The Emulation Thread
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ZezoS




Posts: 1937

PostPosted: Tue, 2nd May 2017 19:47    Post subject:
So Zelda is to Cemu what FFX was once to PCSX2 Very Happy Very Happy Very Happy
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JBeckman
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Posts: 35006
Location: Sweden
PostPosted: Tue, 2nd May 2017 19:51    Post subject:
Cemu 1.7.6 sounds like it will be making several improvements to the emulator in general too and not just focus on Breath of the Wild. Smile

https://www.reddit.com/r/CemuPiracy/comments/68j6eh/cemu_176_update_log/

Quote:

General plans

For 1.7.6 we will be looking into the following:
• Separable shaders (details below)
• Graphic fixes • Performance improvements
• Fixing remaining rare FPU emulation related gameplay bugs (e.g. Splatoon)
• And as usual, other various bugs and minor problems

If time permits we will also look into audio and compatibility improvements.

Separable shaders This part will be quite technical and if you just want to read a summary of what to expect from this change, you can scroll to the end. Let's start with a bit of background knowledge. Here is an image of a modern render pipeline: Image (Taken from the Khronos OpenGL wiki) The image depicts the steps on the GPU to go from some input geometry data to a pixel on the screen. For the purposes of this post we don't have to worry about all the steps and we can boil it down to only these shader stages:

• Vertex shader
• Geometry shader (Optional)
• Pixel shader (Optional) Also called fragment shader

The above applies to OpenGL, DirectX, Vulkan or any other rendering API on PC. For Wii U it's not exactly identical, but similar enough that we don't need to dive into details.

The problem For historical reasons Cemu always looked at the entire shader pipeline as a whole and shaders were generated in sets. That means that for each possible configuration of shader types, Cemu would generate a new shader set upon first use. This set would contain a copy of the vertex shader, the geometry and pixel shader. If individual shaders were reused but other stages differed, Cemu would create a new set regardless.

It's easier to explain this with an example: Assume we have 2 vertex shaders (vsA, vsB), 3 pixel shaders (psA, psB, psC) and no geometry shaders.

The game does the following draw operations:

Draw 1: vsA + psA Draw 2: vsA + psB
Draw 3: vsA + psC Draw 4: vsB + psA
Draw 5: vsB + psB
Draw 6: vsB + psC

Question: How many shader sets do we need to create?

The correct answer is 6. Each of the draw operations uses a unique configuration of shader types.

This is where we start to see the inefficiency emerge: There are only 5 shaders (2 vertex + 3 pixel), but Cemu generates 6 sets. With only a small numbers of shaders this isn't that big of a deal, but since most games actually ship with hundreds of shaders the number of possible permutations is huge. Even worse, each shader set contains a copy of both the vertex and the pixel shader. So in total we are generating 12 shaders from only 5 shaders as input.

The obvious but difficult solution

Naturally, we should try to avoid creating shaders whenever possible. In theory the solution is easy: Scrap the concept of shader sets and handle shaders individually. Modern OpenGL allows us to do that, so why not make use of it. However, this is easier said than done. There are a few problems that need to be solved: Not all shaders translate well and sometimes the pixel shader affects the vertex shader and vice versa. In such a case we are forced to create and use those shaders in a set because they cannot exist independently. Another problem is that the current render state can affect the generated shaders. For example, if alpha transparency is enabled it modifies the pixel shader that Cemu generates. Meaning we are forced to generate one pixel shader without alpha transparency and one with it. But ultimately we try to strive for perfection. Thus, for 1.7.6 we decided to scrap the shader set system in it's entirety and replace it with a solution that can handle individual shaders. The idea is that the new solution is as adaptive as possible. Ideally, it should be able handle shaders individually but also be able to deal with cross-shader dependencies.

The only downside:

The massive change in how we handle shaders in Cemu will break compatibility with already existing shader caches and graphic packs (if they use custom shaders). Separable shaders (summary) Cemu 1.7.6 will handle vertex, pixel and geometry shaders individually instead of pairing them up into sets. This allows individual shader types to be reused.

The pros:
• Faster shader compilation overall
• Less RAM usage by shaders
• Better performance

It's too early to give exact numbers yet.

