Wii U emulators: Difference between revisions

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{{Infobox computing device/Wii U}}
{{Stub}}
{{Stub}}
{{Infobox system
|title = Wii U
|logo = Wii U.png
|developer = [[:Nintendo]]
|type = [[:Category:Home consoles|Home video game console]]
|generation = [[:Category:Eighth-generation video game consoles|Eighth generation]]
|release = JP: December 8, 2012<br />
NA: November 18, 2012<br />
PAL: November 30, 2012
|discontinued = January 31, 2017
|predecessor = [[Wii emulators|Wii]]
|successor = [[Nintendo Switch emulators|Nintendo Switch]]
|emulated = {{✓}}
}}


{{for|emulators that run on the Wii U|Emulators on Wii U}}
{{for|emulators that run on the Wii U|Emulators on Wii U}}
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==Emulators==
==Emulators==
<div style="overflow-x:auto;width:100%">
{|class="wikitable" style="text-align:center;line-height:1.5;width:74%;font-size:90%;"
{|class="wikitable" style="text-align:center;line-height:1.5;width:74%;font-size:90%;"
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.<br/>See tables for <span style="font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;">[[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].</span><br/>For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.
|+Before editing, review the [[Getting involved]] and [[Recommended emulators|Recommended]] pages. See [[Computer_specifications#Recommended_Specifications|system requirements]] page for performance demand of the emulators.<br>See tables for <span style="font-weight: bold; color: #CC0000; border: 1px solid #CC0000; padding: 2px;">[[#Enhancements|enhancements]], [[#Hardware_features_and_peripherals|hardware features and peripherals]].</span><br>For more details such as [[licensing]], [[Source_code#Language_levels|programming language]], [[High_and_low-level_emulation|emulation method]], visit each emulator’s dedicated page.
! scope="col"|Name
!Name
! scope="col"|Platform(s)
!Platform(s)
! scope="col"|Latest version
!Latest version
! scope="col"|Compatibility
!Compatibility
! scope="col"|[[Licensing|License]]
![[Licensing|License]]
! scope="col"|Active
!Active
! scope="col"|[[Recommended emulators|Recommended]]
![[Recommended emulators|Recommended]]
|-
|-
! colspan="10"|x86
! colspan="7" |PC
|-
|-
| [[Cemu]]
| [[Cemu]]
| align=left|{{Icon|Windows|Linux|macOS}}
| align=left|{{Icon|Windows|macOS|Linux}}
| [https://nightly.link/cemu-project/Cemu/workflows/build_check/main <abbr title="Latest development build">Artifacts</abbr>]<br/>[https://cemu.info/index.html#download {{CemuVer}}]<br/>[https://flathub.org/apps/details/info.cemu.Cemu Flathub]
| [https://nightly.link/cemu-project/Cemu/workflows/build_check/main Artifacts]<br>[https://github.com/cemu-project/Cemu/releases {{CemuVer}}]<br>[https://flathub.org/apps/details/info.cemu.Cemu Flathub]
|{{Emulator compatibility|link=https://compat.cemu.info|452|788}} ||{{Green}} {{License|MPL2}} ({{License|Copyleft}}) ||{{}} ||{{}}
|{{Emulator compatibility|link=https://compat.cemu.info|456|793}} ||{{Green}} {{License|MPL2}} ({{License|Copyleft}}) ||{{Ya}} ||{{Ya}}
|-
|-
| [[Decaf]]
| [[Decaf]]
| align=left|{{Icon|Windows|Linux}}
| align=left|{{Icon|Windows|Linux}}
| [https://github.com/decaf-emu/decaf-emu git]
| [https://github.com/decaf-emu/decaf-emu git]
| ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) ||{{}} ||{{}}
| ||{{Green}} {{License|GPLv3}} ({{License|Copyleft}}) ||{{Na}} ||{{Na}}
|-
|-
| Kinnay
| Kinnay
| align=left|{{Icon|Linux}}
| align=left|{{Icon|Linux}}
| [https://github.com/kinnay/Wii-U-Firmware-Emulator git]
| [https://github.com/kinnay/Wii-U-Firmware-Emulator git]
| ||{{Green}} {{License|MIT}} ({{License|Permissive}}) ||{{}} ||{{}}
| ||{{Green}} {{License|MIT}} ({{License|Permissive}}) ||{{Na}} ||{{Na}}
|-
|-
! colspan="10"|ARM
|[[TailFin]]
| align="left" |{{Icon|macOS}}
|?
|?
|
|{{Ya}}
|{{Dunno}}
|-
|-
| [[Cemu]]
! colspan="7" |Mobile
| align=left|{{Icon|macOS}}
| [https://nightly.link/cemu-project/Cemu/workflows/build_check/main <abbr title="Latest development build">Artifacts</abbr>]<br/>[https://cemu.info/index.html#download {{CemuVer}}]<br/>
|{{Emulator compatibility|link=https://compat.cemu.info|452|788}} ||{{Green}} {{License|MPL2}} ({{License|Copyleft}}) ||{{✓}} ||{{✓}}
|-
|-
|[[Cemu#Android|Cemu]]
|[[Cemu#Android|Cemu]]
|align=left|{{Icon|Android}}
|align=left|{{Icon|Android}}
|[https://github.com/SSimco/Cemu/releases Beta v0.2]
|[https://github.com/SSimco/Cemu Beta v0.5]<br>[https://github.com/SapphireRhodonite/Cemu Dual-Screen fork]
|{{?}}
| ?||{{Green}} {{License|MPL2}} ({{License|Copyleft}})
|{{Green}} {{License|MPL2}} ({{License|Copyleft}})
|{{Ya}}
|{{}}
|{{~}}
|{{~}}
|-
|[https://melo.cafe/ MeloCafe]
|align=left|{{Icon|iOS|iPadOS}}
| [https://github.com/stossy11/MeloCafe/releases/ {{MeloCafeVer}}]
| ?
|
|{{Ya}}
|{{Dunno}}
|-
|[[TailFin]]
|align=left|{{Icon|iOS|iPadOS}}
| ?
| ?
|
|{{Ya}}
|{{Dunno}}
|}
|}
</div>
<references group="lower-alpha" />
<references group=N />
===Comparisons===
===Comparisons===
;[[Cemu]]:An initially closed-source Wii U emulator created in October 2015, regularly updated every 2 to 5 weeks. It can run a sizable number of games. As of 2022, Cemu is no longer in the experimental stage, it is now fully open-source, and a macOS port has been released. Also, [https://github.com/cemu-project/Cemu/pull/1287 there is a PR] which implements a Metal backend for macOS (It should bring better performance compared to Vulkan on macOS, as well as fix some issues that wouldn't be possible with Vulkan due to MoltenVK limitations)
