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Pemalite said:

From the Cemu website: "Cemu is not intended for general use yet."
Just because it has an edge over RPCS3, doesn't mean it is ready and as efficient as can be.

It also doesn't support Vulkan or Direct X 12... Which tends to be the targeted API's that are being optimized most for AMD and nVidia's hardware.

With that said... CEMU can do Breath of the Wild at a locked 30fps on the 2200G, nothing to sneeze at.

Hard to say... The rapid development of RPSC3 has blown me away at every turn... The Playstation 4 inheriting allot of it's "tricks" from the PC could actually aid emulation efforts.

All of the efforts towards emulation of modern systems we've seen has been thanks to HLE (high level emulation) design ...  

Older systems lacked the concept of a kernel which was an abstraction layer between the software and the hardware so emulation of older systems involved using an LLE approach which was far more computationally intensive since the host system had to imitate the bare metal itself. The beauty of Cemu and RPCS3 is that they made a conjecture of what if instead the games were actually running on top of the OS in the background at all times ? 

As more recent systems adopt an ABI and a gfx API, this will make them inevitably more vulnerable to emulation since those components can be reimplemented at a much lower performance cost. It's the price both platform holders and developers are willing to pay in the name of productivity as they rely more on code gen from the compilers ... 

A higher level does not have to necessarily lead to lower performance as long as the abstraction matches the hardware. The biggest problem with Vulkan despite it's lower level of abstraction I think is that it's not a great abstraction for the modern AMD/Intel/Nvidia hardware which means PS4 or Switch emulation won't get very far with Vulkan since the gfx APIs biggest design flaw is that it doesn't support bindless ... (emulating those systems with Vulkan will prove to be very problematic since they support pointers in shaders)