The Emulation Thread
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pyongftw




Posts: 222

PostPosted: Fri, 23rd Jun 2017 19:21    Post subject:
Civ01 wrote:
Bob Barnsen wrote:
https://www.youtube.com/watch?v=lx9gV07UMN8


recorded on an i7-4790k @ 4,9 ghz.


HAHA


Still faster than pcsx2 Laughing

Also, in other news, og xbox emulation is finally starting to coming along nicely.

 Spoiler:
 


done lurking for 4 years, I'm back <3
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DaLexy




Posts: 3040
Location: Germany
PostPosted: Sat, 24th Jun 2017 00:38    Post subject:
Even if its not really fitting here, i dont want to open a new thread for that.



If there is a suitable place, please feel free to move it Mod Smile


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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Sat, 24th Jun 2017 14:44    Post subject:
CEMU 1.8.1(b) is out for backers/patreons.
https://www.reddit.com/r/CemuPiracy/comments/6j3lo1/cemu_181_is_out_for_patrons/


http://cemu.info/patreon/changelog/cemu_1_8_1.txt

Quote:

# Cemu detailed changelog for 1.8.1b
# Patreon release date: 2017-06-23
# Public release date: 2017-06-30

# New in 1.8.1b:

general: Fixed a bug causing permanent full CPU load on one thread

# New in 1.8.1:

CPU/JIT: Fixed a bug in ADDME. instruction
CPU/Interpreter: Fixed a bug in PSQ_STX and PSQ_LDX instruction (GQR index parsed incorrectly from opcode)
CPU/Interpreter: Fixed invalid endianness in instruction STHBRX

coreinit: Added 'errno' export
coreinit: Added API OSCalendarTimeToTicks(), OSCancelThread(), IM_GetHomeButtonParams(), OSCalendarTimeToTicks(), FSAppendFile(), FSRemove(), SAVEChangeDir()
coreinit: Fixed GHS flock handling. Added __ghs_flock_file() and __ghs_funlock_file()
coreinit: Added support for milliseconds and microseconds in OSTicksToCalendarTime()
coreinit: Fixed bug where FSOpenFile() with mode 'r+' would not allow read access
coreinit: Fixed a bug where shared-write file access prevented simultaneous read access from the same file

GX2: Added API GX2GetScissorReg(), GX2GetTargetChannelMasksReg(), GX2SetDefaultState()
GX2: Better handling for invalid/uncompilable shaders (avoid drawcalls that will lead to errors)
GX2: Added support for vertex format 32_32_32_32_FLOAT for primitive RECTS
GX2: MULADD shader instruction will now use correct rules in regards to 0*anything
GX2: Fixed OpenGL error caused by games requesting more mip levels than possible for a texture
GX2: Fixed source mip level parameter for GX2CopySurface()
GX2: Avoid shadow samplers on AMD GPUs. This workaround can be forced on other GPUs via -amdshadows command line parameter

SWKBD: Fixed handling of active state (previously it was tied to the keyboard being visible whereas it should be separate)
SWKBD: Fixed input handling (should no longer clash with wxWidgets, leading to input sometimes being ignored)

RPL: Fixed bug where imports/exports were mapped incorrectly if the internal module name included '.rpl'

zlib: Overhauled Cafe OS zLib implementation

nsysnet: Added nsysnet (socket) library

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Shawn_Hunter




Posts: 2752
Location: Bombay, India
PostPosted: Sat, 24th Jun 2017 15:04    Post subject:
Saw a YouTube video and they say Bayo 2's sound issues are fixed with 1.8.1 release. Did anyone get a chance to test this yet?
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tet666




Posts: 5090

PostPosted: Sat, 24th Jun 2017 22:18    Post subject:
Shawn_Hunter wrote:
Saw a YouTube video and they say Bayo 2's sound issues are fixed with 1.8.1 release. Did anyone get a chance to test this yet?


Yeah it's fixed Exzap confirmed it:

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Janz




Posts: 13999

PostPosted: Sat, 24th Jun 2017 22:26    Post subject:
fucking awesome news Smile
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tet666




Posts: 5090

PostPosted: Tue, 27th Jun 2017 13:27    Post subject:
If you want to give it a try get from here:
www.reddit.com/r/CemuPiracy/
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Civ01




Posts: 1294

PostPosted: Tue, 27th Jun 2017 23:45    Post subject:
I heard there are still few bad glitches and bugs?
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apcarr




Posts: 438
Location: England
PostPosted: Fri, 30th Jun 2017 12:23    Post subject: cemu
latest cemu version is now public
http://cemu.info/releases/cemu_1.8.1.zip
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Bob Barnsen




Posts: 31974
Location: Germoney
PostPosted: Sat, 1st Jul 2017 16:28    Post subject:






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




Posts: 3040
Location: Germany
PostPosted: Sat, 1st Jul 2017 17:00    Post subject:
Id like how they mention the improved gfx and performance upfront Very Happy


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JackQ
Non-expret in Derps lagunge



Posts: 14178
Location: Kibbutznik, Israel
PostPosted: Mon, 3rd Jul 2017 18:19    Post subject:
https://rpcs3.net/blog/2017/07/03/progress-report-june-2017/


"Fuck Denuvo"

Your personal opinions != the rest of the forum
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Morphineus
VIP Member



Posts: 24883
Location: Sweden
PostPosted: Mon, 3rd Jul 2017 18:30    Post subject:
I still don't agree with their definition of 'Playable' but hope they keep on progressing at a steady pace. Seems to be one of the few that actually has some traction.


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JackQ
Non-expret in Derps lagunge



Posts: 14178
Location: Kibbutznik, Israel
PostPosted: Tue, 4th Jul 2017 11:35    Post subject:
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tet666




Posts: 5090

PostPosted: Tue, 4th Jul 2017 12:50    Post subject:
Definitely by far the best version of the game, WII version is unplayable to me cause of the motion controls which make the game extremely hard and annoying to play.
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prudislav
VIP Member



Posts: 29148
Location: The land of beer and porn
PostPosted: Tue, 4th Jul 2017 14:16    Post subject:
JackQ wrote:
https://rpcs3.net/blog/2017/07/03/progress-report-june-2017/

nice thats some nice shit


http://i.imgur.com/SYIa3w4.png
http://i.imgur.com/PtROKGv.gif
Sometimes i just want to see NFOHUMP burn \o/
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Guy_Incognito




Posts: 3434

PostPosted: Tue, 4th Jul 2017 14:23    Post subject:
Turns out rpcs3 matures way faster than pcsx2 ever did.
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Tue, 4th Jul 2017 14:49    Post subject:
Patreon?

EDIT: Yep but "only" 1.5k USD a month currently but probably growing slowly but steadily.

Still a decent chunk of money of course but not on par with say CEMU, or porn...though CEMU is getting close to surpassing some of that type of "art" and the crazy funding it gets ha ha.
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tet666




Posts: 5090

PostPosted: Thu, 6th Jul 2017 13:29    Post subject:
Tried the PS3 version for a bit in RPCS3 and while it's technically very impressive indeed but i definitely prefer the WII version running in Dolphin for now.
The PS3 version looks a bit fuzzy like it's upscaled from 720p or something compared to running the WII version in 4k it looks way worse (RPCS3 has no support for Higher internal resolutions), it also still has a few bugs and crashes from time to time.
The PS2 version in PCSX2 also has still too many issues when upscaled compared to the WII version in Dolphin.
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JackQ
Non-expret in Derps lagunge



Posts: 14178
Location: Kibbutznik, Israel
PostPosted: Thu, 13th Jul 2017 18:01    Post subject:
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tet666




Posts: 5090

PostPosted: Thu, 13th Jul 2017 18:41    Post subject:
https://rpcs3.net/blog/2017/07/13/persona-5-is-now-playable-in-rpcs3/

yeah they classify 10-20 fps as playable Laughing
but still a great achievement.
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JackQ
Non-expret in Derps lagunge



Posts: 14178
Location: Kibbutznik, Israel
PostPosted: Sun, 16th Jul 2017 13:02    Post subject:
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Slizza




Posts: 2345
Location: Bulgaria
PostPosted: Sun, 16th Jul 2017 14:04    Post subject:
Would be nice to Fire up skate 3 emulated on PC. hope this comes through.


Corsair 750D :: 750W DPS-G:: Asus x370 PRO :: R7 1800X ::16gb DDR4 :: GTX 1070::525gb SSD::Coolermaster 240MM AIO::
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ixigia
[Moderator] Consigliere



Posts: 65074
Location: Italy
PostPosted: Tue, 18th Jul 2017 04:15    Post subject:


Not too shabby!
The emulator really went from toddler to kid in just a few months, there's still a long way to go when it comes to the more demanding titles, but at this rate things can get visibly interesting.
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JBeckman
VIP Member



Posts: 34968
Location: Sweden
PostPosted: Wed, 19th Jul 2017 16:10    Post subject:
CEMU 1.8.2
http://cemu.info/patreon/changelog/cemu_1_8_2.txt

Quote:


general: Any .rpl files placed in cafeLibs/ directory will be loaded instead of the internal HLE modules (experimental feature, no real use yet)
general: Cemu window can now be resized