The cons:
• Breaks compatibility with shader caches from 1.7.5 or below
• Breaks compatibility with graphic packs if they use custom shaders



EDIT: BOTW update 1.2.0 doesn't seem to be compatible with CEMU at all either, interesting.
https://www.reddit.com/r/CemuPiracy/comments/68s2gf/botw_update_120_voice_pack/
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sTo0z
[Moderator] Babysitter



Posts: 7449
Location: USA
PostPosted: Tue, 9th May 2017 05:29    Post subject:
Back with some more RingEdge emulator news!

I received an updated version that adds support for Virtua Tennis 4, so I've been having some fun with that, alongside Sega Racing Classic.

Wanted to see what this could really do, so I fired it up on an older machine.

Machine specs:
* Pentium Dual-Core CPU E5400 @ 2.70GHz
* 2.00 GB RAM
* Radeon HD4650 PCIE 1GB
* Windows 8.1

As you can see, not a very impressive system.

Both games held up fine, ran full speed. Even got better performance from SRC because I was now using an ATI card, no more red garbled ground textures.

As before, used an Xbox 360 controller, and everything plays fine. Here are some screens from this machine:
 Spoiler:
 


Sounds like there will be a release tomorrow (of the emu/loader, hopefully you can find your games).

And here is a vote on which game to add support for next:
https://twitter.com/ReaverTeknoGods/status/861678301210914816


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JackQ
Non-expret in Derps lagunge



Posts: 14186
Location: Kibbutznik, Israel
PostPosted: Tue, 9th May 2017 07:52    Post subject:
JBeckman wrote:
Cemu 1.7.6 sounds like it will be making several improvements to the emulator in general too and not just focus on Breath of the Wild. Smile




Hopefully, They will improve Tekken Tag 2, I don't have my PS3 anymore, Will gladly play it on my current rig Smile


"Fuck Denuvo"

Your personal opinions != the rest of the forum
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sTo0z
[Moderator] Babysitter



Posts: 7449
Location: USA
PostPosted: Thu, 11th May 2017 02:06    Post subject:
Sup gents,

First version of the RingEdge emulator/loader released.

Hit up here for some setup info and downloads links:
https://teknogods.com/phpbb/viewforum.php?f=83

Guess Reaver is going to add support for more titles soon. Glad to see arcade stuff happening!


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TheZor
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Posts: 5991

PostPosted: Thu, 11th May 2017 09:26    Post subject:
Thanks for keeping us updated ! Smile


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Janz




Posts: 14001

PostPosted: Thu, 11th May 2017 09:53    Post subject:
nice, but all i want is tekken 7 support + rom Very Happy (in the next week, cause pc release is around the corner Razz)
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JBeckman
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Posts: 35006
Location: Sweden
PostPosted: Fri, 19th May 2017 12:35    Post subject:
https://en.dolphin-emu.org/download/

One of the latest changes to Dolphin implemented a long standing pull request for the removal of the D3D12 API, seems they'll stick with Vulkan only when it comes to low-level API implementations though the existing D3D11 and OpenGL API's will still remain. Smile
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Janz




Posts: 14001

PostPosted: Fri, 19th May 2017 12:44    Post subject:
anyone has a list of ringedge games which were dumped in the past?
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CaptnNemo




Posts: 909

PostPosted: Fri, 19th May 2017 14:10    Post subject:
Btw, for BOTW, if you want to play with the update 1.2.0 you can...

The only thing missing / not working I think is the language changes or whatever it is but as for the rest concerning the game itself..all updates are there.

All you have to do is copy/paste the 3 folders of update v80 into your cemu folder where BOTW updates are :

(instalation folder)\mlc01\usr\title\00050000\101C9400 (US version, use proper folder number for other regions) then paste into to replace all.

The only thing you need to do after this is take the file U-King.rpx from update 1.2.1 from the folder "code" & put it back into your installation folder "code" where you applied the update v80 thus overwriting the newest one from 1.2.0.

The game starts fine & the saves work also. Getting better frames too in towns.

Enjoy! Smile

Taken from the internetzzz kudos to I don't remember is name Very Happy


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Last edited by CaptnNemo on Fri, 19th May 2017 14:52; edited 1 time in total
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sTo0z
[Moderator] Babysitter



Posts: 7449
Location: USA
PostPosted: Fri, 19th May 2017 14:46    Post subject:
Janz wrote:
anyone has a list of ringedge games which were dumped in the past?