;[[Cemu]]:An initially closed-source Wii U emulator created in October 2015, regularly updated every 2 to 5 weeks. It can run a sizable number of games. As of 2022, Cemu is no longer in the experimental stage, it is now fully open-source, and a macOS port has been released. Also, [https://github.com/cemu-project/Cemu/pull/1287 there is a PR] which implements a Metal backend for macOS (It should bring better performance compared to Vulkan on macOS, as well as fix some issues that wouldn't be possible with Vulkan due to MoltenVK limitations)
Line 79: Line 82:
|-
|-
| rowspan="5" |Controls
| rowspan="5" |Controls
|Disguise peripheral support through Passthrough<br /><small>Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected 'nearly the same internally' controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.</small>
|Disguise peripheral support through Passthrough<br><small>Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected 'nearly the same internally' controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.</small>
|{{?}}
|{{Dunno}}
|-
|-
|[[Input_lag|Input lag-mitigating technique]]
|[[Input_lag|Input lag mitigating]]
|{{}}
|{{Na}}
|-
|-
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector compatible]]
|[[Controllers#Mouse_Injectors_for_Emulators|Mouse injector]]
|{{}}
|{{Na}}
|-
|-
|Real peripheral support (Passthrough)<br /><small>Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.</small>
|Real peripheral support (Passthrough)<br><small>Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.</small>
|{{?}}[https://github.com/cemu-project/Cemu/issues/1541]
|{{Dunno}}[https://github.com/cemu-project/Cemu/issues/1541 *]
|-
|-
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]
|[https://docs.retroachievements.org/general/tutorials/turbo-button.html Turbo button]
|{{?}}
|{{Dunno}}
|-
|-
| rowspan="7" |Graphics
| rowspan="7" |Graphics
| [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering anti-aliasing]]<br /><small>(MSAA, SSAA)</small>
| [[Wikipedia:Category:Anti-aliasing_algorithms|Pre-rendering anti-aliasing]]<br><small>(MSAA, SSAA)</small>
| {{}}
| {{Na}}
|-
|-
| Ray tracing<br /><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>
| Ray tracing<br><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>
| <small>Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.<br />However, you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34388]</small>
| <small>Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.<br>However, you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using [https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34388 ReShade.]</small>
|-
|-
| [[Resolution|Resizable internal resolution]]
| [[Resolution|Resizable internal resolution]]
| {{}}
| {{Ya}}
|-
|-
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
| <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br />Besides, Cemu already supports some of RTX Remix features.<br />On top of that you can use ReShade for post-processing.</small>
| <small>Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br>Besides, Cemu already supports some of RTX Remix features.<br>On top of that you can use ReShade for post-processing.</small>
|-
|-
| Super-resolution techniques<br /><small>([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>
| Super-resolution techniques<br><small>([https://github.com/NVIDIA/DLSS/blob/main/doc/DLSS_Programming_Guide_Release.pdf DLSS], [https://github.com/intel/xess/?tab=readme-ov-file XeSS] and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 2+]])</small>
| <small>Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.<br />Besides any GPU that can use DLSS can run Cemu at 4K native anyway.</small>
| <small>Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.<br>Besides any GPU that can use DLSS can run Cemu at 4K native anyway.</small>
|-
|-
| [[Texture packs]]
| [[Texture packs]]
| {{}}
| {{Na}}
|-
|-
| [[Widescreen_hacks#Nintendo_Wii_U|Ultra-widescreen hack]]<br /><small>Widescreen already supported on Wii U system.<br />But there is no support by system for render games in other ratios such as 16:9, 21:9, or 32:9.</small>
| [[Widescreen_hacks#Nintendo_Wii_U|Ultra-widescreen hack]]<br><small>Widescreen already supported on Wii U system.<br>But there is no support by system for render games in other ratios such as 16:9, 21:9, or 32:9.</small>
| {{}}
| {{Ya}}
|-
|-
| rowspan="5" |Performance
| rowspan="5" |Performance
| [https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br /><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-G], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG] and [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF])</small>
|[https://blurbusters.com/frame-generation-essentials-interpolation-extrapolation-and-reprojection/ Frame generation technologies]<br><small>([https://store.steampowered.com/app/993090/Lossless_Scaling/ LSFG], [https://github.com/NVIDIAGameWorks/Streamline/blob/main/docs/ProgrammingGuideDLSS_G.md DLSS-FG] and [https://nvidia.custhelp.com/app/answers/detail/a_id/5621/~/enabling-smooth-motion-in-nvidia-app SM], [https://www.techpowerup.com/316835/extrass-framework-paper-details-intels-take-on-frame-generation XeSS-FG], [https://community.amd.com/t5/gaming/amd-fluid-motion-frames-is-out-now-on-amd-radeon-rx-7000-series/ba-p/634372 AFMF] and [https://gpuopen.com/fidelityfx-super-resolution-3/#:~:text=Features-,Frame%20Generation,-Insert%20interpolated%20frames FSR FG])</small>
