(WiiU) Cemu v1.14.0c - 模擬器
By Susan
at 2018-11-01T09:46
at 2018-11-01T09:46
Table of Contents
2018.10.31
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly
experimental software to emulate Wii U applications on PC.
Cemu v1.14.0c Changelog:
# New in 1.14.0c:
- gfxPacks: Fixed accidental localization of preset variables in shaders
# New in 1.14.0b:
- general: Minor UI tweaks
- CPU/JIT: Added exports for Cemuhook to allow for more reliable JIT cache
invalidation when toggling patches
- GX2: Fixed potential softlock when 'Full sync at GX2DrawDone' is enabled
# New in 1.14.0:
- GX2: A full reimplementation of the texture system from scratch
- Main improvements:
- Better tracking and synchronization of textures which have
overlapping data
- Better performance when a large number of textures are loaded
- Better garbage collection in texture cache (lowers VRAM usage
and keeps it low)
- Lower chance of corrupted textures due to improved detection
of texture invalidation
- Avoid rendering to GL texture views since they have bugs on AMD
and Intel drivers (fixes 'light circles' and similar issues)
- GX2: Fixed shader cache being ignored on Windows AMD drivers
- GX2: Fixed 'Nvidia artifacts' (e.g. BotW lava and water surfaces would
have distorted pixels)
- GX2: Primitive RECT are now rendered as triangles
- GX2: Added support for shader CALL instruction
- GX2: Automatically scale texelFetch() coordinates to match resolution
defined via texture rules
- GX2: Added support for streamout in geometry shaders
- GX2: Emulate color buffer GPU7 registers correctly
- GX2: Fixed separate alpha blending
- GX2: Correctly clamp out-of-bounds LOD values in GX2InitSamplerLOD()
- GX2: Fixed a bug were tiling aperature always assumed a tilemode of 4
- GX2: Added support for texture formats R16_SNORM and BC4_SNORM
- GX2: Fixed a bug where the first depth clear on an previously unknown
texture was being ignored
- GX2: Fixed slowdown when rendering point primitives (Mainly affected
Mario Kart 8 and Fatal Frame 5)
- GX2: Fixed random crash that could occur shortly after shader cache
finished loading
- PPC/JIT: Small tweaks and improvements
- gfxPacks: V2 graphic packs that are not compatible with 1.14.0 will
be marked as outdated
- coreinit: Context LR is now stored as big endian
- coreinit: Added API OSContinueThread, MEMGetAllocatableSizeForBlockHeapEx,
OSSwapAtomic
- coreinit: 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)
http://cemu.info/
--
ポーラステーション
http://perry0517a.blogspot.tw/
--
Cemu is a Nintendo Wii U emulator that runs commercial games. Highly
experimental software to emulate Wii U applications on PC.
Cemu v1.14.0c Changelog:
# New in 1.14.0c:
- gfxPacks: Fixed accidental localization of preset variables in shaders
# New in 1.14.0b:
- general: Minor UI tweaks
- CPU/JIT: Added exports for Cemuhook to allow for more reliable JIT cache
invalidation when toggling patches
- GX2: Fixed potential softlock when 'Full sync at GX2DrawDone' is enabled
# New in 1.14.0:
- GX2: A full reimplementation of the texture system from scratch
- Main improvements:
- Better tracking and synchronization of textures which have
overlapping data
- Better performance when a large number of textures are loaded
- Better garbage collection in texture cache (lowers VRAM usage
and keeps it low)
- Lower chance of corrupted textures due to improved detection
of texture invalidation
- Avoid rendering to GL texture views since they have bugs on AMD
and Intel drivers (fixes 'light circles' and similar issues)
- GX2: Fixed shader cache being ignored on Windows AMD drivers
- GX2: Fixed 'Nvidia artifacts' (e.g. BotW lava and water surfaces would
have distorted pixels)
- GX2: Primitive RECT are now rendered as triangles
- GX2: Added support for shader CALL instruction
- GX2: Automatically scale texelFetch() coordinates to match resolution
defined via texture rules
- GX2: Added support for streamout in geometry shaders
- GX2: Emulate color buffer GPU7 registers correctly
- GX2: Fixed separate alpha blending
- GX2: Correctly clamp out-of-bounds LOD values in GX2InitSamplerLOD()
- GX2: Fixed a bug were tiling aperature always assumed a tilemode of 4
- GX2: Added support for texture formats R16_SNORM and BC4_SNORM
- GX2: Fixed a bug where the first depth clear on an previously unknown
texture was being ignored
- GX2: Fixed slowdown when rendering point primitives (Mainly affected
Mario Kart 8 and Fatal Frame 5)
- GX2: Fixed random crash that could occur shortly after shader cache
finished loading
- PPC/JIT: Small tweaks and improvements
- gfxPacks: V2 graphic packs that are not compatible with 1.14.0 will
be marked as outdated
- coreinit: Context LR is now stored as big endian
- coreinit: Added API OSContinueThread, MEMGetAllocatableSizeForBlockHeapEx,
OSSwapAtomic
- coreinit: 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)
http://cemu.info/
--
ポーラステーション
http://perry0517a.blogspot.tw/
--
Tags:
模擬器
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at 2018-11-02T09:50
at 2018-11-02T09:50
By Ina
at 2018-11-03T10:18
at 2018-11-03T10:18
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