All I've seen "out there" are the 3 currently supported in the RingEdge emu, Melty Blood, Virtua Tennis 4, and Sega Racing Classic.

Haven't heard of any others being dumped in the past.


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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sun, 21st May 2017 19:32    Post subject:


Enthoo Evolv ATX TG // Asus Prime x370 // Ryzen 1700 // Gainward GTX 1080 // 16GB DDR4-3200
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SpykeZ




Posts: 23710

PostPosted: Sun, 21st May 2017 23:38    Post subject:


Got Zelda running pretty damn good. It needs more than the 16GB of memory that I got to load the whole 9K texture pack so it stutters once in a while but for the most part it's mostly full speed. Running CEMU off of a 1GB Ramdisk doubles the loading speed which is pretty great.

Only problem is the artifacts I seem to get around water.


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CaptnNemo




Posts: 909

PostPosted: Sun, 21st May 2017 23:43    Post subject:
SpykeZ wrote:
https://www.youtube.com/watch?v=fwRv4f3dBWI

Got Zelda running pretty damn good. It needs more than the 16GB of memory that I got to load the whole 9K texture pack so it stutters once in a while but for the most part it's mostly full speed. Running CEMU off of a 1GB Ramdisk doubles the loading speed which is pretty great.


Yeah got it running pretty good also, only dips in the 20's in town or depending on the weather. Other then that solid 30 with the cemuhook.

Got the 9k shaders too. Not bothered by ram Very Happy

Very addictive game!! The exploration factor is just overwhelming loll!! but I like!! Very Happy


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SpykeZ




Posts: 23710

PostPosted: Mon, 22nd May 2017 00:02    Post subject:
Have you tried running it off a 1GB ramdisk? The loading is great and offers a performance boost as well. You've got more than enough memory to to do it Razz

Do you have those...graphical glitches that show up in my video 2 minutes in?


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Lopin18




Posts: 3373
Location: US
PostPosted: Mon, 22nd May 2017 02:29    Post subject:
Wait, how does 8gb ram vs 16gb affect BOTW in CEMU? I have 3570k @ 4.2ghz and a 1070, and i got 15 fps.

Is ram usage an FPS factor?
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Amadeus




Posts: 2356
Location: Yes
PostPosted: Mon, 22nd May 2017 03:26    Post subject:
Lopin18 wrote:
Wait, how does 8gb ram vs 16gb affect BOTW in CEMU? I have 3570k @ 4.2ghz and a 1070, and i got 15 fps.

Is ram usage an FPS factor?


More ram decreases stutters and can increase FPS by a little bit

shader memory usage is abnormally high on nvidia cards due to a driver bug that hasn't yet been fixed, it really never has this much of an impact outside of Cemu, and even there only really in Botw

ram speed on the other hand can make a good bit of difference in botw
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SpykeZ




Posts: 23710

PostPosted: Mon, 22nd May 2017 04:03    Post subject:
Lopin18 wrote:
Wait, how does 8gb ram vs 16gb affect BOTW in CEMU? I have 3570k @ 4.2ghz and a 1070, and i got 15 fps.

Is ram usage an FPS factor?


quite a bit as of now, otherwise it'll hammer on your pagefile. I was still stuttering a bit until I put the emulator folder on a 1GB ramdisk.


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CaptnNemo




Posts: 909

PostPosted: Mon, 22nd May 2017 05:02    Post subject:
SpykeZ wrote:
Lopin18 wrote:
Wait, how does 8gb ram vs 16gb affect BOTW in CEMU? I have 3570k @ 4.2ghz and a 1070, and i got 15 fps.

Is ram usage an FPS factor?


quite a bit as of now, otherwise it'll hammer on your pagefile. I was still stuttering a bit until I put the emulator folder on a 1GB ramdisk.


Ive got it running on a raid 0. Takes under 20 seconds to load the 9k shaders.

Cpu helps alot, only working around 22% while using and ram hovers around 16gigs of usage.

I get graphical glitches here and there but thats probably 5% of the time and the occasional crash to desktop. Still enjoying it much!


