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Hi everyone,

tomorrow is the release of Cemu 1.7.0 and as promised it's time to share what we have been working on for the past month!

Introducing 'Graphic packs'

Since the very first public release of Cemu, people have asked about the possibility to increase the native resolution of a game. We always responded by saying that this is highly problematic, because Wii U is very different to other emulated platforms and the only way to accomplish upscaling is by giving the emulator game-specific knowledge. In other words, someone has to sit down, look at every game individually and then tell Cemu how to upscale that particular game.

That's exactly where the new feature steps in. But saying it is just intended for upscaling is a massive understatement.

What are 'Graphic packs'?

Graphic packs behave like graphic mods. Anyone can make one (assuming they have the necessary know-how) and users can download and install them. In the options of Cemu individual graphic packs can then be enabled or disabled. Additionally, multiple graphic packs can be active for the same game as long as they don't interfere with each other. You can mix and match according to your own personal preference.

Off the top of my head, here is what graphic packs can potentially do:

  • Change the game's internal resolution
  • Increase the resolution and quality of shadows
  • Modify or remove post-processing effects
  • Workarounds for graphic bugs until we find a proper solution
  • Change lighting related aspects of the game
  • Add or change any visual aspect of the already existing materials
  • Custom Anti-Aliasing

From a technical standpoint, graphic packs allow the following:

  • Overwrite certain texture properties (like the resolution)
  • Overwrite shaders (very powerful since everything uses shaders)
  • Not yet supported but planned for the future: Custom textures and some more complex control over drawcalls

However, there are some limitations as well. Graphic packs intercept at the rendering level, so they can't alter the logic of the game. For example, using just graphic packs it's not possible to upgrade a 30FPS game to 60FPS. 

By default, Cemu will come with a bunch of graphic packs already pre-installed. We tried to cover as many popular requests as possible, but ultimately the idea behind graphic packs is that they are created and maintained by the community.

Most of the pre-installed packs are there to upscale the internal resolution of games from 720p to 1080p or 4K. Here are some screenshots:

Mario Kart 8 (720p, 1080p, 4K)
Pikmin 3 (720p, 1080p)
Super Mario 3D World (720p, 1080p)
Splatoon (1: 720p, 1080p 2: 720p, 1080p)
XCX (720p, 1080p, 4K Other: 1080p(1), 1080p(2))

Just for testing I also created a graphic pack which reduces the bloom intensity in Wind Waker HD. (Default, with graphic pack active)

Personally I am very excited to see what the community can accomplish using this level of customizability! Like most aspects of Cemu, this is work-in-progress and we will continue to add more functionality to the 'Graphics pack' feature in future releases.

For those interested in creating their own graphic packs:

As mentioned earlier, in tomorrow's release, there will be a bunch of graphic packs preinstalled. You can look at those to get a basic understanding on how they function. Additionally there will be an example graphic pack, containing more detailed explanations. Note that making more advanced changes will require in-depth understanding of engines and/or of how modern graphic APIs work.

A clarification about the version numbers

Last time the Cemu version jumped from 1.5.* to 1.6.0 it caused a bit of confusion because some users assumed that a major version change also means a jump in performance/compatibility. But that's not the case. The major version is increased whenever we add a new feature that we consider milestone-worthy. It's arbitrary to some degree because certain features are very close to being a milestone but don't make the cut. Additionally, over time we became more selective on what to consider a milestone.
tl;dr: The version numbers don't indicate the amount of changes in a single update. Don't read too much into it. Tomorrow's release doesn't have any performance or compatibility related changes.

Comments

Anonymous

first (;

Anonymous

Holy shit, this is huge.

Anonymous

Thank you so much! I can't wait to play in 4k, do you think a single 980 can do 4k? at least until the 1080 ti comes out?

Anonymous

How does those Graphic Packs impact Performance?