| <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique used, it is recommended to use '''after applying the "Internal Framerate Hack"'''.<br />While '''{{YouTubeVideo|0PQjAJNhNxU|AFMF}}''' or '''{{YouTubeVideo|t5DdQ5Q6s3E|LSFG}}''' can be used with Cemu, please be aware some visual glitches and artifacts may occur at this time.
| <small>Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as [[Wikipedia:Motion_interpolation|motion interpolation]] is quite possible. [[Input_lag|Input latency]] will be a crucial factor, but its impact likely varies depending on the specific technique used, it is recommended to use '''after applying the "Internal Framerate Hack"'''.<br>While '''{{YouTubeVideo|0PQjAJNhNxU|AFMF}}''' or '''{{YouTubeVideo|t5DdQ5Q6s3E|LSFG}}''' can be used with Cemu, please be aware some visual glitches and artifacts may occur at this time.
|-
|-
| [[30/60_FPS_cheat_codes#Wii_U|Internal frame rate hack]]
| [[30/60_FPS_cheat_codes#Wii_U|Internal frame rate hack]]
| {{}}
| {{Ya}}
|-
|-
| [[Overclocking|Overclock]]
| [[Overclocking|Overclock]]
| {{}}
| {{Na}}
|-
|-
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br/><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br/>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>
| Preload [[Wikipedia:Template:Disk_images|optical disc image]] to RAM<br><small>For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement '''might''' offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.<br>Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.</small>
| {{}}
| {{Na}}
|-
|-
| Rendering latency reduction technologies<br/><small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])
| Rendering latency reduction technologies<br><small>([https://github.com/ishitatsuyuki/LatencyFleX LatencyFleX], [https://developer.nvidia.com/performance-rendering-tools/reflex Reflex], {{YouTubeVideo|B4rBI5G1nNY|Xe-LL}} and [https://www.amd.com/en/products/software/adrenalin/radeon-software-anti-lag.html Anti-Lag'''+'''])
| <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefits to justify the development effort.</small>
| <small>While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is '''likely''' doesn't offer enough benefits to justify the development effort.</small>
|-
|-
| rowspan="6" |Post-processing
| rowspan="6" |Post-processing
|[[Shaders_and_filters#AI-powered filters|AI-powered filter compatible]]<br /><small>([https://www.nvidia.com/en-us/geforce/news/gfecnt/nvidia-freestyle-ansel-enhancements-geforce-experience-article/ Freestyle])</small>
|{{Enhancements/Post-processing/AI-powered filter compatible}}
| {{?}}
| {{Dunno}}
|-
|-
| [[Shaders_and_filters|Filters]]
| {{Enhancements/Post-processing/Filters}}
| {{}}[https://github.com/cemu-project/Cemu/issues/1032]
| {{Na}}[https://github.com/cemu-project/Cemu/issues/1032 *]
|-
|-
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
|[[High_dynamic_range#Inverse_tone_mapping|Inverse tone mapping compatible]]
| {{?}}
| {{Dunno}}
|-
|-
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]<br /><small>(FXAA, TXAA and MLAA/SMAA)</small>
| [[Wikipedia:Category:Anti-aliasing_algorithms|Post-rendering anti-aliasing]]<br><small>(FXAA, TXAA and MLAA/SMAA)</small>
| {{~}}<ref group="N2">Possible if game has [https://github.com/cemu-project/cemu_graphic_packs/releases GraphicPacks] for post-rendering AA.</ref>
| {{~}}<ref group="lower-alpha">Possible if game has [https://github.com/cemu-project/cemu_graphic_packs/releases GraphicPacks] for post-rendering AA.</ref>
|-
|-
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br/><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
| [[Wikipedia:Comparison_gallery_of_image_scaling_algorithms|Post-rendering scaling]]<br><small>(Sharp bilinear, Lanczos and [[Wikipedia:GPUOpen#FidelityFX_Super_Resolution|FSR 1]])</small>
| {{}}
| {{Ya}}
|-
|-
| [[Shader_Presets|Shader chain]]
| {{Enhancements/Post-processing/Shader chain}}
| {{}}
| {{Na}}
|-
|-
| rowspan="14" |Quality of life
| rowspan="14" |Quality of life
|Automatic emulated controller connect/disconnect<br/><small>Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.</small>
|Automatic emulated controller connect/disconnect<br><small>Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.</small>
|{{n}}
|{{Na}}
|-
|-
|Automatic updater
|Automatic updater
| {{}}
| {{Ya}}
|-
|-
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]
| [[Frontends#Graphical_User_Interfaces_.28GUIs.29|Big Picture Mode]]
| {{}}
| {{Na}}
|-
|-
| Built-in [[Cheats_and_patches|cheat manager]]
| Built-in [[Cheats_and_patches|cheat manager]]
| {{~}}<ref group="N2">Use the [https://old.reddit.com/r/cemu/comments/111vt8e/cheating_on_cemu_how_do_you_do_it/ graphics pack options to enable cheats] in Cemu. Right-click on your game>select graphic packs, you will get many other options there.</ref>
| {{~}}<ref group="lower-alpha">Use the [https://old.reddit.com/r/cemu/comments/111vt8e/cheating_on_cemu_how_do_you_do_it/ graphics pack options to enable cheats] in Cemu. Right-click on your game, select graphic packs, you will get many other options there.</ref>
|-
|-
| Built-in [https://forum.arcadecontrols.com/index.php/topic,106405 custom resolution/CRTSwitchRes]<br /><small>For using this on Windows OS you need [https://geedorah.com/eiusdemmodi/forum/viewtopic.php?pid=1009#p1009 CRT Emudriver].<br />Another option is using EDID editor tool such as "Custom Resolution Utility".</small>
| {{Enhancements/Quality of life/Built-in custom resolution}}
| N/A<br /><small>Eighth gen home consoles and beyond only have digital video output anyway.</small>
