Wii U模擬器 Cemu 發布新版,更新如下 :
general: The default vsync frequency (emulated refresh rate) is now 59.94 to match the actual console
Graphic packs can still set it to a flat 60
general: Fixed various small memory leaks
Vulkan: Revised internal swapchain management and fixed some synchronization bugs in the process
Double-buffered vsync should no longer cause graphical artifacts
Vulkan: Added a new experimental vsync mode
If enabled, Cemu will match the vblank event timing of the emulated display to the physical monitor on which Cemu is displayed
This reduces latency and avoids tearing by piggybacking on the emulated game's vsync implementation
For *perfect* results, the vsync rate in Cemu should be equal or slightly higher than the monitor refresh rate
As an example: When playing BotW on a 60 Hz monitor you want to set FPS++ to either 60 FPS or the next higher option. This is assuming stable 60 FPS can be maintained.
Alternatively, any integer ratio (1:2, 1:3, 1:4...) should give good results as well. E.g. 30 FPS on 60 Hz, 36/72 FPS on 144 Hz
Even for non-integer ratios (30 FPS on 144 Hz) this mode of vsync should perform at least as well as the Vulkan-native double buffered vsync mode
While this is only available for Vulkan right now, we plan on adding this to OpenGL in the near future
Vulkan: Cemu's internal shaders no longer show up in the overlay statistic ('Compiled x shaders'). Unlike game shaders they do not get cached and also do not cause any stutter
H264/DXVA2: Fixed incorrect handling of mismatching frame pitch
This should fix broken video playback in Mario Party 10 and Pikmin 3 on some GPUs
GX2: Fetch shaders with a size of zero won't cause a crash anymore (regression introduced with 1.22.6)
Resolves Minecraft crashing on launch
沒有留言:
張貼留言