Anonymous

Oh ya!!! please add bloom reduce on Bayonetta 1

Anonymous

Nice! I have a question: will CEMU one day be able to split the screen so we could play games like Nintendo Land with friends? TY once again for the effort!

Anonymous

You surely didn't disappoint. Can't wait to see some rad AA implementations.

Dale Watts

Will the transferable shader cache be in this version?

Anonymous

This is major! Nice work! Stuttering fixes AND high resolution in the next version?! Wow.

Federico Apelhanz

I'm a little confuse, didn't you somehow tackled the supersampling problem with this? if I have a 1080 monitor, and make the game run at 4k internal res won't that do the trick? awesome work by the way!

Anonymous

Yes but with this you will be able to use msaa anyway "Custom Anti-Aliasing" which should use less ressources compared to rendering the game at a higher resolution

Anonymous

What time tomorrow will this be released? I can't wait!

Anonymous

Nice I am really excited

Anonymous

What is the impact of up-scaling of performance? And does reducing shadow quality and/or other settings can improve performance? Can't wait for this release! :)

Anonymous

Yes, nice question, i will see it tomorow on Mario Kart HDready VS full HD VS 4K. No video, but a comment in the comment section in the article of the Patron release. (next new tomorow i presume)

Anonymous

Very nice ! Thank you for this awesome news &amp; tomorow 1.7.0 release, Just awesome work !!!

Anonymous

Fucking amazing, knew it would be this, love you forever. &lt;3 _ &lt;3

Efren

Expected the new feature MSAA..... revealed to be custom resolution+custom settings/sliders for effects and potential use for bug workarounds. Hyped af for tomorrows update. xD

Anonymous

Can't believe they've added this, it looks bloody fantastic. So not only do we have less stutter but also up-scaling as well, did i sleep for a year and christmas has come again already?

Anonymous

Nice! Can't wait to check it out. Good job guys! :)

amouro

thank you for making Cemu amazing keep up with the good work cannot wait for tomorrow

Anonymous

Sounds good! Can't wait to test it out!

Anonymous

It's already the 9th in 90% of the planet, where's my 1.7! :P

Anonymous

Thx for info - very serious progress. But as i understand - again no progress with DK Tropical Freeze?

Anonymous

WOW that is some excellent progress. This sounds amazing! Thanks again, looking forward to it!

Anonymous

This is amazing! I can't wait for the time it's possible to play Breath of the Wild and Bayonetta in 4K. Congratulations on this milestone!

Anonymous

What about the pad input problems that accured when playing a game the emulator unmaps the pad input is that fixed

Anonymous

MK8 looks amazing!

Anonymous

By the way, are you bundling in a high res mod for Bayonetta 1 / 2 in this release?

Anonymous

Wow, this is great news, grats guys!!! Can't wait to tinkle with the build later today, will try MK8 in 4K for sure, hoping my rig will handle it!

Anonymous

Pad input needs to be fixed

Anonymous

Will star fox zero work

cemu

Yes! See the previous Patreon post which contains a list of all the other changes in this release.

cemu

Hey everyone, the release is scheduled for around 10 PM CET. It's later than usual but I need those extra hours to polish things and fix the last few bugs. Also many people asked about how the resolution change will affect performance. There isn't an universal answer since it depends on both the game and your graphics card. Best just try it for yourself or wait until someone posts a performance comparison.

Anonymous

Another question, does this mean you could alter the draw distances in games? Maybe (ex. Breath of the Wild) in the future?

Anonymous

Looking forward to this release!,thanks Team Cemu!

Anonymous

Hello friends I am new one, who know about supporting nintendo controller in CEMU like wiimote + (dolphine bar mayflash) or wiiu pro controller ? And any chance for Mac build ? Thanks

Anonymous

Please instead of using graphics packs, just have the ability to change the internal resolution just like in Dolphin Emulator. Heck, even PCSX2, ePSXe, and Poject64 has the ability to render the internal resolution to any desired resolution. Graphics packs are annoying to set up and are not convenient what so ever. Please just add internal resolution!