| N/A<br><small>Eighth gen home consoles and beyond only have digital video output anyway.</small>
|-
|-
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]
| Built-in [[Mods,_hacks_and_fan-translations#Built-in mod editor and manager for emulators|mod editor and manager]]
| {{}}
| {{Na}}
|-
|-
| Built-in [[Cheats_and_patches|patch manager]]
| Built-in [[Cheats_and_patches|patch manager]]
| {{?}}
| {{Dunno}}
|-
|-
|[[Save_converters|Built-in save manager]]
|[[Save_converters|Built-in save manager]]
| {{}}
| {{Ya}}
|-
|-
| Command line options
| Command-line options
| {{}}[https://old.reddit.com/r/cemu/comments/j7oxnr/about_command_lines_arguments/ *]
| {{Ya}}[https://old.reddit.com/r/cemu/comments/j7oxnr/about_command_lines_arguments/ *]
|-
|-
| Pause/resume emulation
| Pause/Resume emulation
| {{}}[https://bugs.cemu.info/issues/38 *]
| {{Na}}[https://bugs.cemu.info/issues/38 *]
|-
|-
| Per-game profiles
| Per-game profiles
| {{}}[https://wiki.cemu.info/wiki/Tutorial:Game_Profiles *]
| {{Ya}}[https://wiki.cemu.info/wiki/Tutorial:Game_Profiles *]
|-
|-
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth Stealth]<br /><small>Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.</small>
|[https://www.portablefreeware.com/faq.php#portable Portable] and [https://www.portablefreeware.com/faq.php#stealth stealth]<br><small>Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary [[Computer_specifications#Operating_System|prerequisites and dependencies]] for your operating system if it is not statically linked.</small>
| {{}}
| {{Ya}}
|-
|-
| [[Save_disk_space_for_ISOs#Wii_U|Streamable compression format]]
| [[Save_disk_space_for_ISOs#Wii_U|Streamable compression format]]
| {{}}
| {{Ya}}
|-
|-
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]
| [[Wikipedia:Variable_refresh_rate|Variable refresh rate compatible]]
| {{}}[https://www.reddit.com/r/cemu/comments/143aa3z/how_to_run_cemu_with_hdr_vrr/ *]
| {{Ya}}[https://www.reddit.com/r/cemu/comments/143aa3z/how_to_run_cemu_with_hdr_vrr/ *]
|-
|-
| rowspan="5" |[https://tasvideos.org/Emulatorresources/Features TAS features]
| rowspan="5" |[https://tasvideos.org/Emulatorresources/Features TAS features]
| Fast-forward/Turbo speed
| Fast forward/Turbo speed
| {{}}[https://old.reddit.com/r/cemu/comments/10729u0/hotkeys_for_game_speed/ *]
| {{Na}}[https://old.reddit.com/r/cemu/comments/10729u0/hotkeys_for_game_speed/ *]
|-
|-
| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]
| [[Wikipedia:Macro_(computer_science)|Macros/Scripts]]/[https://tasvideos.org/LuaScripting Lua]
| {{}}[https://bugs.cemu.info/issues/369 *]
| {{Na}}[https://bugs.cemu.info/issues/369 *]
|-
|-
| [https://tasvideos.org/Movies Movie recording/playback]
| [https://tasvideos.org/Movies Movie recording/playback]
| {{}}[https://tasvideos.org/Forum/Topics/15210?CurrentPage=2&Highlight=440709#440709 *]
| {{Na}}[https://tasvideos.org/Forum/Topics/15210?CurrentPage=2&Highlight=440709#440709 *]
|-
|-
| Rewind
| Rewind
| {{}}
| {{Na}}
|-
|-
| Save states
| Save states
| {{}}[https://github.com/cemu-project/Cemu/pull/953][https://github.com/cemu-project/Cemu/issues/898]
| {{Na}}[https://github.com/cemu-project/Cemu/pull/953 *][https://github.com/cemu-project/Cemu/issues/898 *]
|-
|-
| rowspan="5" | Misc
| rowspan="8" |Misc.
| AI service<br /><small>With the help of <abbr title="optical character recognition">OCR</abbr> and other techniques, the AI service can provide a live translation of a game, or text-to-speech capabilities for the visually impaired among other things, either on demand or automatically.</small>
|[[Sound and audio#Ambient_sounds_simulation|Ambient sounds simulation]]<br><small>Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.</small>
| Exclusive to [https://docs.libretro.com/guides/ai-service/ libretro cores] at the moment. So there is no support.
|{{Na}}
|-
|-
| [[Wikipedia:Category:Debugging|Debug features]]
| [[Wikipedia:Category:Debugging|Debug features]]
Line 220: Line 223:
|  Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores]. So there is no support.
|  Exclusive to [https://www.emuvr.net/wiki/Installation_Guide#Downloads libretro cores]. So there is no support.
|-
|-
| Free Look<br/><small>Free Look is an enhancement feature that allows manipulation of the in-game camera.</small>
|{{Enhancements/Misc./File browser}}||{{Na}}
| {{~}}<ref group=N2>Have to be done on a per game basis as the Cemu didn't have a "Camera" feature like the Dolphin emulator at the moment, so look for game mods like [https://github.com/etra0/botw-freecam botw-freecam]. Also, there is a [https://bugs.cemu.info/issues/111 feature request: free cam for Cemu].</ref>
|-
| Free Look<br><small>Free Look is an enhancement feature that allows manipulation of the in-game camera.</small>
| {{~}}<ref group="lower-alpha">Have to be done on a per-game basis as the Cemu didn't have a "Camera" feature like the Dolphin emulator at the moment, so look for game mods like [https://github.com/etra0/botw-freecam botw-freecam]. Also, there is a [https://bugs.cemu.info/issues/111 feature request: free cam for Cemu].</ref>
|-
|-
| [[RetroAchievements]]
| [[RetroAchievements]]
| {{}}
| {{Na}}
|-
|Rich Presence (RPC)<br><small>Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.</small>
| {{Dunno}}
|-
|Screen translator<br><small>Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.</small>
|You can use [https://docs.libretro.com/guides/ai-service/ RetroArch's AI Service] or the standalone offline [https://github.com/bquenin/interpreter bquenin's Interpreter].
|}
|}
<references group=N2/>
<references group="lower-alpha"/>


