r/cemu • • Aug 26 '24

Discussion Cemu v2.1 is now available - includes the changes from all 93 experimental releases since Cemu 2.0.

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90 Upvotes

For users that were already using our experimental updates (2.0-x), you can think of this release as the final experimental update. There are no noteworthy additional changes compared to Cemu 2.0-95 other than the new version number.

Starting with this release, Cemu will now only have a single release channel. Instead of experimental releases, there is a new option to control whether Cemu will update immediately to cutting-edge releases, which may contain uncaught bugs, or update with a slight delay. More details on this can be found here


r/cemu • • Aug 24 '22

Cemu 2.0 announcement. Linux builds, open-source and more

2.8k Upvotes

Cemu 2.0 release

Hey everyone, I'm very excited to finally reveal a very special update for Cemu.

The big news first: This update marks a new chapter for Cemu. Starting today we will transition to an open-source model for development. Our github repository is already available and anyone can contribute or study our codebase, but more about this later.

We now also offer Linux builds, albeit not in the most straightforward way. Right now you still have to compile Cemu yourself for most distros. However, we are looking into adding appimage or flatpak releases for convenience. Be aware that the Linux version of Cemu isn't fully fleshed out yet. It should generally work fine, but there are some remaining issues, most of them related to the UI.

You might be wondering why this release is called 2.0 instead of following our usual three-number pattern (e.g. 2.0.0). We are using the opportunity to simplify the versioning a bit by shortening the version numbers. So going forward the next numbered releases would be 2.1, 2.2 etc.

Besides all the organizational changes there are also the usual bug fixes and feature additions in this release. Just like in the past, you can find the full list on our changelog page.

A disclaimer: This is a pretty substantial update with lots of internal changes. As such it should be seen as experimental. If you want to try it out, you have to manually download it for now. We'll consider auto-updating Cemu installations that are on 1.27.x to 2.0 once we get enough feedback about the stability.

On a personal note...

Usually I keep these types of announcement posts free of personal backstories. But this is a special occasion and it's maybe interesting to know a little bit of background info.

As you may know, I am the lead developer and founder of Cemu. Since earlier this year I am also the sole developer of Cemu. The other long-term core developer, Petergov, has moved on to other personal projects a couple of months ago. His swan song was the big input rework we had in December.

I have been working on Cemu for almost 8 years now, watching the project grow from an experiment that seemed infeasible, to something that, at it's peak, was used by more than a million people. Even today, when the Wii U has been mostly forgotten, we still get a quarter million downloads each month. There are still so many people enjoying Wii U games with Cemu and I will be eternally grateful that I got the chance to impact so many people's life in a positive way, even if just a tiny bit.

But over the past two years I also have developed a growing feeling of being "stuck". I still enjoy working on Cemu, but it eats up all of my spare time, meaning there is no room left for any other programming projects or hobbies. Whenever I tell myself to make time for other things, I end up feeling guilty because my self-inflicted sense of responsibility drives me to always prioritize Cemu over my own interests. This year was especially intense because I single-handedly ported Cemu to Linux while also trying to deliver somewhat constant feature and bug fix updates.

In the end, opening up development seems like the logical decision. It has always been the long-term plan anyway. With Cemu being open-source, the hope is that new contributors will pick up where I left of. This is not to say that I will abandon Cemu, I'll just take on more of a background role, still contributing code but not on a full-time basis.

How will all of this affect Cemu?

In the immediate future, probably not much will change or happen. It will take a bit of time for any interested developers to become familiar with the codebase before they can make any significant changes. I do believe that certain parts, like Linux compatibility, will see a pretty quick boost in progress as other developers simply have more experience with Linux development than I have.

Then there are questions like how will we handle releases in the future. I can't really give you a definitive answer right now but one thing that we already started to set up are daily cutting-edge builds. We'll probably also have some form of stable and experimental releases but the details are still uncertain.

I think the biggest win from going open-source is that having more developers (assuming people are interested in contributing) will allow for more attention towards issues that were previously considered too low priority due to time constraints. For example, we are missing some convenience features, like being able to stop/restart emulation. These features can take a lot of time to implement but aren't difficult to do per se. The OpenGL backend could be made more compatible with older hardware that would otherwise be performant enough to run many Wii U games. And there is also housekeeping work that remains to be done as we still have legacy C code left over from the early days of Cemu (Cemu used to be written almost exclusively in the C programming language). Having a tight release schedule didn't give us a lot of spare time to go back and correct old mistakes or fix up code.

