https://www.youtube.com/watch?v=MQTCYAo_nNI
https://www.youtube.com/watch?v=lcB4ovG-KPA
https://www.youtube.com/watch?v=r5HafqdZxBk
Συντονιστές: Nemo, Maddog, Whacker, Scatman
D/load Cemu 1.5.5 Win X64v1.5.5
Changes:
- Added game profiles (manage settings per game)
- Automatic detection area
- Minor graphical improvements
- Performance improvements
- Added hotkey to toggle entre TV and GamePad screen (Ctrl + Tab)
- Fixed Several bugs and crashes
D/load Cemu 1.5.6b Win X64v1.5.6b
Changes:
– Audio improvements
– Reduced RAM usage (up to 1.5GB lower)
– More crashes fixed
D/load Cemu 1.6.0 Win X64v1.6.0 Changes:
- New texture cache / manager
- Huge compatibility improvements
- Graphic improvements
- Audio improvements
- Many all-around exchange and bugfixes
D/load Cemu 1.6.1 Win X64Cemu 1.6.1 Changes:
– New universal GPU buffer cache (replaces vertex cache)
– NFC support
– Small graphic improvements
– Minor changes and bugfixes
Λεπτομερέστερα
– general: Fixed a bug where files would be created in/loaded from the wrong directory after the load file dialog.
– NFP: Added initial NFC support. Scanning NFC tags works by loading a file via the menu
– GX2: New universal cache implementation for attribute, uniform and index data Additionally, there is now a cache accuracy option to control the level of accuracy vs performance. Can be changed while a game is already running. The previously added cache control options where removed as they have become obsolete
– GX2: Further improved and optimized handling of textures with overlapping memory regions
– GX2: Optimized detection of changes to texture data
– GX2: Adjusted the idle loop of the GPU7 command processor thread to respond quicker to new data
– GX2: Fixed a crash that could occur if GL shaders failed to compile
– GX2: Moved handling of alpha test into shader code (rather than relying on OpenGL’s deprecated hw alpha test)
– GX2: Fixed a bug where the swizzle value of a texture would not be correctly updated when an already cached texture was reloaded
D/load Cemu 1.6.2 Win X64CEMU detailed changelog for 1.6.2
CPU: Fixed a rare crash bug that could occur when the recompiler attempted to analyze certain functions
CPU: Improved detection of function entry points for recompiler
CPU: Added instructions LBZUX, SRW., PSQ_LU, PSQ_STU and PS_DIV to recompiler
CPU: Adjusted recompiler PS_MERGE10 instruction to generate faster code
FS: Various optimizations to FSA thread, resulting in quicker processing of file operations
FS: If available, AES-NI is now used for filesystem decryption
AX: Added API AXAcquireMultiVoice()
NFP: Deactivate event will now be correctly signaled
GX2: Added support for Streamout emulation via OpenGL's Transform Feedback
GX2: Slightly reduced the number of shaders that need to be compiled (by optimizing away render states that previously affected the generated shader code)
GX2: Improved handling of bottom of pipe event
GX2: Added API GX2DrawIndexedImmediateEx()
GX2: Fixed a bug in the buffer cache that could cause out-of-bounds allocations which would result in CEMU crashing
GX2: Fixed a bug where textures would be immediately reloaded from RAM after being updated by a GPU-side operation
# CEMU detailed changelog for 1.6.3
coreinit: Added support for 'wb' modifier flag in FSOpenFile()/SAVEOpenFile()
AX: Rewrote a majority of AX API and internal mixing code, aiming for almost a 1:1 reimplementation where possible
AX: Adjusted memory layout of some internal sample data buffers (some games calculate addresses on their own instead of relying on the values provided by the API)
SWKBD: Fixed a bug that caused the software keyboard overlay to not display on AMD GPUs
GX2: Added support for D24_S8_FLOAT depth buffer format
GX2: Shaders will now correctly use shadow samplers instead of imitating them by manually comparing shadow depth in shader logic
GX2: Added support for dynamically detecting and adjusting the number of mip levels of a texture during usage (information about the mip level count isn't always available at texture creation)
GX2: Better support for rendering to individual mip levels of a texture
GX2: Added support for binding the same texture multiple times with different mip or slice views during a drawcall
GX2: Fixed order of elements returned by FETCH4 shader instruction
GX2: Fixed a bug in polygon offset slope scale calculation
GX2: Handle texture LOD parameter correctly in vertex shader
Mπα φιλαρακι δεν εχω κανενα απολυτως προβλημα με αυτα που αναφερεις.Karnov έγραψε:Yπάρχουν ρυθμίσεις φυσικά.. και κοστίζουν πάνω 1500€
Nα στις πω metalcandyman;
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Changelog for 1.7.5
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