lezzo.org/gamewiki/wiiu.org
2023-05-10 19:08:15 +02:00

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Nintendo Wii U

We use CEMU to emulate the Wii U platform and play the games on the pc. The biggest difference compared to other emulators is the workflow to play a game:

  • spun up a NUS downloader that fakes itself as a console
  • download and decrypt the target game
  • load it into CEMU and apply fixes if needed

Controllers

Use SDL api whenever possible. Either use the most recent Playstation controllers or one from the 8bitdo line. Xbox controllers don't have support for motion control.

Wii U Pro controller

Wii U Classic controller

Controller.jpg The Classic Controller is a game controller designed for use with the Wii console. It has a similar layout to a traditional gamepad, with two analog sticks, a D-pad, four face buttons, and four shoulder buttons. It also features a built-in rumble function and can be plugged into a Wii Remote for wireless connectivity.

Motion control

Cemu is capable of emulating motion controls within the Wii U GamePad or a Wiimote (MotionPlus model). In order to accomplish that in Cemu, various methods can be attempted, including setting up a UDP-based motion server application to send the motion data of a real motion-support controller (that Cemuhook's GamePad Motion Source API listens to), using the emulated Wiimote Controller API in Cemu's input menu in combination with a real Wiimote (MotionPlus model), or using a hacky workaround that involves right clicking and dragging within the Cemu window.

Optimizing CEMU

For the best performance, we'll be using the Vulkan graphics API. This tends to run faster than OpenGL and allows us to use features such as asynchronous shader compilation.

  1. open the CEMU main menu
  2. click Options -> General settings on the top bar
  3. navigate to the Graphics tab
  4. change the "Graphics API" to Vulkan if it is not already

Windows

Set "VSync" to Match emulated display (Experimental) If you use a display with variable refresh rate (G-SYNC), set this to Off instead This feature is experimental and may cause issues Enable Async shader compiler Navigate to the Audio tab Under General, change "API" to XAudio2

Asynchronous Shader Compilation

When running games in Cemu, graphical shaders need to be re-compiled to work on a desktop GPU. This can take some time, which causes small stutters in the game every time a new one is sent to the emulator.

Doing this asynchronously allows the emulator to run the process in the background. This means that when the shader is first called, it skips being rendered to the screen, and is instead stored for the next time it's used, providing a much smoother experience.

VSync Matching

Vulkan also allows us to use a new experimental VSync technique which allows Cemu to use the game's built-in frame-pacing instead. This avoids tearing and reduces input latency compared to previous methods.