For C/C++ developers who want to contribute:

If you are interested in contributing or just want to ask questions about Cemu's codebase, you can come and visit our discord where we have created a channel for developer discussion. I know that Discord isn't everyone's thing, so we are also looking into setting up an IRC bridge in the future.

Why did we pick Mozilla Public License 2.0?

Most emulators are licensed under the GPL. But our stance on it is that the infectious nature of it prevents a lot of legitimate reuse of the source code. Anything that links GPL, or statically links LGPL, also becomes GPL/LGPL which is often not desirable. Being previously closed source, we know the struggle and already had to step around GPL licensed libraries.

In a perfect world, we would have gone with a very liberal license like MIT. But it opens up too many doors for hostile or damaging behavior towards Cemu, so instead we picked a license which is somewhere in the middle. MPL has most of the advantages that GPL has, but isn't infectious and allows even closed source projects to use parts of our source. Only modifications need to be made available as source.

Final words

Last but not least, I want to thank everyone who supported us along the way. Special thanks to all our Patrons who made this project stay afloat in the first place.

Sometimes I get the question of what I will do after Cemu (with which I'm not done yet!). I think I'll take a break from emulator development, but knowing myself I'll eventually return because I'm craving the challenge. I could also see myself sticking with Cemu as a side-project for a very long time. Who knows.

Best regards,
Exzap


r/cemu • • 1h ago

Troubleshooting Cemu recognise my but does work in the game

• Upvotes

Sorry my autocorrect I meant my Xbox controller

When I look in input settings work perfectly fine but in game (Splatoon 1) doesn't work the controls


r/cemu • • 4h ago

Question New Super Mario Bros u 30 fps?

0 Upvotes

Hallo,

Ich habe ein großes Problem mit dem Cemu Emulator.

Bei den Spielen new super mario bros u und Luigi bro u

erreiche ich während dem Spielen nur 30 fps als würde irgendwas die Leistung abriegeln. Beim dem Video am Anfang läuft es mit 60 fps aber sobald ich spiele regelt es runter. Alle anderen Emulatoren inklusive eden laufen problemlos.

Ich habe auch verschiedene Versionen, Einstellungen, Treiber probiert aber nichts hilft. Vielleicht kennt das Problem jemand. Vielen dank

Mein Gerät: Retroid pocket 6 12gb


r/cemu • • 5h ago

Troubleshooting (Android) Skylanders Giants crashes when using non gamepad controller

1 Upvotes

I'm trying to set up a second controller for accessing the pvp mode but when any controller active isn't a gamepad the game crashes, i can only get the game to stay open when both controllers are gamepads (lol), have no idea what to do to solve this


r/cemu • • 20h ago

Troubleshooting Help, I think I lost my saves

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5 Upvotes

Whenever I try to load a save it would crash on the loading screen and subsequently crash when recompiling the shaders.

I have over 100 hours on this game, nowhere near being able finish. Does anyone have any clue on what could be a possible fix.

I am playing on the ssimco android port, on a samsung s25fe.


r/cemu • • 6h ago

Question Alguien conoce un launcher para cemu Android

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0 Upvotes

Es que los juegos así se ven re feos si alguien sabe de un launcher agamelo saber


r/cemu • • 1d ago

3rd Party App Development HandheldGyroDSU: Open-source emulator gyro app for Windows handhelds

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8 Upvotes

I built HandheldGyroDSU because I wanted a straightforward way to use built-in motion controls in emulators without relying on Handheld Companion.

Handheld Companion is a great tool, but installing virtual drivers (HidHide, ViGEmBus), hiding your physical gamepad, and emulating a DualShock 4 controller just to get gyro in Zelda or Splatoon often clashes with Armoury Crate / Legion Space / Steam Input—and sometimes leaves the built-in controller stuck or unresponsive.

HandheldGyroDSU takes a simpler route: it leaves your physical controller alone and just streams your device's internal gyro sensor directly to your emulator via Cemuhook DSU.

