CEMU 1.19.0d released!

May 27th, 2020, 23:22

# New in 1.19.0d:

Vulkan: Fixed an issue where async pipeline compilation could block the render thread
This should reduce stutter even further when async compilation is enabled

OpenGL: Fixed 'Compiled x shaders...' notification not showing since 1.19.0

# New in 1.19.0c:

Vulkan: Tweaked sync/async decision algorithm
Async shader and pipeline compilation should no longer break Splatoon ink mechanics

Vulkan: Fixed a bug that caused Xenoblade Chronicles X character models to be broken on Nvidia Vulkan beta drivers

Vulkan: Fixed a texture leak which could lead to performance slowly degrading

# New in 1.19.0b:

general: Fixed crash that could occur during the shader cache loading screen

# New in 1.19.0:

general: Updated language files

Vulkan: Added experimental option to enable asynchronous compilation of shaders and pipelines
This option trades stutter vs emulation accuracy

--- Details ---
When enabled, uncached shaders and pipelines will be compiled asynchronously in the background
While a pipeline is compiling, all drawcalls for it will be skipped, leading to missing or broken graphics for a period of time
Since Wii U's GPU is a GPGPU, not all drawcalls can be skipped without causing gameplay bugs or persistent graphic artifacts
To deal with this problem Cemu includes speculative logic to identify essential shaders that must not be skipped
These shaders will always be compiled synchronous and will still introduce stutter
False negatives are possible and long lasting graphic bugs can occur when async compilation is used

Per default this option is disabled. It can be toggeled in the menu under debug -> experimental
It will only work if VK_EXT_pipeline_creation_cache_control is supported by the graphics driver
As of writing this, the required Vulkan extension is only supported by:
Nvidia Vulkan 1.2 beta drivers (442.75 - 443.15)
AMD optional drivers (Radeon Software Adrenalin 2020 Edition 20.3.1 or higher)

On a personal note, we consider this feature a hack due to the unreliable and workaround-like nature
However we also understand that stutter-free gameplay is often more important than having accurate rendering
In the (far) future, we will introduce additional methods to reduce shader stutter without sacrificing accuracy

Vulkan: Fixed an issue where depth clear operations on newly created textures would be skipped
This fixes lighting issues in MK8 and Splatoon

Vulkan: If supported by driver use VK_EXT_custom_border_color to emulate arbitrary sampler border colors
This fixes grass LOD transitions and other more subtle issues in Breath of the Wild

Vulkan: Tweaks to shader & pipeline compilation counter overlay

coreinit: Fixed FSGetMountSource correctly iterating devices when called repeatedly (#292)

gfxPack: Added support for specifying "default=1" to select a default preset per preset category (#283)

nn_acp: Implemented ACPCreateSaveDirEx()
nn_act: Added support for persisid.dat which handles the highest used account id

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