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JBeckman
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Posts: 35006
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PostPosted: Mon, 22nd May 2017 08:53    Post subject:
You can also delete the shader pack and have the game (Or well, CEMU.) re-create it as you play though the trade-off with the current CEMU version is that you'll get small stutters here and there as said shaders are being generated again whereas with a existing shader cache you'll get one (very) long load time for the initial cache and then the game is smoother though it will use a lot of RAM for storage. (Having 16 GB system RAM is definitively recommended if you're using the 9k almost-complete shader pack.)
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Mister_s




Posts: 19863

PostPosted: Mon, 22nd May 2017 15:45    Post subject:
Is it already in a fully playable state? I thought that was still something for the future.
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Morphineus
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Location: Sweden
PostPosted: Mon, 22nd May 2017 16:09    Post subject:
Depends what you define as fully playable. Last time I tried it (a month or two I think) it was pretty playable on my rig. A few Graphic glitches, frame rate quite steady. There were dips but not that many. You can finish it, there are some bugs

I have fast memory and 16GB of it, it helps apparently. Got the CPU running at 4.8 so you have that as a reference.

If you have other games you want to play, do those first and you'll see more improvements, if you can't wait... go for it.


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jackbomb




Posts: 2535
Location: Tortilla de patatas
PostPosted: Mon, 22nd May 2017 16:33    Post subject:
Would it be reliable to play with an I5 2500 14GB DDR3 and a 960 4GB?


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Morphineus
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Posts: 24883
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PostPosted: Mon, 22nd May 2017 19:06    Post subject:
I wouldn't know, haven't tried with a setup like that. Just give it a go, you'll learn fairly fast if its enough. Just have a shader cache installed and check out the first 15/20 minutes.


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tet666




Posts: 5092

PostPosted: Mon, 22nd May 2017 19:18    Post subject:
jackbomb wrote:
Would it be reliable to play with an I5 2500 14GB DDR3 and a 960 4GB?


You will not reach fullspeed in BotW on that old CPU even with a heavy overclock , but you can look into the cheat engine stuff to at least reach a playable level if you can stomach playing like that it's all in the Megathread here: https://www.reddit.com/r/cemu/comments/674bbt/botw_megathread_v3_175/ be sure to grab a shader cache here:
https://www.reddit.com/r/CEMUcaches/ to avoid shader generation stuttering (note that because of a bug in the nvidia drivers shaders take insane amounts of ram so 16gb is advised for BotW on a Nvidia card)
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jackbomb




Posts: 2535
Location: Tortilla de patatas
PostPosted: Mon, 22nd May 2017 19:37    Post subject:
Morphineus wrote:
I wouldn't know, haven't tried with a setup like that. Just give it a go, you'll learn fairly fast if its enough. Just have a shader cache installed and check out the first 15/20 minutes.

tet666 wrote:
jackbomb wrote:
Would it be reliable to play with an I5 2500 14GB DDR3 and a 960 4GB?


You will not reach fullspeed in BotW on that old CPU even with a heavy overclock , but you can look into the cheat engine stuff to at least reach a playable level if you can stomach playing like that it's all in the Megathread here: https://www.reddit.com/r/cemu/comments/674bbt/botw_megathread_v3_175/ be sure to grab a shader cache here:
https://www.reddit.com/r/CEMUcaches/ to avoid shader generation stuttering (note that because of a bug in the nvidia drivers shaders take insane amounts of ram so 16gb is advised for BotW on a Nvidia card)



Thanks both. Gotta read a little then Smile


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SpykeZ




Posts: 23710

PostPosted: Mon, 22nd May 2017 22:31    Post subject:
your 960 should be enough, cemu doesn't seem to use all that much gpu. Also look into the different quality packs, some might work better than others, I'll link those when I get home unless someone here beats me to it


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tet666




Posts: 5092

PostPosted: Mon, 22nd May 2017 23:20    Post subject:
Updated Graphic packs are always posted here: https://slashiee.github.io/cemu_graphic_packs/
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SpykeZ




Posts: 23710

PostPosted: Mon, 22nd May 2017 23:32    Post subject:


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zellar




Posts: 1553

PostPosted: Tue, 23rd May 2017 23:11    Post subject:
cemu 1.8.0 out for patreon


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