L’ultima versione di CEMU, emulatore WiiU, migliora le prestazioni di The Wonderful 101 e Bayonetta

By Giovanni Panzano, mercoledì, 7 novembre 2018 17:24 GMT

Diamo un’occhiata a tutte le novità dell’ultima versione di CEMU. l’emulatore WiiU in grado di far girare particolarmente bene alcuni titoli.

Continua a fare passi in avanti l’ormai celebre emulatore WiiU, CEMU. Grazie all’ultima versione dell’applicazione è ora possibile far girare in maniera ancora più fluida numerosi titoli.

Tra questi, com’è possibile vedere nel filmato ufficiale dell’aggiornamento, troviamo Bayonetta, Ninja Gaiden 3, The Wonderful 101 e tanti altri.

Prima di lasciarvi al trailer, vi proponiamo il changelog completo dell’aggiornamento:

  • A full reimplementation of the texture system from scratch
  • Fixed shader cache being ignored on Windows AMD drivers
  • Fixed ‘Nvidia artifacts’ (e.g. BotW lava and water surfaces would have distorted pixels)
  • Primitive RECT are now rendered as triangles
  • Added support for shader CALL instruction
  • Automatically scale texelFetch() coordinates to match resolution defined via texture rules
  • Added support for streamout in geometry shaders
  • Emulate color buffer GPU7 registers correctly
  • Fixed separate alpha blending
  • Correctly clamp out-of-bounds LOD values in GX2InitSamplerLOD()
  • Fixed a bug were tiling aperature always assumed a tilemode of 4
  • Added support for texture formats R16_SNORM and BC4_SNORM
  • Fixed a bug where the first depth clear on an previously unknown texture was being ignored
  • Fixed slowdown when rendering point primitives (Mainly affected Mario Kart 8 and Fatal Frame 5)
  • Fixed random crash that could occur shortly after shader cache finished loading
  • PPC/JIT: Small tweaks and improvements
  • V2 graphic packs that are not compatible with 1.14.0 will be marked as outdated
  • Context LR is now stored as big endian
  • Added API OSContinueThread, MEMGetAllocatableSizeForBlockHeapEx, OSSwapAtomic
  • Small tweaks to OSExitThread
  • input: Fixed touch input in separate pad window
  • input: Improved deadzone handling
  • vpad: Fixed directions of axis values in certain situations
  • snd_user: Added snd_user HLE implementation (VC titles and some other games should now have audio even without providing snd_user.rpl)



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