CPU/JIT: Fixed a bug in recompiler SRWI instruction
CPU/JIT: Fixed a bug that could cause the recompiled code to skip an instruction if the thread was switched between the beginning of a loop and an inlined function
CPU/JIT: Added STBUX instruction to recompiler
CPU/JIT: Several other optimizations for the recompiler:
Use AVX non-destructive 3-operand instructions to optimize some copy operations away
Delay/Avoid endian-swapping between LWZ/STW if the data is not used for any other operation
Generate shorter code for BCTRL, BL, BLR and other far branches (2 instructions, only 1 for far branches with no LR update)
Replace branches with conditional moves (CMOVcc) if possible
Avoid redundant FPR loads and stores
Better detection for situations where x64 flags can be used instead of testing CR bits
Avoid extra work of thread scheduling checks in tight non-infinite loops

coreinit: New API OSTryAcquireSpinLockWithTimeout(), OSSwitchFiberEx(), MCP_Open(), MCP_Close()
coreinit: More accurate emulation of foreground bucket memory and it's subregions
coreinit: FSOpenDir() no longer ignores the current working directory
coreinit: Fixed integer overflow in OSTicksToCalendarTime()

AX: Added AX voice debugger
AX: Fixed biquad filter
AX: New API AXSetVoiceSamplesAddr(), AXSetVoiceLoopOffset()

GX2: Improved detection of changed data for typical screen-size textures in texture cache (fixes softdec videos)
GX2: Fixed invalid GLSL code being generated for 3D texture access with offset
GX2: Fixed bug in indices generation for PRIMITIVE_RECTS
GX2: Fixed a bug where adding entries to a shader cache .bin archive would sometimes have no effect (causing Cemu to recompile the affected shaders everytime)
GX2: Various smaller optimizations throughout the graphic backend (performance gain 1-3%)
GX2: Added support for tileMode filter in graphic packs texture rules (Useful to exclude video frames or other CPU-accessed textures)
GX2: Aspect ratio calculation now uses effective size of texture (after graphic pack rescaling) rather than original size



That separate CEMU Hook utility has also seen a couple of enhancements in it's latest couple of updates.
https://sshnuke.net/cemuhook/


EDIT: And as usual open source emulators just keep updating. Very Happy
http://www.emucr.com/
(PS3, SNES, DOS, 3DS, XBOX, N64 and almost every other console out there though some are more playable than others of course.)



EDIT: Alternate changelog for 1.8.2 CEMU.
https://www.reddit.com/r/CemuPiracy/comments/6o3uom/cemu_182_just_dropped_for_patreons_crack_wait/

Quote:



Possible performance improvements, but depends on hardware

Softdec video support (any video that doesn't need h264 should work now)

Audio improvements (Splatoon volume issues are gone for example) + a tool to make audio debugging easier in the future

Nintendo Land and StarFox Zero works again, maybe other games as well if they worked in the past

Mii Maker boots

Day/Night bug in XCX fixed

Includes 1.8.1t1 BotW fix

Resizable window

Mario Tennis graphic bug fixed

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Civ01




Posts: 1294

PostPosted: Thu, 20th Jul 2017 12:48    Post subject:
lol @ these changelogs!

It's a joke! Of course they have a steady patreon income they are gonna milk it as much as possible with these tiny updates. Don't expect anything significant anytime soon they would want the money flow to be steady for years, wouldnt want to finish emulator too early!
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red_avatar




Posts: 4567

PostPosted: Thu, 20th Jul 2017 14:45    Post subject:
Civ01 wrote:
lol @ these changelogs!

It's a joke! Of course they have a steady patreon income they are gonna milk it as much as possible with these tiny updates. Don't expect anything significant anytime soon they would want the money flow to be steady for years, wouldnt want to finish emulator too early!


Nonsense. Patreon is not a subscription - if they move too slowly, people will just stop paying. Plus, they have every incentive to add compatibility for more games to attract more backers and then to work on fixes for those games.
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tet666




Posts: 5090

PostPosted: Thu, 20th Jul 2017 14:54    Post subject:
Civ01 wrote:
lol @ these changelogs!

It's a joke! Of course they have a steady patreon income they are gonna milk it as much as possible with these tiny updates. Don't expect anything significant anytime soon they would want the money flow to be steady for years, wouldnt want to finish emulator too early!




Softdec video support alone is a shit ton of work to implement properly, you have no clue what you are talking about.
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DaLexy




Posts: 3040
Location: Germany
PostPosted: Thu, 20th Jul 2017 18:50    Post subject:


Aslong as you dont get a steady decent framerate above 30fps its no use to play it.

#justmasterracethings


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Mister_s




Posts: 19863

PostPosted: Thu, 20th Jul 2017 20:34    Post subject:
If that guy can't get 30fps my old 3570 wil never achieve it Sad
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