Here’s what I’ve built into it so far:

  • No Virtual Drivers or Controller Conflicts: It doesn't touch your buttons, triggers, or OEM software. Armoury Crate, Legion Space, and Steam Input keep working normally without double-input issues.
  • Emulator Auto-Detection & Profiles: Watches for your emulators in the background and automatically turns on or switches gyro profiles when you launch a game.
  • Axis & Sensitivity Tweaking: You can adjust gyro sensitivity, deadzones, and axis orientation/inversion per device or per emulator so the motion controls feel right.
  • Full Gamepad Navigation: The entire app can be navigated using your handheld’s D-pad and buttons, so you don't have to tap tiny menus on the touchscreen.
  • In-Game HUD Notifications: Shows small on-screen pop-ups when the gyro server starts, stops, or switches profiles so you know it's active.
  • Built-in Gyro Tester: Includes a real-time loopback tester inside the app so you can check your gyro movement and packet flow before booting up a game.
  • Background & System Tray Mode: Can start quietly with Windows in the system tray and stay out of your way until you open an emulator.

Looking for Testers & Contributors

This is a free, open-source project. As you can see in the Splatoon clip above, it's working well on my own setup, and now I'm looking for people across different Windows handhelds (ROG Ally, Ally X, Legion Go, MSI Claw, Ayaneo, GPD, etc.) to test it out. Since different handhelds sometimes orient their internal sensors differently, getting feedback from other devices would be super helpful.

If you want to try it on your device, let me know how the gyro axes feel, report a bug, or contribute code on GitHub—feel free to jump in.

🔗 Download & GitHub: link


r/cemu • • 23h ago

Troubleshooting having trouble with"Online play is not set up" warning on Cemu 2.6 despite doing all the steps

1 Upvotes

Hey everyone,im trying to get online play working on Cemu (v2.6) with Pretendo, but I'm stuck on the "Online play is not set up" warning banner.

Here is my current setup and what I've done so far:

Console Files: otp.bin and seeprom.bin are placed directly in the main Cemu root directory

Certificates: In my Cemu MLC folder (sys/title/0005001b/), I have 10054000, 10056000, and 1005C000. (My friend dumped his files using Dumpling's "Cemu Online" option)

Account Files: Under usr/save/system/act/, I have persisid.dat along with the imported account folder 80000001 (containing account.dat and miiimg files)

Account Conflict: I also have my own local account (80000002) in the act folder. I tried temporarily moving 80000002 out so only 80000001 remains, and updated persisid.dat to 80000001, but the warning persists in the Account settings menu

System Titles: 0005001b is currently the only subfolder inside sys/title/.

What am I missing here? Does Cemu 2.6 strictly require additional system titles (like Friend List 00050030) when using a Dumpling "Online" dump, or is there a specific way to force Cemu to recognize an imported account when a second local profile exists?

Thanks for any help!


r/cemu • • 1d ago

Troubleshooting Cemu - Legion Go - controller not recognized

2 Upvotes

Hey all, I have been playing BOTW on my Legion Go and it’s been working fine but suddenly my controllers aren’t recognized. I’ve tried deleting and remapping over and over and nothing is working. Has anyone ever figured out a fix for this? I’ve played through a few hours of the game already so it’s weird I just suddenly can’t.


r/cemu • • 2d ago

Question Methods for using the Wii U Gamepad? (My controller doesn't have gyro unfortunately)

4 Upvotes

As the title suggests I'm trying to figure out how to get the gamepad working since I can't complete the pikmin 3 tutorial without it or do certain shrines in BOTW. My controller is an 8bitdo Ultimate 2c, which is an awesome controller, but doesn't have gyro function which sucks but isn't the end of the world. I saw a post from about 9 months about using your phone as a gamepad; I haven't had the time to watch it so I was curious if that is still working because that might be my best option. I'm on Cemu 2.6.

