The new version of cemu the wii u emulator has been released, and for version 1.7.0 comes a whole host of new features including graphic packs, which allow for even greater resolutions.
# Cemu detailed changelog for 1.7.0
# Patreon release date: 2017-01-09
# Public release date: 2017-01-16
# New in 1.7.0d (public release):
GX2: Fixed a bug that sometimes caused Cemu to crash while caching large shaders
# New in 1.7.0b/c:
GX2: Minor graphic pack related bug fixes
GX2: Fixed a rare bug which could cause textures to get corrupted
# New in 1.7.0:
GX2: Added support for customizable graphics via 'Graphic packs' (alias graphic modding support built into the emulator)
GX2: Overhauled shader cache. Shader cache files can now be transferred between different PCs and remain compatible across future Cemu versions.
GX2: Fixed a bug where alpha-test related registers where incorrectly handled for shaders read from the shader cach
A new version of cemu released today, now to version 1.4.1
From the change log:
CPU: Added new instructions to recompiler: LWARX, STWCX, STWBRX, LHAUX, LHZUX, type 5, 6 & 7 for PSQ_L and type 5, 6 & 7 for PSQ_ST, DCBZ, ADDC, MFCR, FDIV, FADD, PS_SUB, PS_NEG.
CPU: Improved handling of XMM registers in recompiler. Drastically reducing the number of load/store operations when not enough registers are available.
CPU: Added SUBFME to interpreter.
coreinit: New API __ghs_mtx_init(), __ghs_mtx_dst(), __ghs_mtx_lock(), __ghs_mtx_unlock(), OSSleepThread()
coreinit: Added weak-symbol 'environ'
RPL: Added support for SDA and SDA2
fsa: Asynchronous file operations now support sending the result via message queue (instead of callback)
GX2: Added vertex data cache (cache vertex data in GPU memory instead of re-uploading it for every drawcall)
GX2: Fixed texture decoding for compressed textures with a size smaller than 16x16
GX2: Fixed AMD issue that occurred when glDrawBuffers() enables unused color attachment
GX2: Fixed AMD issue that occurred when glPrimitiveRestartIndexNV is used instead of glPrimitiveRestartIndex
GX2: Fixed AMD driver crash that could happen after shader compilation.
GX2: Fixed a multitude of issues when using Intel GPUs. Graphics are still horribly broken due to Intel's lacking OpenGL driver, but at least we can say we tried our best :)
GX2: Invalidate destination texture in cache after GX2SurfaceCopy()
vpad: Clamp left and right stick to length 1.0
### New in public release ###
general: CEMU now displays which GPU is used in the titlebar.
GX2: Fixed a timing related bug that could cause the emulator to stop rendering frames.
New version of cemu released now 1.3.3
Changelog from the website
--- New in public build ---
GX2: Fixed a bug where textures were sometimes wrongly decoded due to invalid bank/pipe swizzle values.
--- Changelog of Patreon build ---
general: Can now hold TAB to show GamePad screen (Note: We will add customizable methods to display the GamePad screen in a future release)
swkbd: Added preliminary support for Software Keyboard (only alphanumeric input is allowed for now, unicode support is still being worked on)
coreinit: Added implementation for some functions of the block heap API
(New API: MEMInitBlockHeap, MEMAddBlockHeapTracking, MEMGetTrackingLeftInBlockHeap, MEMAllocFromBlockHeapEx)
coreinit: Fixed a bug where PPC thread priority would sometimes not update correctly
save: Fixed a crash that could happen in SAVEOpenDir()
vpad: Improved implementation of VPADRead() fixing an issue where games incorrectly detected touch on/off.
vpad: Fixed touch offset calculation in fullscreen mode
GX2: Added initial support for Streamout
Streamout is also known as 'Transform Feedback' in OpenGL.
This is a rather complex feature and our implementation is far from complete. More improvements to Streamout will come in later CEMU releases.
In order to correctly replicate the low latency between CPU<->GPU enabled by the unified memory model of the Wii U we have to emulate Streamout shaders on the CPU rather
than using OpenGL's transform feedback. Despite this we expect that there is no performance penalty.
GX2: Implemented GX2RCreateSurface API
GX2: Proper support for texture format R32_G32_B32_A32_FLOAT and R32_G32_B32_A32_UINT
GX2: Fixed a crash in GX2CopySurface which could occur when the caller supplied a wrong surface->pitch value.
GX2: GX2CopySurface can now copy dynamically created textures that only reside in the GPU texture cache.
v1.1.2b | 2015-12-13
Fixed rendering issues on AMD graphic cards
Minor changes and bug fixes
v1.1.2 | 2015-12-11
Added controller options
Added support for OSCoroutine API
Improved shader emulation
Improved texture/depth/color buffer management
Improved CPU timing and thread synchronization
Synchronous file operations no longer block CPU execution (reduces frame stutter)
New updates will be released approximately every two weeks.
v1.1.1 | 2015-11-25
Improved shader emulation
Added support for 3D textures
Lots of bugfixes
v1.1.0 | 2015-11-19
New future-proof GPU7 shader assembly to GLSL decompiler (work-in-progress)
Fixed a few bugs in color and depth buffer emulation.
Added more system functions, leading to higher compatibility.
Added hacky support for DRC rotation. Right click on the render window & drag to change the orientation
Implemented some background logic for audio emulation. No audio output yet.
v1.0.2 | 2015-11-02
Improved accuracy of shader emulation (again).
Improved the emulation of color and depth buffers.
Implemented support for: Vertex shader textures, depth samplers and instanced rendering.
Fixed a bug causing texture unit updates to be ignored
Some attempts to get the emulator running on AMD graphic cards (but we are not quite there yet)
If GLSL shader compilation fails the error is now logged to log.txt
Lots of other small changes and bugfixes.
v1.0.1 | 2015-10-24
Improved accuracy of shader emulation.
Implemented many system functions leading to higher compatibility.
Added support for statically loading and linking multiple RPX/RPL files (WUD only for now).
I present to you Cemu. World's first Wii U emulator capable of running and rendering commercial games!
Can run encrypted Wii U images (WUD) and RPX/RPL files
Internal resolution is 1920x1080 (if supported by game)
For controller input see Here.
Contains basically no optimizations. Expect slow framerates and long load times.
Windows 7 or above (x64) (other platforms may be supported later)
Requires OpenGL 3.3
Tested on NVIDIA: Runs fine on most recent driver
Tested on Intel: Garbled output but runs if OpenGL version is supported
Untested on AMD