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Hey guys, Welcome back to the channel!
So today we're going to talk about the growing controvery within the community.
Cemu 181 is out now and not everyone is happy about the release.
The new build brought with it many updates to the emulator which appear to have been
overlooked by many in the community - all of which are also coming off of the heels
of the re-coding of how the shader system works which we saw in Cemu 180.
New implementations include:
- Graphical improvements; most exciting of which to the masses would be the introduction
of Zelda Breath of the Wild's Particle Effects - improved compatibility which sees games
like Adventure Time finally going in game as well as many indie games having their graphics
fixed - Tweaks and bugfixes for the software keyboard
have been introduced which means doing things like naming your horse in BOTW is no longer
a pain in the ass - various other smaller changes and bug fixes
were also introduced; things like Bayonetta 2's Witch Time audio has been addressed
- and of course the Socket API support which brings the Wii U Internet Browser online - all
of which you'll see me testing here in this video.
Yet if you spend any time on the Cemu subreddit you can see that some people are up in arms
going back and forth on how they feel about what appears to be a lack of progress on the
current build.
This isn't exactly new.
There has always been people complaining about new releases.
But Cemu 181 seems to have brought with it even more out cries than usual sparking even
more debate than what we've typically seen within the community.
When I first downloaded and booted Cemu 181 up, I experienced ample crashing in a handful
of games which left me quite concerned.
Issues were introduced in this build which I didn't experience in previous builds.
I posted many of the issues that I encountered in the Patreon channel of the official Cemu
Discord server.
So, at first glance and on the surface, I get it - there appears to be plenty to be
upset about especially if you *only care about playing your games* and aren't too interested
in the process of developing an emulator.
BOTW and SM4SH have been crashing on me much more compared to previous builds, while other
titles were softlocking on me or not even booting unless I changed to interpeter mode.
Which of course leaves games unplayable due to the drop in FPS.
I was more than a little concerned.
As a gamer, I was a little disappointed as well.
So I understand where some of the frustration has been coming from.
However, there's much more going here than meets the eye..
Both behind the scenes and under Cemu's hood.
I won't spend too much time on this before going over the main concerns that have been
voiced but I think in order to better understand why so many people are upset, we have to ask
the question: where are we now with Cemu and how did we get here?
If you've been following the Cemu project for some time this may not be of interest
to you and you can feel free to jump ahead in the video to where Exzap answers some common
questions and concerns of the Cemu community, otherwise please grab a drink and get comfy
while I catch you up so that you understand why some people are upset and who a lot of
these people are.
I think that understanding the history of Team Cemu's project is important because it
might help explain who these people are who are complaining about quote unquote "the lack
of progress".
For newcomers to Cemu or those unfamiliar, a short explanation absolutely includes The
Legend of Zelda: Breath of the Wild.
And as an aid, I'll be using Graphtreon as a visual timeline of Team Cemu's Patron Supporter
numbers as well as their monthly earnings.
Okay, so..
Beginning back at the beginning of 2017 we can actually see the end of what was a relatively
consistent cycle of organic growth.
And if we go back into 2016 to take a closer look into last year, we can see that with
every Cemu Patreon cycle there was a steady intake/growth of backers and then when the
build for that cycle was released - the numbers go back down a little before the cycle started
again.
This cycle was consistent and Team Cemu saw steady growth until about January 2017 where
the numbers dramatically jumped for the first time since people caught wind of their project
on Patreon.
This is the exact time that Nintendo had their Nintendo Switch Presentation where they shared
not only the details of the upcoming Nintendo Switch console, but also details of The Legend
of Zelda Breath of the Wild.
This was just a very small sign of things to come.
As people began to realize that they could potentially play the brand new Zelda Breath
of the Wild on their PC with this experimental Wii U Emulator called Cemu, the influx of
people slowly began to jump up again.
However, this jump in Patreon Supporters remained relatively plateaued, that is of course until
the release of Breath of the Wild on March 2nd 2017.
Then the explosion happened!
To this day - unfortunately for all of my other content - my highest viewed - and most
controversial - still remains the very first Cemu 172 Game Testing video of Breath of the
Wild that I released a couple of days before the official release of the game here on my YouTube channel.
This marked the beginning of the Breath of the Wild Cemu boom.