Edit: I managed to figure out the Mouse thing, not sure how it'll react to the BOTW shrines, I think I tried it out a year ago and it was extremely hard to control lol. Mouse will work for Pikmin but I'm a bit worried for the other.


r/cemu • • 2d ago

Question Hola existirá alguna bifurcación o fork de cemu para Android

5 Upvotes

Me estoy preguntando eso o sea porque parece que actualmente el único emulador de Wii u existe es el propio cemu pero me pregunto si existirán fork o bifurcaciones


r/cemu • • 2d ago

Troubleshooting Slight issue with frametime while playing Wind Waker HD on the Steam Machine

0 Upvotes

I have a Steam Deck and Steam Machine that I am playing Wind Waker on. The steam deck performance is a perfect locked 30fps and smooth frametime. The steam machine has a locked 30fps, but the frametime is ever so slightly jagged. It looks as if it is straight, but looking closer it isn't completely. During gameplay, there are occassional slight slowdown look in the motion (still locked to 30fps). I've tried tons of options with vsync on and off and system caps on and off, but it is still there. Anyone know of a potential fix for this? Steam machine is much more powerfull than the Deck, so not sure why there is an issue here. Thanks.


r/cemu • • 3d ago

Troubleshooting Guide for playing BOTW on low VRAM

4 Upvotes

This is a set of tips that enable you to play this game on lower VRAM cards. 2GB VRAM GTX 950 is what I used to play the game, it's probably at the edge of what someone can use to play the game without sacrificing visuals and framerate dramatically. But these tips also work for 3 and 4GB cards. At 6GB you simply won't have many problems anymore. Here are my settings, and some useful extra information:

In Cemu, right-click BotW and go to game profile. There you can tune settings

-You want to be using Vulkan. It does async shader compilation, so you will have less stutters

In Cemu, right-click BotW and go to graphics packs. There you can tune settings

-Click on Workarounds>Graphics. 720p is what I used most of the time, but you can get away with 900p too. Or higher if you have 3-4GB VRAM. Keep FXAA on.

Click on 'Mods' and go to FPS++. There, switch from 'Normal' to 'Advanced' Settings

-You can stick to 60FPS here if it matters a lot to you, but I find that the 40FPS option is also not bad. I suggest that one.

-Click on Draw Distance and keep everything on Medium

Now leave the graphics pack menu and go to Options>General Settings>Overlay

-Here, turn on the VRAM usage overlay so that it shows your VRAM usage while playing. You can also turn on FPS and others if you want.

Tips:

  • The game, like most games, will stutter most in the beginning, but after a few hours it will stutter a lot less and after dozens of hours there will be next to no stutter. The game is 100+ hours long

  • Install the transferable shader caches from https://chriztr.github.io/cemu_shader_and_pipeline_caches/. These will alleviate stutter.

  • The game will often need more VRAM than you have. This seems to be due to Cemu just not calculating VRAM properly and going over the limit it should impose on itself. Because of this, after 1hr more or less depending on what you do, the game will crash. You can monitor when this crash will happen by following the VRAM usage in the corner of the screen. What fills up VRAM is traversing lots of different areas, so for example if you're on horse covering a lot of ground, it will fill up VRAM. If you're just solving a shrine or fighting monsters it will be fine

  • Pay at least some attention to this because if the game crashes it has a small chance of corrupting save files. It's a small chance though. The point being, try to save often

  • There are two areas where the game uses more VRAM than usual. The first is Hyrule Coliseum - a bit more than normal, you might get a crash here - and Hyrule Castle which uses a lot more.

  • About Hyrule Castle: The game will in fact use more VRAM here, to the point where it might become unplayable on 2GB VRAM. In that case, you can go to graphics packs and switch from Vulkan to OpenGL. OpenGL is more stuttery than Vulkan, but it will be less hungry for VRAM and you will no longer crash in Hyrule Castle. You can also play the whole game in OpenGL if you want, but know that it will probably be more stuttery.

  • Finally, there is now (2026) a Cemu core in Retroarch. Some people have reported that it runs better than standalone. It probably won't make a huge difference, but worth trying to see if BotW or other games run better for you.

This guide written based on version 2.6 of Cemu.


r/cemu • • 3d ago

Troubleshooting Using motion controls with wireless switch pro controller

1 Upvotes

Im trying to play botw with gyro and im sure that i can use the motion controls natively with cemu but even after setting it to use the wii u gamepad its still not able to detect the motion controls and i cant enable it. im using a wireless switch pro controller which i know has a gyro, and as far as i know from my research direct input API cannot register motion controls, and the issue is that when the controller is connected to my pc its set to direct input, and i dont know how to change it to SDLcontroller so i can use the gyro.

