It was released today, on both the Switch and the Wii U. However, some players are having trouble downloading and accessing it. If you have a physical version for the Switch, you might need to download the DLC manually from the redownload page. There is a BotW Savegame Editorwhere you can upload your CEMU save games and tweak all sorts of settings, butsome of them don't work too easily from a new save game file.
For example, you can give yourself all the Runes, but you can't select any Runesusing the D-Pad until you actually pick up a Rune in-game for the first time. So I modded a new game file to add the Paraglider and All Runes to it, but theRunes couldn't be used yet. With the Paraglider you can leave the plateau withoutvoiding out, and I went all the way to the Hateno Ancient Tech Lab to get theCamera rune -- adding this rune unlocked the D-Pad and now I could select any ofthe runes.
Finally, I went back to the plateau and saved the game and this isthe save files I have on this page. So it's mostly a brand new game but with some light questing in KakarikoVillage and such to get the Camera rune. Thiscomes with a few interesting side effects: The time of day is frozen at AM, because the developers wanted that openingcutscene where Link runs out of the Shrine of Resurrection and looks at Hyruleto be the same experience for all players.
This also means you can't use Divine Beast controls when exploringthose dungeons. And those are just the obvious issues. There are likely smaller, more nefarious bugs hiding in Breath of the Wild's vast world, and there's a very good chance that Nintendo used its hardware in ways no other Wii U game has before.
I asked Exzap if he's already encountered anything interesting about how Breath of the Wild was programmed, and he said one thing did stick out.
Yet, BotW uses up to 18 in some cases. So in a way the game pushes the hardware beyond what we assumed where the hard limits. I'm no engineer, but it seems like Nintendo might be using memory typically allocated to the OS, just to eke out every bit of performance they can. Even then, Breath of the Wild's framerate dips into the low 20s in some busy scenes. Ideally those performance problems will disappear in Cemu, but only time will tell.
Torrent software; Gaming controller; Sodie pop just in case you get thirsty. Downloaded app. Open BotW and enjoy! For Breath of the Wild to run at its intended 30 frames per second, Cemu will likely need both general and specific improvements.
Exzap wrote that it was too early to say what Breath of the Wild will need, specifically. Additionally, Cemu is rather young so there is also optimization potential almost everywhere in the code. My guess is that we will see small incrementals in speed for almost every future Cemu release.
Right now, Link's suite of rune abilities don't work at all in Cemu, enemies sometimes fall through floors, grass often doesn't render and lighting effects are wrong. And those are just the obvious issues.
There are likely smaller, more nefarious bugs hiding in Breath of the Wild's vast world, and there's a very good chance that Nintendo used its hardware in ways no other Wii U game has before. I asked Exzap if he's already encountered anything interesting about how Breath of the Wild was programmed, and he said one thing did stick out. Yet, BotW uses up to 18 in some cases.
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