13-11-2016, 02:42 AM
só quero esse xanablade
Oficial Tópico da emulação: Switch | WiiU | 3DS | X360 | PS3
Incrível! Importante! Uma NOVA ERA! |
13-11-2016, 02:42 AM
só quero esse xanablade
Chakan escreveu: (13-11-2016, 02:03 AM)Cemu 1.6.2: ![]() Agora o problema vai ser achar .iso por aí. Chakan, que vga recomendam pra isso aí?
13-11-2016, 09:34 AM
13-11-2016, 10:13 AM
Mario 3D World eu testei no 1.6.1 e 1.6.2, e achei o último muito pior. A velocidade subiu, mas aumentou muito os travamentos. Xenoblade não consegui a iso. Baixei uma zuada.
13-11-2016, 11:09 AM
13-11-2016, 11:28 AM
13-11-2016, 11:51 AM
O citra tá ficando rapidão.
Tá rodando até algumas partes do zelda OOT em full speed no meu PC pré historico :3
13-11-2016, 12:11 PM
Jogando no meu wiiu aqui e tudo roda 100%
Flw vlw
13-11-2016, 12:13 PM
vamos rir do retardado que comprou um tablet que só tem 5 jogos
13-11-2016, 04:54 PM
13-11-2016, 05:47 PM
13-11-2016, 06:22 PM
Jogos mais complexos no Citra rodam pior que os jogos do WiiU ainda. O emulador ainda tem muito chão pela frente.
13-11-2016, 06:24 PM
13-11-2016, 06:30 PM
21-11-2016, 12:32 PM
VEM MONSTRO
21-11-2016, 01:06 PM
06-12-2016, 11:36 AM
Voltando ao tão aguardado, Cemu:
# CEMU detailed changelog for 1.6.3 # Patreon release date: 2016-10-20 # Public release date: 2016-10-27 coreinit: Added support for 'wb' modifier flag in FSOpenFile()/SAVEOpenFile() AX: Rewrote a majority of AX API and internal mixing code, aiming for almost a 1:1 reimplementation where possible AX: Adjusted memory layout of some internal sample data buffers (some games calculate addresses on their own instead of relying on the values provided by the API) SWKBD: Fixed a bug that caused the software keyboard overlay to not display on AMD GPUs GX2: Added support for D24_S8_FLOAT depth buffer format GX2: Shaders will now correctly use shadow samplers instead of imitating them by manually comparing shadow depth in shader logic GX2: Added support for dynamically detecting and adjusting the number of mip levels of a texture during usage (information about the mip level count isn't always available at texture creation) GX2: Better support for rendering to individual mip levels of a texture GX2: Added support for binding the same texture multiple times with different mip or slice views during a drawcall GX2: Fixed order of elements returned by FETCH4 shader instruction GX2: Fixed a bug in polygon offset slope scale calculation GX2: Handle texture LOD parameter correctly in vertex shader
06-12-2016, 11:53 AM
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06-12-2016, 11:55 AM
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