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  • August 12th, 2019

    by Published on August 12th, 2019 20:39
    1. Categories:
    2. Wii U News

    It's time for another Cemu update! Version 1.15.11 has just been publicly released which improves the handling of updates & DLC in several ways (better content type detection, automatic backup & restore in case of a failed install and other under the hood enhancements), shader changes in preparation of the upcoming Vulkan renderer (if you are a developer, you may want to check those in better detail by reading the changelog, otherwise your shaders may only be compatible with the OpenGL backend in the future), more functions for the built-in debugger and your usual dose of bug fixes.

    Here is the full official changelog:

    [TABLE="width: 94%, align: center"]
    [TD]# # Cemu detailed changelog for 1.15.11c
    # Patreon release date: 2019-07-26
    # Public release date: 2019-08-02

    # New in 1.15.11c:

    GX2: Fixed emulation of gl_PointSize when geometry shaders are used

    # New in 1.15.11b:

    general: Fixed a bug where DLC would be installed into the wrong location
    GX2: Fixed broken transform feedback on OpenGL (#157, #159)

    # New in 1.15.11:

    general: Better update/dlc handling
    Updated mlc01 folder locations for updates and dlc to match those of an actual Wii U
    Newly installed updates and dlc will be stored at the new locations, while previously installed ones are still detected properly
    Improved detection of type of content (affects installation and gamelist)
    Installing updates/dlc will now backup previously installed content and restore it on failure/cancelation

    debugger: Implemented more instructions for assembler and disassembler
    debugger: Assembler now supports basic expressions in place of constants
    debugger: Fixed a crash when stepping into imports

    coreinit: Fixed OSUninterruptibleSpinLock_Acquire() not restoring interrupts before switching to the scheduler

    nn_erreula: Fixed a bug where the same message would keep poping up

    padscore: Opening the input configuration window no longer temporarily disconnects the emulated controllers
    padscore: Fixed PPC stack corruption caused by KPADSamplingCallback (#140)

    nn_fp: IsOnline() now only returns true if there is an established friend server session. This should fix crashes or softlocks in games that only worked in online mode

    GX2: Shader tweaks to bridge the gap between OpenGL and the upcoming Vulkan renderer
    If you are a graphic pack developer, be aware of these changes:
    - All shaders are now generated with a Vulkan and OpenGL compatible header using #ifdef / #endif preprocessor directives
    - gl_Position should always be set via the new SET_POSITION() macro
    - Shaders used in combination with point primitives always have to write gl_PointSize
    - Point shaders that get their point size from renderstate have a new uniform variable (uf_pointSize)
    - Primitive points will modify the vertex shader base hash (+0x71)
    Existing custom shaders remain compatible with the OpenGL backend, except for vertex/geometry shaders used in combination with GL_POINTS which need to be updated

    (#xx) refers to bug tracker issues resolved by this change. See ...
    by Published on August 12th, 2019 20:15

    New Super Mario Bro. U Deluxe and FIFA 19 are the best-selling physical games in Europe so far this year, according to GfK Entertainment.
    That's based on a new cross-platform report from the official charts and market research data supplier.
    FIFA 19 performed better in the Benelux countries of Denmark, Italy, Poland, Portugal, Russia, Spain, Sweden and the UK, while Mario proved more popular in Austria, France, Germany, and Switzerland.
    Grand Theft Auto V continues to be a dominant force in the market six years after release, ranking in the top three in five countries.

    https://www.gamesindustry.biz/articl...rope-this-year ...
    by Published on August 12th, 2019 20:11

    The latest EMEAA Charts are in, and there's little change among the ten best-selling games.
    The only new entry this week is EA's Madden 20, which has to settle for No.10 as various evergreen sellers dominate the combined physical and digital charts.
    As an indication of how much downloads now drive AAA games, the annual sports outing debuted at No.5 in the digital rankings but as low as No.26 at retail.
    It will come as absolutely no surprise that Grand Theft Auto is No.1 in both the combined and digital charts, and No.4 in the physical charts.
    PlayStation exclusive Marvel's Spider-Man is No.2 in both combined and digital, although as low as No.29 in the retail rankings -- again, indicating the downloads were the biggest driver for this title.
    Last week's big new release Fire Emblem: Three Houses continues to hold its own at No.3 in the combined physical and digital charts -- although this is purely based on retail sales, since Nintendo's digital data is unavailable.
    The game was top of the physical charts, and actually top of the combined rankings in terms of value rather than units sold.

    https://www.gamesindustry.biz/articl...-charts-top-10 ...
    by Published on August 12th, 2019 20:08

