Der Wii-U-Emulator "Cemu" wurde aktualisiert.
Die Kompatibilität zu The Legend of Zelda: Breath of the Wild wurde stark verbessert – so lässt sich jetzt das Magnetmodul nutzen und Link steckt nicht mehr im Boden fest. Auch wenn es ziemlich cool war, unter Wasser zu laufen! Bei PCs mit einer NVIDIA-Grafikkarte sind die Farben in Super Smash Bros. korrigiert worden und es gab weitere Bugfixes und Verbesserungen. Den umfangreichen Changelog findet ihr unten, ein Preview-Video könnt ihr auf YouTube ansehen.
Changelog
# 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