saving a new state. Is that not the case?
Look for any 2GB file on your system and watch the time it takes to copy it.
Look for any 2GB file on your system and watch the time it takes to copy it.
Fot BOTW? Considering how poorly all but the highest overclocked 7700K's run it, certainly not well. Unfortunately, regardless of which CPU you have, we're all pretty much stuck with subpar performance until the emulator itself improves.
The emulators I've used have slots which I assume are overwritten when saving a new state. Is that not the case?
Either way, I'm not to concerned with having this functionality.
I mean yeah, that's why I 100% don't believe this video.Ehh, not so much. I posted a clip of that setup with a 1060 a couple of pages ago. It performs pretty damn well, better than the results a lot of people with beefier rigs have been posting.
would this build be good enough to run zelda at 1080 locked 30fps
Ryzen R7 1700 CPU
16GB (2 x 8GB) DDR4-2133 Memory
GeForce GTX 750Ti 2GB
graphics card sucks but my bro gave it to me for free, heard CEMU is mostly CPU dependent
Ehh, not so much. I posted a clip of that setup with a 1060 a couple of pages ago. It performs pretty damn well, better than the results a lot of people with beefier rigs have been posting.
Edit, here ya go,
http://m.neogaf.com/showpost.php?p=233283540
would this build be good enough to run zelda at 1080 locked 30fps
Ryzen R7 1700 CPU
16GB (2 x 8GB) DDR4-2133 Memory
GeForce GTX 750Ti 2GB
graphics card sucks but my bro gave it to me for free, heard CEMU is mostly CPU dependent
The emulators I've used have slots which I assume are overwritten when saving a new state. Is that not the case?
Good idea, but only in theory.
Implementing savestates in CEMU is incredibly problematic due to how the Wii U works. On top of that every savestate file would be multiple gigabytes in size which is not something you can casually upload and attach to your bug report. There are even more problems but it suffices to say that savestates won't be coming to CEMU anytime soon, if ever.
CPU/Interpreter: Improved accuracy of various floating point operations (including correct handling for PPC's non-ieee mode)
CPU/JIT: Added experimental support for PPC's non-ieee mode
CPU/JIT: Optimized loops and branches by caching CR0 in x64 flags register if possible
RPL: Fixed a crash caused by too large SDA areas
GX2: Various optimizations for the graphics backend, including:
... optimizing the algorithm for vertex/uniform/streamout cache lookup
... avoiding all redundant GL state changes
... implementing OpenGL DSA for textures
... other micro optimizations throughout the entire code
GX2: Fixed a bug leading to corrupted shader cache files
GX2: Rendering to SNORM textures is now correctly handled on Nvidia GPUs
GX2: Fixed a bug in GX2ClearBuffersEx() and GX2ClearDepthStencilEx() where depthbuffer->clearDepth was set to the incorrect value
GX2: Fixed crash caused by unsupported vertex/geometry shader mode
GX2: Added experimental mode 'min' for game profile option 'accurateShaderMul' (see gameProfiles/example.ini for details)
GX2: Modifying the 'accurateShaderMul' game profile option now invalidates precompiled shaders
1.7.5 released (to patreons) looks like a big bugfix.
Im hoping bayonetta 2 audio is fixed but ill have to try.
E:nope!
But it delivered a significant boost, especially in villages. An R7 1700 barely drops from 30 now, and villages are around 25fps.Yeah, this update doesn't seem to be BOTW specific at all.
It fixes the camera freeze though that was plaguing some people.Yeah, this update doesn't seem to be BOTW specific at all.
The patch notes mention general performance optimizations, it should help every game more or less.But it delivered a significant boost, especially in villages. An R7 1700 barely drops from 30 now, and villages are around 25fps.
Yeah, this update doesn't seem to be BOTW specific at all.
Sure, but that might have very well come from the general improvements, which will likely manifest across the board, not just BOTW.But it delivered a significant boost, especially in villages. An R7 1700 barely drops from 30 now, and villages are around 25fps.
finally i get 30 fps too with a 6700k/390, before i had 15-25 fps and many sutters or freeze for like 1-2 sec. now its almost 30 all the time and smooth, wow
Awesome, need to install this later.
Been really enjoying Zelda on the Switch but its image quality is poor.
Is there missing fog in the cemu version? Just seems less fog from what i have played of both versions.
I had no idea Imgur automatically compressed to JPG. Here you go: https://postimg.org/image/v7ht9jm07/
It should fix both actually.Does 1.7.5 fix any Zelda related bugs? Like the camera lock or 0.2 fps issue?
Why do you say it should when it's not in the patch notes?It should fix both actually.
Why do you say it should when it's not in the patch notes?
More accurate floating-point emulation
Wii U's CPU has a few differences that are difficult to emulate on a x64 CPU and so far we always tried to do it 'good enough' but not perfect. Mainly because perfect FPU emulation would mean cutting the performance at least in half. With Cemu 1.7.5 we have found ways to get almost-perfect FPU emulation at relatively little extra cost. Luckily, this release comes with optimizations to compensate for the slowdown from the extra accuracy.
So, which games are affected? The most notable cases are BotW and Splatoon.
BotW's physic engine is very sensitive to even slight inaccuracies. In previous Cemu releases this would lead to softlocks or camera bugs. In 1.7.5 these bugs are gone.
Splatoon also sees several improvements. Based on our tests it seems like there are no longer any gameplay issues (like invisible enemies or ink mechanics not working)
what do you mean its temporary? Save states stay around unless you manually delete them. They're basically saving the memory into storage.
I agree it would be nice to have, but writing 2Gb of savestates, and loading 2Gb of savestates probably have some notable impact.
Someone doesn't know how save states work.
Seems like the camera lock still happens according to a post above.
I'll probably test out my usual problem areas as well.
All caches are stored in the shaderCache folder and, based on which game is loaded, Cemu knows which one to load. As a result, there's nothing you need to do manually, outside of potentially downloading already built up shader caches from the internet if u don't want to create your own from scratch when you start a game.Also, is it advised to change cache for every different game? So you only build caches for that game? Thanks.