==Hardware features and peripherals==
==Hardware features and peripherals==
Line 234: Line 245:
! Cemu
! Cemu
|-
|-
| rowspan="10" |Gamepad features
| rowspan="21" |Hardware features
| colspan="3" |Camera
| rowspan="6" |Connectivity
|{{Na}}<ref group="lower-alpha">[https://github.com/cemu-project/Cemu/pull/1517]</ref>
| colspan="2" |3DS connectivity||{{Na}}
|-
|-
| rowspan="3" |[[#DS mode|Dual-screen mode]]
| colspan="2" |Bluetooth||{{Dunno}}
| colspan="2" |Fullscreen multi-monitor
|-
| colspan="2" |Ethernet<br>[[#LAN Tunneling|LAN tunneling]]
|{{Dunno}}
|{{Dunno}}
|-
|-
| colspan="2" |Peer-to-peer<br/><small>Used to connect two separate systems to each other. (Example: Steam Deck as the GamePad).</small>
| colspan="2" |[[Nintendo Network]]
|{{Na}}
|{{Ya}}
|-
| colspan="2" |[[Preservation_projects#Private_Platform_Servers|SpotPass]]
|{{Dunno}}
|-
|-
| colspan="2" |Separate windows
| colspan="2" |Wi-Fi
|{{Ya}}
|{{Dunno}}
|-
|-
| colspan="3" |Infrared
| rowspan="10" |GamePad
|{{Na}}
| colspan="2" |Camera||{{Na}}[https://github.com/cemu-project/Cemu/pull/1517 *]
|-
|-
| colspan="3" |[[List_of_games_that_support_microphone|Microphone]]
| rowspan="3" |[[#DS mode|Dual-screen mode]]
|{{Ya}}
|Fullscreen multi-monitor||{{Dunno}}
|-
|-
| colspan="3" |[[List_of_games_that_support_tracked_motion_controllers#Wii_U_Emulation|Motion sensor]]
|Peer-to-peer<br><small>Used to connect two separate systems to each other. (Example: Steam Deck as the GamePad).</small>||{{Na}}
|{{~}}
|-
|-
| colspan="3" |NFC
|Separate windows||{{Ya}}
|{{~}}<ref group="lower-alpha">Cemu allows loading NFC tag from a file, but it is impossible to scan NFC tag in real-time via NFC reader.</ref>
|-
|-
| colspan="3" |[[List_of_games_that_support_controller_speaker#Nintendo_Wii_U_Emulation|Speakers]]
| colspan="2" |Infrared||{{Na}}
|{{Ya}}
|-
|-
| colspan="3" |[[List_of_games_that_support_touchscreen#Wii_U_Emulation|Touchscreen]]
| colspan="2" |[[List_of_games_that_support_microphone|Microphone]]||{{Ya}}
|{{Ya}}<ref group="lower-alpha">[https://cemu.info/faq.html See 'How can I see the GamePad screen?' for more information.]</ref>
|-
|-
| rowspan="9" |Hardware features
| colspan="2" |[[List_of_console_games_that_support_motion_controls#Wii_U_Emulation|Motion sensor]]||{{~}}
| rowspan="4" |Networking
| colspan="2" |Ethernet<br/>[[#LAN Tunneling|LAN tunneling]]
|{{Dunno}}
|-
|-
| colspan="2" |[[Nintendo Network]]
| colspan="2" |NFC||{{~}}<ref group="lower-alpha">Cemu allows loading NFC tag from a file, but it is impossible to scan NFC tag in real-time via NFC reader.</ref>
|{{Ya}}
|-
|-
| colspan="2" |[[Preservation_projects#Private_Platform_Servers|SpotPass]]
| colspan="2" |[[List_of_games_that_support_controller_speaker#Nintendo_Wii_U_Emulation|Speakers]]||{{Ya}}
|{{Dunno}}
|-
|-
| colspan="2" |Wi-Fi
| colspan="2" |[[List_of_games_that_support_touchscreen#Wii_U_Emulation|Touchscreen]]||{{Ya}}<ref group="lower-alpha">[https://cemu.info/faq.html See 'How can I see the GamePad screen?' for more information.]</ref>
|{{Dunno}}
|-
|-
| colspan="3" |SD card
| colspan="3" |SD card
Line 284: Line 289:
|-
|-
| colspan="3" |[[Virtual Console]]
| colspan="3" |[[Virtual Console]]
|{{Ya}}<ref group="lower-alpha">[https://wiki.cemu.info/wiki/Virtual_Console]</ref>
|{{Ya}}[https://wiki.cemu.info/wiki/Virtual_Console *]
|-
|-
| colspan="3" |[[#Wii_Mode|Wii Mode / vWii]]
| colspan="3" |[[#Wii_Mode|Wii Mode / vWii]]
|{{Na}}
|{{Na}}
|-
|-
| colspan="3" |[[Wikipedia:Wii_U_system_software#Wii_U_Menu|Wii U Menu]]
| colspan="3" |[[System BIOS emulation|Wii U Menu]]
|{{~}}<ref group="lower-alpha">[https://wiki.cemu.info/wiki/Wii_U_Menu]</ref>
|{{~}}[https://wiki.cemu.info/wiki/Wii_U_Menu *]
|-
| colspan="3" |[[#Wii U Optical Disc|Wii U Optical Disc]]
|{{Na}}
|-
|-
| rowspan="20" |Peripherals
| colspan="3" |[[Disc Drive emulation|Wii U Optical Disc]]
| colspan="3" |3DS connectivity
|{{Na}}
|{{Na}}
|-
|-
| rowspan="22" |Peripherals
| colspan="3" | [https://nintendo.fandom.com/wiki/Fit_Meter Fit Meter] connectivity
| colspan="3" | [https://nintendo.fandom.com/wiki/Fit_Meter Fit Meter] connectivity
| {{Na}}
| {{Na}}
Line 321: Line 323:
|{{Ya}}
|{{Ya}}
|-
|-
| rowspan="3" |USB
| rowspan="5" |USB
| colspan="2" |GameCube controller adapter
| colspan="2" |GameCube controller adapter<br><small>Through the use of a USB hub and two adapters, up to 8 GameCube controllers can be used.</small>
|{{Na}}
|{{Na}}[https://github.com/cemu-project/Cemu/issues/591 *]
|-
|-
| colspan="2" |[[List_of_games_with_keyboard_and_mouse_support#Wii_U|Keyboard]]
| colspan="2" |[[List_of_games_with_keyboard_and_mouse_support#Wii_U|Keyboard]]
|{{Ya}}
|{{Ya}}
|-
| colspan="2" |Mass storage device||{{Na}}
|-
|-
| colspan="2" |[[List_of_games_that_support_microphone|Microphone]] (wired & wireless)
| colspan="2" |[[List_of_games_that_support_microphone|Microphone]] (wired & wireless)
|{{Na}}
|{{Na}}
|-
|-
| rowspan="9" |Wii peripherals
| colspan="2" |''Taiko no Tatsujin'' Drum Controller
| colspan="2" |Classic Controller (Pro)
|{{Dunno}}
|{{Ya}}
|-
| colspan="2" |Nunchuk
|{{Ya}}
|-
|-
| rowspan="10" |Wii peripherals
| colspan="2" |Wii Balance Board
| colspan="2" |Wii Balance Board
|{{Na}}
|{{Na}}
|-
|-
| rowspan="5" |Wii Remote
| rowspan="9" |Wii Remote
|Accelerometer
|Accelerometer
| {{Na}}
| {{Na}}
|-
|-
|Basic support
|Basic support
|{{~}}<ref group="lower-alpha">Only works when upright, but not sideways.</ref>
|{{~}}<ref group="lower-alpha">Only works when facing vertical, but not horizontal.</ref>
|-
|Battery
|{{Dunno}}
|-
|Classic Controller (Pro)||{{Ya}}
|-
|-
|Built-in speaker
|IR sensor
|{{Na}}
|{{Na}}
|-
|-
|IR sensor
|Mono speaker
|{{Na}}
|{{Na}}
|-
|Nunchuk||{{Ya}}
|-
|-
|Rumble
|Rumble
|{{Dunno}}
|{{Dunno}}
|-
|-
| colspan="2" |Wii MotionPlus
|Wii MotionPlus||{{Ya}}
|{{Ya}}
|-
|-
| rowspan="2" |Misc.
| rowspan="2" |Misc.
|
| colspan="3" |System lights
|
|{{Na}}
|
|
|-
|-
|
|
Line 376: Line 381:
Currently, SSimco's Cemu Android port doesn't do any optimization for DS mode, and certainly doesn't support sensors. Cemu's Dual Screen is just two separate windows with no more advanced settings.
Currently, SSimco's Cemu Android port doesn't do any optimization for DS mode, and certainly doesn't support sensors. Cemu's Dual Screen is just two separate windows with no more advanced settings.


