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Comme vous le savez Cemu est en constante évolution, et voici que débarque au grand public la version v1.7.4 de l'émulateur de Wii U.
Une semaine après la disponibilité de la version Patreon, voici donc la version grand public qui se base sur la version D de la Patreon.
Une semaine après la disponibilité de la version Patreon, voici donc la version grand public qui se base sur la version D de la Patreon.
# Cemu detailed changelog for 1.7.4
# Patreon release date: 2017-04-02
# Public release date: 2017-04-09
# New in 1.7.4d:
GX2: Added a workaround for unsupported alignment in glVertexAttribIPointer for AMD GPUs
# New in 1.7.4b/c:
general: Fixed titleId calculation if DLC was installed incorrectly
GX2: Fixed crash if CPU extensions SSSE3 and SSE4.1 were not supported
# New in 1.7.4:
general: Added command line option -ud to enable upside-down render mode
general: Added game profile option 'GPUBufferCacheAccuracy'
general: Added game profile option 'disableGPUFence'
general: Updated some game profiles
CPU/JIT: Overhauled FPR register management, reducing the number of load/store operations
CPU/JIT: Fixed an unsafe optimization that could lead to floating-point stores being optimized away
CPU/JIT: Implemented instructions CREQV, LWBRX
CPU/JIT: Recompiler will now inline small functions
GX2: Improved occlusion query support
GX2: Added API GX2SetVertexSamplerBorderColor()
GX2: Fixed a bug in GX2SetPixelSamplerBorderColor()
GX2: Experimental support for texture readback
GX2: Added support for mip-mapped 3D textures
GX2: Shader dump debug option will now also dump shaders from the transferable shader cache
GX2: Added support for vertex attribute format=0x07, nfa=2, signed=0, endian=0
GX2: Fixed a bug that caused graphic pack shaders always being loaded as pixel shaders instead of their respective type
GX2: Slightly optimized OpenGL backend by reducing the number of GL function calls
GX2: Optimized decoding and handling of index data (utilizing SSE2)
GX2: Fixed data corruption occuring under rare circumstances in vertex/uniform data cache
GX2: Extended shader archive format to support cache files larger than 4GB
GX2: Compiling shaders from the transferable shader cache is now done multi-threaded (if ARB_parallel_shader_compile is supported)
GX2: Graphic packs now support overwriting the format of textures
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