From this point at the beginning of March we see Cemu's Patreon Supporters and their
monthly donations soar from a respectable $6K/month to a staggering high of almost $43K/month
which peaked in April of 2017!
That right there is the true power of The Legend of Zelda!
Team Cemu's Patreon Support has since declined substantially to where it is now and the project
is sitting at a little under $27K a month.
This decline in financial support is a result of many backers leaving once Zelda was able
to not only just go in game and run as was the case with Cemu 173 but become much more
playable with the aids of things like the Fence Skip and rajkosto's Cemu Hook with Cemu
174 onwards.
Okay, so, why bring all of this Patreon Supporter stuff up?
The point is that Team Cemu saw huge swaths of people back them on Patreon solely because
of the hype of The Legend of Zelda: Breath of the Wild.
Let's be real and honest here - Cemu isn't a brand new emulator - it's been in development
for awhile now.
Most of the newcomers were people concerned with only one thing really: Playing Zelda.
At best, maybe Zelda and a couple of other games.
And that equated to a huge patreon backing for Team Cemu, so it wasn't all that bad!
However, most of the backers were not so much concerned with Team Cemu's overall goal - which
of course remains: to accurately emulate the Nintendo Wii U Console.
Like I said in my very first Zelda BOTW Cemu 172 testing video - This would be the title
by which Team Cemu is measured and judged by.
And when the *new* majority of your community is mostly concerned about playing one game
- Zelda - instead of being passionate about emulation in general or more specifically
about backing an experimental project that aims to develop accurate emulation of the
Wii U console - well, perhaps the measuring and judging by many of these people isn't
always going to be the most accurate either.
The demands for Zelda specific bugs to be prioritized over more fundamental and systemic
issues with Cemu show that what we're seeing as a blacklash against the devs right now
is fundamentally a misunderstanding of how Exzap and Petergov prioritize their work flow
to satisfy their own goal of accurately emulating the Wii U.
A goal which many of these Patreon supporters are supposedly backing but judging by their
comments it seems more like they were expecting a Zelda BOTW Emulator instead.
But things are never truly Black and White, are they?
When we jump into the conversation happening over on reddit you'll see that some people
are calling others "entitled" for - in general - having the expectations that as Patreon
supporters - Team Cemu would continue to advance the emulator in a way that sees their games
become more compatible and more optimized over time.
Some points seem valid - others not so much.
Some call for Team Cemu to go Open Source in hopes of speeding up development.
Some demand certain bugs to be fixed.
And then there is always the money issue.
Some people believe that Exzap is intentionally delaying development to get as much Patreon
money as possible - which I personally think is ridiculous as it doesn't seem in the projects
best interest to do that - while others call on Exzap to expand the development team as
an alternative to Open Source in order to again - speed up development.
As far as money goes, I have to add my 2 cents here and say that I've always been of the
position that if you're donating monthly to Team Cemu on Patreon, then you should understand
that you're not buying a product but are instead donating to the cause of supporting them with
their goal of developing Cemu to accurately emulate Wii U games.
Plain and simple.
Others don't see it that way though.
So there is as much controversy here as there are opinions about how Exzap and Petergov
should be handling their own project of which people are merely donating to as a means of
support.
Okay, we get the point - there's controversy and many varying opinions out there.
But I can't help but raise the questions:
Are these expectations realistic considering how emulator development happens?
Are they reasonable considering there are only a 2 person development team?
Well, to gain some insight into the development process, I've reached out and went straight
to the the lead developer of the Cemu project, the man himself: Exzap - with some of the
most persistent of community questions that continue to be asked.
And he was more than happy to share his position and perspectives with me on many of them.
Right out of the gates, I hit him with a question that we all had on our minds after booting
up Cemu 181 for the first time:
ME: "Why is it that some games that have been working on a previous build are no longer
booting properly or are now crashing/loftlocking?"
EXZAP: It's usually a result of bugs interacting with each other.
When we fix one bug or improve accuracy in some component it can cause a chain reaction
that leads to another bug suddendly being uncovered.
I think a core difference between how we look at it and how users see it is that we generally
think more long term and we will always prioritize the solution that will yield the most progress
in the long term, even if it means that we need to sacrifice something.
Whereas users only care about what is currently available and/or announced.
For us, breaking a game is always temporary.
Users don't see it that way.
Next I asked Exzap about the change in development cycle duration:
ME: Cemu used to be on a shorter development cycle and and I see people commenting about
how it's now released month to month since Zelda came out.