    Everything old is new again, at least for a while. Right-wing politicians are blaming games for real-life violence, the industry and its fans are rallying to defend the medium, and I had to check the mirror to see if the white hairs are all still there before I could be certain we hadn't all been time-skipped back to the early 2000s. Games are being scapegoated for awful, senseless and tragic acts of violence, and hey look, we're getting the band back together.
    It's an uncharitable thought -- albeit far from the least charitable thought I've had about the ESA in recent years -- but Donald Trump's half-cocked attempt to shovel responsibility for the recent mass shootings in El Paso and Dayton onto video game violence couldn't have come at a better time for the embattled organization if they'd slipped round the back of the West Wing to personally slip him a cheeky $50. The ESA had a dramatically awful week, having managed to leak the personal details of thousands of games media people in an act of blinding and potentially immensely damaging incompetence -- which feels for all the world like a punctuation mark at the end of a pretty awful decade or so, really.
    Then lo and behold, Donald Trump is at the podium and all of a sudden the ESA gets a chance to wheel out its Greatest Hits, Volume 1, 2 and 3. The battle against censorship and scapegoating, really the only thing it has ever actually been good at, roared back to life for a comeback tour.
    "Trump's attempted scapegoating harks back to a time when the industry may have felt embattled, but at least it felt somewhat united"
    It's not just the ESA, either. It feels like every time a political leader trying to deflect responsibility or a newspaper desperate for a silly-season headline drags out the old Violent Video Games trope, the whole industry almost heaves a collective sigh of relief. Solid ground, at last! Here's an opponent we can all rally against, an external foe launching an ill-informed and ill-advised broadside against the medium we all love. Here's an argument that lets us roll out talking points that unite the industry, the media and game fans themselves behind one banner.
    It's just like the mistily-recalled Good Old Days when it was game creators and gamers against a rogue's gallery of fuddy-duddy, pearl-clutching old politicians, fame-hungry lawyers of immensely dubious character, and sniffy newspaper editorials that often couldn't even get the names of the games they were criticising right.
    It is understandable why that's appealing. Leaving aside the tragic and sickening nature of the events that set this whole affair in motion, Trump's attempted drive-by scapegoating -- and eager adoption of his talking points by the shameless chorus line of American right-wing media, who must have left their full-throated defences of free speech and expression in the pocket of their other trousers this week -- really does hark back to a time when the industry may have felt embattled, but at least it felt somewhat united.

    https://www.gamesindustry.biz/articl...talgic-opinion ...
    by Published on August 12th, 2019 19:51

    Grand Theft Auto V has been a hype-fest ever since the gaming community got wind of its release prior to September 2013. Everyone was excited to see what the developers, Rockstar, would do as the Grand Theft Auto series continued to improve with each new instalment. Before launch, we learned that instead of one protagonist, we’d be getting three playable main characters as well as be able to roam around their largest map to date. Everyone able to buy the 18-rated game was hyped for its release, and then, after launch, they all indulged in the free-roam around the fictitious area of Los Santos as well as the superb story.

    Grand Theft Auto V was one of the most highly anticipated games of this decade, and despite the trailer not showing much and being released in 2011, it still racked up over 58 million views on YouTube.
    But the excitement was set to continue post-campaign, with the online multiplayer game mode Grand Theft Auto Online launching two weeks after the game’s release. At first, it was a mess. Many people struggled to get into the game mode when it was first opened due to the huge number of players trying to get online to play. The game mode was also relatively sparse, with the highly anticipated chance to perform heists online with friends not being an option from day one. Eventually, Rockstar ironed out the issues with GTA Online, going on to add a heists mode in March 2015.
    Through continued updates such as this, GTA V has remained relevant – almost entirely due to its online play – clocking in as the best-selling entertainment product of all-time across all mediums in November 2018, generating $6 billion in sales of units and most likely in-game microtransactions. Ever since passing this whopping milestone last year and following the release of another Rockstar game, Red Dead Redemption 2, the developers have continued to add free updates to the game, with the most recent even eclipsing the popularity of the long-awaited heists.

    The Diamond Casino & Resort is open for business!

    Alluding to the story while showing flashes of card games, slot machines, and prizes, the trailer for The Diamond Casino & Resort dropped five days before the DLC’s official launch to the excitement of many players.
    For months, gamers read articles about data-mine results and teases from Rockstar about the opening of the casino in GTA Online and finally, on 23 July, players got exactly what they hoped for. The casino floor of the Diamond Casino & Resort boasts many classic casino games, including blackjack, roulette, three-card poker, and numerous slot machines based on GTA lore. Then there’s also a virtual horse racing track for players to bet on virtual horses in the digital GTA casino. As well as these games, players can also indulge in a daily free spin on the Lucky Wheel to win prizes like casino chips, cash, or a supercar.
    On top of the casino games, players will also be able to sign up to the casino via standard or VIP memberships with escalating statuses which unlock vehicles as they progress with the DLC’s missions. Then there’s also the prospect of owning a piece of the Diamond Casino & Resort by getting a fully customisable penthouse suite. With the penthouse and the VIP membership, players gain access to many extras, such as exclusive lounges, a private spa, high-limit casino gaming tables, and the stunning rooftop infinity pool.
    The launch of this DLC has been massive for the already gargantuan game, reportedly bringing in the largest number of players to the game ever. Considering the game was launched in 2013 to huge sales, it’s incredible that it still has such a massive draw in 2019 for this free update. However, as has often been the case with the GTA franchise, this latest update hasn’t come without its controversies.

    Using real-world money to gamble in the GTA casino

    A video creator on YouTube did the maths to uncover how much one would have to spend to buy every item in GTA Online, as of July 2018, with the total coming to GTA$1.2 billion, or 150 Megaladon Shark Cards, which would cost $15,000 (£12,370) in real-world money.
    A controversy has arisen surrounding the opening of the Diamond Casino & Resort in GTA Online due to players effectively being able to gamble with real money. GTA Online has always enabled players to top up their balance of in-game currency by paying real money, via microtransactions, into the game. To do this, players purchase Shark Cards, with the lowest value conversion being the Red Shark Cash Card which costs £1.99 for GTA$100,000.
    To quell a lot of the potential backlash from people being able to convert real money into in-game money via Shark Cards for the purposes of gambling, Rockstar did install a cap at the Diamond Casino & Resort. During each in-game day, which lasts around 48 minutes of real-world time, players are capped to converting GTA$20,000 into casino chips. With premium membership, however, that cap rises to GTA$50,000. It has been calculated that per in-game day, a player could only convert £1 ...