DSHack

Archive Generated December 23rd, 2018
How well does Cemu work for you?
Author Posted on 2017/07/22
#3396
Toadio Here is a Video of me playing Mario Kart 8 using Cemu1.8.0 : Video is here
My specs are:
8GB of DDR4 RAM
Intel i5 6200U @ 2.4GHz
Nvidia GeForce 940MX
Windows 10
PS2 Controller (Using adaptor)

The performance overall was good, with some times where slowdowns would occur.

How well does Cemu work for you guys?
Author Posted on 2017/07/22
#3397
テクニカル諏訪子 - 7.7 GiB of RAM (DDR3 maybe?)
- Intel Core i5-5257U @ 2.70 GHz × 4
- Intel Iris 6100 (Broadwell GT3)
- Arch Linux (MATE desktop environment)
- PS4 controller (through bluetooth)

Executable won't even start at all (surprise!), so no performance test from my end.
Author Posted on 2017/07/22
#3399
Toadio
- 7.7 GiB of RAM (DDR3 maybe?)
- Intel Core i5-5257U @ 2.70 GHz × 4
- Intel Iris 6100 (Broadwell GT3)
- Arch Linux (MATE desktop environment)
- PS4 controller (through bluetooth)

Executable won't even start at all (surprise!), so no performance test from my end.


Hmmm. Have you looked at any possible fixes?
Author Posted on 2017/07/22
#3400
テクニカル諏訪子 They will need to create a Linux version for it to be "fixed".
Since they use wxWidgets for their GUI shizzle, I don't see why they can't compile it for any other OS, or at the very least release the source code.
Author Posted on 2017/07/22
#3401
Toadio
They will need to create a Linux version for it to be "fixed".
Since they use wxWidgets for their GUI shizzle, I don't see why they can't compile it for any other OS, or at the very least release the source code.

Will other platforms besides Windows be supported?
Multi-platform support is planned and so far many development decisions have been in favor of supporting multiple platforms (e.g. choosing OpenGL over DirectX for rendering). But currently there are thousands of other little things that need to be done before work on ports can be started.

Taken from the FAQ on Their Website
Author Posted on 2017/07/22
#3402
テクニカル諏訪子 Saw this a second ago too.
DirectX is the main cause here, since it's a Windows-only API created by (guess what?) Microsoft.
Porting it to OpenGL would solve the issue, though performance-wise it would be a much better idea to port to Vulkan instead (even if that means no macOS support).
Author Posted on 2017/07/22
#3403
Toadio
Saw this a second ago too.
DirectX is the main cause here, since it's a Windows-only API created by (guess what?) Microsoft.
Porting it to OpenGL would solve the issue, though performance-wise it would be a much better idea to port to Vulkan instead (even if that means no macOS support).

That explains a lot. I guess you will have to wait till they eventually port it to Vulcan or OpenGL.