What is DS mode, exactly? TV is the top screen, and Gamepad is the bottom screen. So they're basically dual screen. (example: https://www.nintendoworldreport.com/media/30499/1/28.png)
What is DS mode, exactly? TV is the top screen, and Gamepad is the bottom screen. So they're basically dual-screen. (example: https://www.nintendoworldreport.com/media/30499/1/28.png)


*Swap Screen
*Swap Screen
Line 402: Line 407:
The Wii U is compatible with all Wii games and Wii accessories such as the Wii Remote (Plus), Wii Nunchuk, and the Wii Balance Board. It is possible to migrate most downloaded software and save files from a Wii to a Wii U.
The Wii U is compatible with all Wii games and Wii accessories such as the Wii Remote (Plus), Wii Nunchuk, and the Wii Balance Board. It is possible to migrate most downloaded software and save files from a Wii to a Wii U.


Also, it supports [[Wii_emulators#Hardware_Features|Wii games that allow you to connect to the DS]] if you're going to play them on the WiiU.<ref>[https://old.reddit.com/r/wiiu/comments/244gqn/can_i_connect_an_original_ds_to_the_wiiu_when_its/ Can I connect an original DS to the WiiU when it is in Wii mode?]</ref>
Also, it supports [[Wii_emulators#Hardware_Features|Wii games that allow you to connect to the DS]] if you're going to play them on the Wii U.<ref>[https://old.reddit.com/r/wiiu/comments/244gqn/can_i_connect_an_original_ds_to_the_wiiu_when_its/ Can I connect an original DS to the WiiU when it is in Wii mode?]</ref>


The Wii U is not compatible with GameCube discs or accessories, although a homebrew application for Wii Mode exists that enables GameCube hardware and GameCube controller support. A USB GameCube controller adapter with four ports was released exclusively for use with Super Smash Bros. for Wii U and doesn't support any other Wii or Wii U games.<ref>[[Wikipedia:Wii U#Backward compatibility|Wikipedia: Wii U's Backward compatibility]]</ref>
The Wii U is not compatible with GameCube discs or accessories, although a homebrew application for Wii Mode exists that enables GameCube hardware and GameCube controller support. A USB GameCube controller adapter with four ports was released exclusively for use with Super Smash Bros. for Wii U and doesn't support any other Wii or Wii U games.<ref>[[Wikipedia:Wii U#Backward compatibility|Wikipedia: Wii U's Backward compatibility]]</ref>
Line 412: Line 417:
Cemu placeholder text
Cemu placeholder text
*See [[Netplay#LAN tunneling programs]] for more information about other LAN tunneling solutions.
*See [[Netplay#LAN tunneling programs]] for more information about other LAN tunneling solutions.
====Wii U Optical Disc====
The Wii U Optical Disc (WUP-006) is the retail physical game medium for the Wii U, with a capacity of 25 GB. There is no 50 GB dual layer version. The Wii U system software is backwards compatible with Wii Optical Discs, but not with GameCube game discs. The Wii U Optical Discs differ in appearance from most other optical discs in that they have soft, rounded edges.
Nintendo president Satoru Iwata stated, "Wii U doesn't have DVD or Blu-ray playback capabilities. The reason for that is that we feel that enough people already have devices that are capable of playing DVDs and Blu-ray, such that it didn't warrant the cost involved to build that functionality into the Wii U console because of the patents related to those technologies." Like with the GameCube and Wii optical discs, it was chosen by Nintendo to prevent copyright infringement of games, to reduce cost by avoiding licensing fees to the Blu-ray Disc Association (BDA), and to reduce loading times. This also prevents the console from being modified into a DVD or Blu-ray movie player.[https://en.wikipedia.org/wiki/Nintendo_optical_discs#Wii_U_Optical_Disc]
*Cemu has no support for Wii U discs, PC optical drives can't read Wii U discs anyway.
*See [[Home_media_players#Emulators|this dedicated page]] for more information about home media playback support for emulation software.
*See [[Ripping games]].
*See [https://emulation.gametechwiki.com/index.php/Copy_protection#:~:text=Emulation%20of%20the%20Disc%20Drive "Emulation of the Disc Drive" section] in [[Copy protection]] page.


==Cemu: PC to Mobile and Mobile to PC==
==Cemu: PC to Mobile and Mobile to PC==
Line 442: Line 437:


[[Category:Wii U| ]]
[[Category:Wii U| ]]
{{#seo:
|keywords=video games,emulation,emulator,emu,wiki,download,recommended,guide,list,nintendo,wii,u,wiiu,cemu
|description=Information and recommendations for the best {{PAGENAME}} and where to download them.
|published_time={{#time:c|{{REVISIONTIMESTAMP}}}}
}}

Latest revision as of 23:30, 15 September 2026

Wii U
A Wii U (right) and Wii U GamePad
Developer Nintendo IRD, NTD
Manufacturer Nintendo, Foxconn, Mitsumi
Type Home video game console
Generation Eighth
Release date NA: November 18, 2012
PAL: November 30, 2012
JP: December 8, 2012
Discontinued WW: January 31, 2017
Predecessor Wii
Successor Nintendo Switch
Emulated
For emulators that run on the Wii U, see Emulators on Wii U.

The Wii U is an eighth-generation console released by Nintendo on November 18, 2012, at $349.99 ($491 in 2026). It has a 3-core IBM PowerPC CPU at 1.24 GHz with 2 GB of RAM and an AMD Radeon GPU at 550 MHz. It is the first console by Nintendo to output high-definition (HD) resolutions, such as 720p and 1080p. It includes a tablet-like controller, known as the Wii U GamePad, to provide certain additional gameplay. Notably, it can play all Wii games as well as support the Wii Remote controllers for native Wii U games.

Emulating Wii U disc games require converting the WUX files to WUD, and obtaining ROM keys.

Emulators

[edit | edit source]
Before editing, review the Getting involved and Recommended pages. See system requirements page for performance demand of the emulators.
See tables for enhancements, hardware features and peripherals.
For more details such as licensing, programming language, emulation method, visit each emulator’s dedicated page.
Name Platform(s) Latest version Compatibility License Active Recommended
PC
Cemu Windows macOS Linux Artifacts
2.6
Flathub
57.5%
456 out of 793 reported titles
MPL 2.0 (Copyleft)
Decaf Windows Linux git GPLv3 (Copyleft)
Kinnay Linux git MIT (Permissive)
TailFin macOS ? ? ?
Mobile
Cemu Android Beta v0.5
Dual-Screen fork
? MPL 2.0 (Copyleft) ~
MeloCafe iOS iPadOS 1.0 ? ?
TailFin iOS iPadOS ? ? ?

Comparisons

[edit | edit source]
Cemu
An initially closed-source Wii U emulator created in October 2015, regularly updated every 2 to 5 weeks. It can run a sizable number of games. As of 2022, Cemu is no longer in the experimental stage, it is now fully open-source, and a macOS port has been released. Also, there is a PR which implements a Metal backend for macOS (It should bring better performance compared to Vulkan on macOS, as well as fix some issues that wouldn't be possible with Vulkan due to MoltenVK limitations)
Decaf
Can boot some commercial games. It is developed sporadically.
Kinnay
Emulates the Wii U processors and hardware at the lowest level. It is able to emulate all the way through boot1, IOSU, and Cafe OS up to the Wii U menu. Written by the leading Decaf developers, exjam and kinnay.

