
OpenGL Demo - Vertex Texture Fetching (VTF) Demo GPU Stress Test - Fur Demo - Useful to heat up the GPU as hell! For gpu-overclockers. OpenGL 3 + OpenCL - Surface deformer demo OpenGL 3 + OpenCL - 1,000,000 Particles demo OpenGL 3 + OpenCL - Ray Traced Quaternion Julia 4D You have the possibilty to export the report to a conveniant XML file. You can jump directly to the extension page at the OpenGL Extension Registry.įull report. You can use that validation in benchmarks or to help graphics applications developers to solve specific problems. graphics card validation: your graphics card data is sent to oZone3D.Net server and in return you receiveĪ link on the validation web page.Of the customer graphics system (for support purposes for example). This kind of report is useful for developers who needs an outline
#CEMU 1.7.0 LOW FPS DRIVERS#
list of links related to your graphics card: graphics drivers and graphics cards reviews.You can start several stress test demos in the same time in order to make your graphics card working to the maximum.

#CEMU 1.7.0 LOW FPS WINDOWS#
GPU Caps Viewer is an OpenGL and OpenCL graphics card utility for Windows XP and Vista (32/64-bit). GPU Caps Viewer 1.44.2.1 - WinXP / Vista / Win7įor any bug report, feedback or whatever else about GPU Caps Viewer, please use the forum: What is GPU Caps Viewer ? >GPU Memory Speed Demystified >Multi-Threading Programming Resources >GeForce and Radeon OpenCL Overview >How to Get your Multi-core CPU Busy at 100% >How To Make a VGA Dummy Plug >Night Vision Post Processing FilterĬurrent version: 1.5.4 >FluidMark homepageĬurrent version: 0.3.0 >TessMark homepageĬurrent version: 0.3.0 >ShaderToyMark homepage >ShaderToyMark Scores

Vulkan also allows us to use a new experimental VSync technique which allows Cemu to use the game's built-in frame-pacing instead. More recent builds can do this in under 1/10th of a second, depending on the CPU. After these shaders have been recompiled and cached, they won't need to be converted again, so the graphical glitches stop.Īsynchronous shader compilation in an older, slower Cemu version. The video below shows loading Breath of the Wild for the first time using asynchronous shader complation. This means that when the shader is first called, it skips being rendered to the screen, and is instead stored for the next time it's used, providing a much smoother experience. This can take some time, which causes small stutters in the game every time a new one is sent to the emulator.ĭoing this asynchronously allows the emulator to run the process in the background.

When running games in Cemu, graphical shaders need to be re-compiled to work on a desktop GPU. While less stable, Vulkan tends to run faster and has extra features in Cemu which OpenGL doesn't. For the best performance, we'll be switching the default graphics API from OpenGL to Vulkan.
