Wii U emulators: Difference between revisions
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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 | ||
Revision as of 13:38, 9 February 2026
| Developer | Nintendo |
|---|---|
| Type | Home video game console |
| Generation | Eighth generation |
| Release date | JP: December 8, 2012 NA: November 18, 2012 |
| Discontinued | 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
| Name | Platform(s) | Latest version | Compatibility | License | Active | Recommended | |||
|---|---|---|---|---|---|---|---|---|---|
| x86 | |||||||||
| Cemu | Artifacts 2.6 Flathub |
57.36% 452 out of 788 reported titles |
MPL 2.0 (Copyleft) | ✓ | ✓ | ||||
| Decaf | git | GPLv3 (Copyleft) | ✗ | ✗ | |||||
| Kinnay | git | MIT (Permissive) | ✗ | ✗ | |||||
| ARM | |||||||||
| Cemu | Artifacts 2.6 |
57.36% 452 out of 788 reported titles |
MPL 2.0 (Copyleft) | ✓ | ✓ | ||||
| Cemu | Beta v0.3 Dual-Screen fork |
? | MPL 2.0 (Copyleft) | ✓ | ~ | ||||
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, 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
| 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 technique | ✗ | ||||||
| Mouse injector compatible | ✗ | ||||||
| Real peripheral support (Passthrough) Ability to passthrough USB HID devices or Bluetooth adapter for emulated system. |
?[4] | ||||||
| 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.[5] | ||||||
| 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 | |||||
| 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, |
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 compatible (Freestyle) |
? | |||||
| Filters | ✗[6] | ||||||
| Inverse tone mapping compatible | ? | ||||||
| Post-rendering anti-aliasing (FXAA, TXAA and MLAA/SMAA) |
~[N2 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 | ~[N2 2] | ||||||
| Built-in custom resolution/CRTSwitchRes For using this on Windows OS 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 | ✗[7][8] | ||||||
| Misc | 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. | |||||
| Debug features | ~* | ||||||
| EmuVR support | Exclusive to libretro cores. So there is no support. | ||||||
| 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. |
✗ | ||||||
| Free Look Free Look is an enhancement feature that allows manipulation of the in-game camera. |
~[N2 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. |
? | ||||||
- ↑ Possible if game has GraphicPacks for post-rendering AA.
- ↑ 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.
- ↑ 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
| Name | Cemu | |||
|---|---|---|---|---|
| Gamepad features | Camera | ✗[lower-alpha 1] | ||
| 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 2] | |||
| Speakers | ✓ | |||
| Touchscreen | ✓[lower-alpha 3] | |||
| Hardware features | Networking | Ethernet LAN tunneling |
? | |
| Nintendo Network | ✓ | |||
| SpotPass | ? | |||
| Wi-Fi | ? | |||
| SD card | ? | |||
| Virtual Console | ✓[lower-alpha 4] | |||
| Wii Mode / vWii | ✗ | |||
| Wii U Menu | ~[lower-alpha 5] | |||
| Wii U Optical Disc | ✗ | |||
| Peripherals | 3DS connectivity | ✗ | ||
| 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 | ✗ | ||
| Keyboard | ✓ | |||
| Microphone (wired & wireless) | ✗ | |||
| Taiko no Tatsujin Drum Controller | ? | |||
| Wii peripherals | Classic Controller (Pro) | ✓ | ||
| Nunchuk | ✓ | |||
| Wii Balance Board | ✗ | |||
| Wii Remote | Accelerometer | ✗ | ||
| Basic support | ~[lower-alpha 6] | |||
| Battery | ? | |||
| Built-in speaker | ✗ | |||
| IR sensor | ✗ | |||
| Rumble | ? | |||
| Wii MotionPlus | ✓ | |||
| Misc. | ||||
DS mode
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:
)
- 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
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 WiiU.[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
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
- 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.[9]
- Cemu has no support for Wii U discs, PC optical drives can't read Wii U discs anyway.
- See this dedicated page for more information about home media playback support for emulation software.
- See Ripping games.
- See "Emulation of the Disc Drive" section in Copy protection page.
Cemu: PC to Mobile and Mobile to PC
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
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.