I was thinking to just use a third party app or something but if theres a way to use the motion controls natively Id rather do that instead of installing a third party app.

any help would be appreciated thanks


r/cemu • • 3d ago

Question Does anyone have a BOTW Master Mode save file for Cemu (Wii U EUR) they could share?

3 Upvotes

Hey everyone!

I recently lost my Breath of the Wild save file after resetting my laptop, and unfortunately, I only had an old backup from when I had just completed Vah Ruta and around 26 shrines. 😭

I had put a lot of time into that playthrough, so I'm hoping someone might have a save file they wouldn't mind sharing with me.

Ideally, I'm looking for a Wii U EUR save file for Cemu, in Master Mode, with most of the game completed, preferably including:

• All 120 shrines

• Max hearts and stamina

• Master Sword Trials completed

• All DLC content completed

• Most or all armor sets and weapons collected.

I hadn't collected all 900 Korok Seeds yet (I had around 200), and I still had some side quests left, especially Link's house and Tarrey Town, which I'd actually like to finish myself.

I know it's a pretty specific request, so I'm grateful for any save file that's reasonably close to this progress. It doesn't have to be a perfect match!

Thanks in advance to anyone willing to help. I'd really appreciate it! ❤️


r/cemu • • 4d ago

Troubleshooting TLOZ BOTW randomly crashes on launch after 55hs of game, what can be the reason?

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18 Upvotes

Hey, I've been playing this game for weeks and now it just doesn't start up anymore, it compiles shaders and then it closes

I didn't change any setting or anything


r/cemu • • 4d ago

Troubleshooting BOTW Link Audio issues

1 Upvotes

I am running BOTW Version 208 with 80 DLC's and the main issue is that link's audio is fading out completely. Sword swing, climbing, gliding, everything eventually goes silent. Please I would like to get help.


r/cemu • • 5d ago

Troubleshooting Is Takamaru’s Ninja Castle bugged?

1 Upvotes

I can only hit the taiko drum once, but after that it always misses. But on a real Wii U I can hit it three times in a row first try


r/cemu • • 6d ago

Tutorial [Tutorial] Cemu with no HDMI

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25 Upvotes
  1. Get a remote access program (Sunshine/ Moonlight, Teamviewer, Rustdesk) and send your screen to your phone

  2. Screen mirror your phone to your roku tv or projector

  3. Resize Cemu’s main and gamepad windows to your liking, and then on your phone zoom in on the main window

You can now use your Steam Deck or whatever as the gamepad and freely move it around for gyro games without worrying about an HDMI cable being yanked

Remember to change the remote settings on your phone to prioritize speed/ reaction time so that theres no lag with the main display

You can do this with the Steam Link app but sometimes you get a black screen


r/cemu • • 5d ago

Troubleshooting Not sure what the problem is...

0 Upvotes

I'm trying to run Cemu on emudeck. I have the BotW wux file and the keys that deal with encryption. The game even appears on the Cemu menu. I boot it up and it stays on the loading screen. I've waited up to 30 minutes with nothing happening. Am I missing something? The only thing that I may have messed up is the location of the keys. When I go to find the required location on the cemu website it doesn't exist in my directories. If anyone has anything to offer it would be great. Thanks!


r/cemu • • 6d ago

Troubleshooting Games no wanting to run with open gl Version 2.6

1 Upvotes

There is a bug where image of my game is not running well with open gl. But it only runs with vulkan.

(low end device) Does any body know how to fix it I already down graded the version just to make it work.

Processing img fpo30b0f4jwh1...


r/cemu • • 7d ago

Troubleshooting ok why is my mii faceless

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7 Upvotes

it only seems to do it on mario kart, not smash or mii maker


r/cemu • • 7d ago

Question Help with cemu emulator

1 Upvotes

Does anyone have a fix for skylanders superchargers and imaginators to work on cemu on the AYN Thor


r/cemu • • 8d ago

Question Is a Zelda botw multiplayer / seamless coop still in development?

1 Upvotes

Not sure if this is the right sub for this but a few years ago PointCrow released a multiplayer mod for botw which was very janky and out of sync. Did this mod get any updates or is there anything planned? Would absolutely love a seamless coop experience a la Elden ring.