Enhancements

[edit | edit source]
Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
Name Cemu
Controls Disguise peripheral support through Passthrough
Tricking the software into think that the original controller was connected even those identify themselves with different device IDs. When a game tries to identify a connected 'nearly the same internally' controller, emulator will tell it that the equivalent original controller is connected instead, allowing it to work.
?
Input lag mitigating
Mouse injector
Real peripheral support (Passthrough)
Ability to passthrough USB HID devices or Bluetooth adapter for emulated system.
?*
Turbo button ?
Graphics Pre-rendering anti-aliasing
(MSAA, SSAA)
Ray tracing
(DXR, VRT and MRT)
Implementing ray tracing in an emulator is unfortunately quite challenging and unlikely to be possible soon.
However, you can try "Screen-Space Ray Traced Global Illumination" shader using ReShade.
Resizable internal resolution
RTX Remix Implementing RTX Remix technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.
Besides, Cemu already supports some of RTX Remix features.
On top of that you can use ReShade for post-processing.
Super-resolution techniques
(DLSS, XeSS and FSR 2+)
Requires access to the depth buffer and temporal data like motion-vectors so it is quite challenging and unlikely to be possible soon.
Besides any GPU that can use DLSS can run Cemu at 4K native anyway.
Texture packs
Ultra-widescreen hack
Widescreen already supported on Wii U system.
But there is no support by system for render games in other ratios such as 16:9, 21:9, or 32:9.
Performance Frame generation technologies
(LSFG, DLSS-FG and SM, XeSS-FG, AFMF and FSR FG)
Implementing frame generation technology in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future, however post-processing techniques such as motion interpolation is quite possible. Input latency will be a crucial factor, but its impact likely varies depending on the specific technique used, it is recommended to use after applying the "Internal Framerate Hack".
While AFMF or LSFG can be used with Cemu, please be aware some visual glitches and artifacts may occur at this time.
Internal frame rate hack
Overclock
Preload optical disc image to RAM
For users with sluggish multi-platter HDDs or plagued by horrible seek times, this enhancement might offer smoother experience, potentially reduced power consumption; it also shines when disc images reside on a network drive.
Although keep in mind that preloading image would take some time, and it will require additional amount of RAM capacity.
Rendering latency reduction technologies
(LatencyFleX, Reflex, Xe-LL and Anti-Lag+)
While most emulators offer frame pacing or framebuffer latency control options, implementing rendering latency reduction technologies isn't currently feasible. This is likely doesn't offer enough benefits to justify the development effort.
Post-processing AI-powered filter
(Freestyle)
?
Filters *
Inverse tone mapping compatible ?
Post-rendering anti-aliasing
(FXAA, TXAA and MLAA/SMAA)
~[lower-alpha 1]
Post-rendering scaling
(Sharp bilinear, Lanczos and FSR 1)
Shader chain
Quality of life Automatic emulated controller connect/disconnect
Automatically connects or disconnects emulated controllers when a new or current controller is connected or disconnected.
Automatic updater
Big Picture Mode
Built-in cheat manager ~[lower-alpha 2]
Built-in custom resolution/CRTSwitchRes
For using this on Windows, you need CRT Emudriver.
Another option is using EDID editor tool such as "Custom Resolution Utility".
N/A
Eighth gen home consoles and beyond only have digital video output anyway.
Built-in mod editor and manager
Built-in patch manager ?
Built-in save manager
Command-line options *
Pause/Resume emulation *
Per-game profiles *
Portable and stealth
Useful enhancement feature for non-personal computer use or plug-and-play scenarios. However, the software may still require the necessary prerequisites and dependencies for your operating system if it is not statically linked.
Streamable compression format
Variable refresh rate compatible *
TAS features Fast forward/Turbo speed *
Macros/Scripts/Lua *
Movie recording/playback *
Rewind
Save states **
Misc. Ambient sounds simulation
Simulation of audio from original hardware and environments, such as mechanical hard drive, floppy diskette, and optical drive noises (e.g., head seeks, spin-up/down, tray loading, disc spinning, and clicking), variable CRT flyback transformer whine (the classic high-pitched "coil whine" that dynamically changes pitch based on screen brightness and content), arcade cabinet effects (e.g., fan hum or button rattles), and other background ambient noises.
Debug features ~*
EmuVR support Exclusive to libretro cores. So there is no support.
File browser
Lets the user look at the ROM's internal files.
Free Look
Free Look is an enhancement feature that allows manipulation of the in-game camera.
~[lower-alpha 3]
RetroAchievements
Rich Presence (RPC)
Allows the emulator to share real-time game session details (e.g., current game title, level, boss, playtime, or custom status) with external applications. This enables features such as displaying what you're playing on your profile, inviting friends to spectate, or triggering join-in-progress functionality where supported.
?
Screen translator
Using optical character recognition (OCR) and other techniques, this feature can provide live translation of in-game text, text-to-speech for visually impaired users, and more — either on demand or automatically.
You can use RetroArch's AI Service or the standalone offline bquenin's Interpreter.
  1. Possible if game has GraphicPacks for post-rendering AA.
  2. Use the graphics pack options to enable cheats in Cemu. Right-click on your game, select graphic packs, you will get many other options there.
  3. Have to be done on a per-game basis as the Cemu didn't have a "Camera" feature like the Dolphin emulator at the moment, so look for game mods like botw-freecam. Also, there is a feature request: free cam for Cemu.

Hardware features and peripherals

[edit | edit source]
Please only include recommended emulators in this table. Do not bump or spam GitHub threads, issues, or feature request pages.
Name Cemu
Hardware features Connectivity 3DS connectivity
Bluetooth ?
Ethernet
LAN tunneling
?
Nintendo Network
SpotPass ?
Wi-Fi ?
GamePad Camera *
Dual-screen mode Fullscreen multi-monitor ?
Peer-to-peer
Used to connect two separate systems to each other. (Example: Steam Deck as the GamePad).
Separate windows
Infrared
Microphone
Motion sensor ~
NFC ~[lower-alpha 1]
Speakers
Touchscreen [lower-alpha 2]
SD card ?
Virtual Console *
Wii Mode / vWii
Wii U Menu ~*
Wii U Optical Disc
Peripherals Fit Meter connectivity
Pro Controller
Toys-to-life Amiibo ~
Disney Infinity Base
LEGO Dimensions Toy Pad
Rider Gate Portal (Kamen Rider Summonride)
Skylanders Portal of Power
USB GameCube controller adapter
Through the use of a USB hub and two adapters, up to 8 GameCube controllers can be used.
*
Keyboard
Mass storage device
Microphone (wired & wireless)
Taiko no Tatsujin Drum Controller ?
Wii peripherals Wii Balance Board
Wii Remote Accelerometer
Basic support ~[lower-alpha 3]
Battery ?
Classic Controller (Pro)
IR sensor
Mono speaker
Nunchuk
Rumble ?
Wii MotionPlus
Misc. System lights
  1. Cemu allows loading NFC tag from a file, but it is impossible to scan NFC tag in real-time via NFC reader.
  2. See 'How can I see the GamePad screen?' for more information.
  3. Only works when facing vertical, but not horizontal.