People seem upset by this.
Is there any specific reasoning behind this change?
Exzap responded by saying that:
"It's [just] a coincidence.
There will be shorter release cycles in the future just like there will be longer ones
as well.
What we usually do is work on a release until we are satisfied with the changes.
Then we pinpoint a release date and keep polishing and fixing bugs up to the release."
ME: Can you describe your development process with Petergov?
EXZAP Responds: We talk about what stuff we would like to work on and then we distribute
the work accordingly.
That's all there is to it.
So then I asked:
ME: How do you two prioritize what bugs to tackle or new features to work on implementing
from build to build?
EXZAP: We decide based on a few factors:
* Technical feasibility (e.g. does it make sense to implement it now?
Does it rely on something else that needs to be done first?
Do we even have a solution yet or is it still being researched?)
* Time investment (Shorter is better - Exzap says.
"But sometimes big sub projects need to be prioritized, like the shader rewrite from
1.8.0
* Focus of current release (E.g. compatibility focused releases usually have no optimizations
since those have a risk to break compatibility)
* Importance to users (Things that get requested frequently get a priority boost if possible)
In summary, what drives our decisions is mainly based on technical details.
Popularity rarely matters.
If it were the other way around we would be stuck in a hole.
Because sometimes we need to navigate a problem from a different side instead of approaching
it directly (which is probably why users are confused by our priorities).
For example, we are unable to figure out why Monster Hunter 3 Ultimate, a frequently requested
game, doesn't boot.
But we can attempt to get other games to boot and in the process there is a high chance
we will stumble upon the solution for the MH3U problem as well.
No bug ever occurs in just one game.
If you want more examples of why this way of approaching problems from a different angle
is so important:
* We couldn't fix audio in Star Fox Zero due to it's complexity.
But we were able to isolate an issue in Scribblenauts Unlimited that turned out to be the root cause
for audio problems in both games
* We were unable to get Super Mario 3D World to boot until we fixed a bug in Darksiders
2
* We used Pokken Tournament to debug the texture problems that many games had like Tekken)
Behind all those broken graphics and black screens Pokken also had the corrupted texture
bug
And there are thousands of such anecdotes.
I believe they prove that there isn't always a logical and obvious connection between what
we do and what users want.
ME: Anyone who has development experience working on a large project - expecially on
a small team can totally emphasize and relate to this.
ME: I have to ask since the issue of lack of communication from you regarding development
advances and how Patreon is run keeps coming up.
How do you respond to peoples comments on this issue?
EXZAP RESPONDS: On one hand I admit that we could probably write news posts more frequently
but on the other hand I believe that it wouldn't really have any effect on the criticism.
I'll give you an example to illustrate what I mean.
After the release of 1.8.1 there where many complaints about the 'BotW crash bug' not
being fixed.
People felt like no visible progress and no word from us meant that the issue is being
ignored.
Which couldn't be further from the truth.
In reality, some bugs just take months (and rarely years) to fix.
Furthermore, since these kind of problems are always technical in nature it's really
difficult and sometimes impossible to communicate any non-visible progress to the community.
I think what people really want is the confirmation that whatever issue affects them the most
is being worked on.
It's one of the reasons I started publicly tracking compatibility notes.
So people actually see and understand that stuff is happening behind the scenes even
if we don't explicitly mention it in our news posts or changelogs.
On the topic of community help and in order to more clearly point out the bugs community
members are experiencing in each new build of Cemu - Exzap says that he'd:
"like to point out that it's a bit sad that nobody bothers to submit their results to
the compatibility list or wiki.
Lot's of people complain about game xyz not working but nobody is actively helping."
So we'll leave it on that note.
A big thanks to Exzap for taking the time to answer these questions.
Again, what I think what it all really comes down to is that many people in the community
are not all that familiar with what it's like to code and troubleshoot bugs in an application.
But as Exzap says, there are ways that you as a member of the Cemu community can help!
I will leave links to the compatibility list and wiki in the decription below.
With a little bit of work on our part, we can all ensure that Exzap and Petergov have
the best data possible to aid them in troubleshooting and squashing those bugs.
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Well, that's all for now!
As always guys, Thank You so much for watching!
Until next time,
Have Fun!
Game on!
and Remember...
Don't forget to smile!
:-)
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