DS mode

[edit | edit source]

Currently, SSimco's Cemu Android port doesn't do any optimization for DS mode, and certainly doesn't support sensors. Cemu's Dual Screen is just two separate windows with no more advanced settings.

What is DS mode, exactly? TV is the top screen, and Gamepad is the bottom screen. So they're basically dual-screen. (example: 28.png)

  • Swap Screen
  • Screen Layout: Left Right or Up Down (Default)
  • Rotate Screen: Screen 1: 0 (Default), 90°, 180°, -90° or Screen 2: -360°, -270°, -180°, -90°, 0, 90°, 180°, 270°, 360°, Custom, Sensor (Default)

NOTE: Sensor degrees from -360° to 0 to 360°, your device must support gyroscope, accelerometer, touch screen, second screen (optional) and Stylus for drawing games (optional). Mesen's developer once said that screen rotation is for homebrew games. But in fact, there are a few game developers like Treasure who've thought of this. Ikaruga is a NAOMI arcade game. To give players an experience close to the arcade version, its Dreamcast port actually allows players to rotate the screen, and its Switch port also allows players to rotate the screen.

  • Hide Screen: Screen 1 or Screen 2 or Off (Default)
  • Disable Screen: Screen 1 or Screen 2 or Off (Default)
  • Screen Spacing: 0 (Default), Auto, Custom

NOTE: Auto is maximum value from Top to Bottom calculated based on aspect ratio and resolution, including rotating monitors

Cemu's Android port and DS / 3DS emulators require these;

  • Orientation (Android): Portrait (Default) or Landscape or Auto
  • Screen Position (Android): Left, Right, Center, Top (Default), Bottom
  • Status Bar or Notch and Navigation Bar (Android): Top Bar: On (Default for Notch), Off or Bottom Bar: On, Off (Default)
  • Hide Gamepad Virtual Controller (Android): Left Side, Right Side, Bottom Side, Both Sides, All Sides, Off (Default)

NOTE: Checkbox required. If you think of the Microphone as a button, it's at the bottom

  • Rotate Gamepad Virtual Controller (Android): -360°, -270°, -180°, -90°, 0, 90°, 180°, 270°, 360°, Custom, Sensor (Default)

Unlike the DS and 3DS, the Wii U's two screens aren't one piece, so two rotations are necessary.

Wii Mode

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Wii Mode
WiiBrew: vWii

The Wii U is compatible with all Wii games and Wii accessories such as the Wii Remote (Plus), Wii Nunchuk, and the Wii Balance Board. It is possible to migrate most downloaded software and save files from a Wii to a Wii U.

Also, it supports Wii games that allow you to connect to the DS if you're going to play them on the Wii U.[1]

The Wii U is not compatible with GameCube discs or accessories, although a homebrew application for Wii Mode exists that enables GameCube hardware and GameCube controller support. A USB GameCube controller adapter with four ports was released exclusively for use with Super Smash Bros. for Wii U and doesn't support any other Wii or Wii U games.[2]

LAN Tunneling

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Xlink Kai - Nintendo Wii U Tutorial

Offline multiplayer gaming on the Wii U home console over a LAN (local area network) multiplayer games, just like System Link for XBOX systems. To see if the game you want to play is supported see this page.

Cemu placeholder text

Cemu: PC to Mobile and Mobile to PC

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Just like the real Wii U, you need two screens. The Android version of Cemu should also be able to transfer saves, DLC and other files to and from the PC version. Root/data/data/info.cemu.Cemu is inaccessible. Google has added restrictions to Android/data/info.cemu.Cemu, so files from the Cemu PC version to Cemu Android or files from Cemu Android to Cemu Android can only be built into Cemu Android.

Nitrome once developed an application for smartphones called Touchy, which allows four players to control four characters in a Flash game. It also allows players to play Flash games using sensors. One keyboard isn't enough for four players, and many people aren't satisfied with the sensor emulation. They usually need to use third-party software, other devices, or change the mouse input method.

The Wii U Gamepad is basically available on some Android phones, except for the physical keyboard. Touch screen (Multitouch), stylus (Samsung and Motorola), Microphone, Camera (Front and Back), IR, NFC, gyroscope and accelerometer

Therefore, in addition to transferring files between the Android version and the PC version of Cemu, it should also be used as a Gamepad. The game runs on the PC or mobile phone, and the game screens on the mobile phone and PC can be exchanged during the game. You may need to turn on Screen Cast. It would be better to have a rotating monitor. PC TV, Android Gamepad or Android TV, PC Gamepad

The current Cemu Android version of Microphone is just a button, and its developer has not added Android Microphone support. Unlike the Famicom, the Wii U Gamepad has many buttons, and Android Microphone permission is necessary. Camera (front and back) also require Camera permission just like the Android version of GBCC.

The current Cemu Android version has these device requirements. Version: 11 to 14, CPU: 64-bit ARM also known as arm64-v8a, preferably Qualcomm's Snapdragon. Sensor: Refer to Wii U Gamepad, which is currently not supported by the emulator. Touchscreen: Like the DS and 3DS, Multitouch is optional for Stylus, Multitouch is necessary for on-screen controller. Wi-Fi, USB Type-C and Bluetooth: transfer files, screencast, third-party controllers may use these. Vulkan and GPU driver: not supported yet.

Dolphin support for Wii U

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You might have read about an unofficial branch of Dolphin with Wii U support — but don't get your hopes up. While the PowerPC architecture in the Wii U is the same as the Wii and GameCube (this fact alone was the reason Wii emulation was added to Dolphin. It was originally GameCube-only), this support is nothing more than the file viewer features (region, internal name, various info, list of files and folders inside ISO and a way to extract them) being expanded to Wii U disc images. Nothing has been done on the actual emulation front as far as Dolphin is concerned, and the Dolphin developers have said that they aren't interested in adding Wii U support to Dolphin.

Nintendo(edit)