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xemu Modern GUI v2.5 is released. This is an experimental fork of xemu for trying out user interface improvements. It is not official xemu, and it is not made, endorsed or supported by the xemu project. Some of these ideas may never appear in xemu.

xemu Modern GUI Changelog:
Tron Red. A third dashboard color next to Neon and Green, red with amber. It works on every dashboard style. Pick it under Settings > Dashboard theme or the Library menu.
Sphere and fins is the default dashboard, with an X emblem on the sphere. New installs start on Original Blades in the original green. The sphere, fins, web, orbs and bars take the theme color you choose (cyan for Neon, red and orange for Tron Red), and so does the emblem. If you already picked a style or theme, nothing changes for you.
Holo and Aurora dashboards. Two more styles. Holo is a hologram terminal, and now has a light-cycle fight in its arena: two cycles meet, one is wounded and breaks into cubes of light, the other runs on and a new pair appears.
Holographic covers. Settings > Home screen covers has a third choice, Holographic: cases float over a projector ring, bob and turn slowly, with scanlines, a sweep of light, an occasional glitch and a tint in your theme color.
Linux AppImage. The Linux build is back (x86_64).
Fixes
GPU boost no longer changes how things are lit. With GPU boost on, the lighting in some games was wrong: Dead or Alive 3 looked washed out, with full-strength shine and no ambient color. The boost path now draws the same picture as with it off (checked on 486 lighting setups and 60 texture-coordinate setups). Environment maps (sphere and reflection) also follow the infinite-viewer setting again.
Fixed a crash that could happen after a game reset when the window was very small or minimized.
Vertex colors that a draw leaves behind had red and blue swapped for Direct3D-format colors (upstream xemu xemu-project#3117).
When a game draws its vertex ranges out of order, the wrong vertex's attributes were kept (upstream xemu-project#3118). OpenGL and Vulkan.
Enter the Matrix and similar games no longer stop on an assertion when rendering at 2x or higher (upstream xemu-project#3119).
Vulkan: the standard border color is kept, stages with no texture dimensionality are sampled as 2D, and the every-N-draws early submission is off by default.
OpenGL: inline vertex data is streamed through rings, with the ring alignment fixed for vertex sizes that aren't a power of two.
A game that is stopped without a clean exit after a long run is no longer treated as a boost crash. Safe mode now says so when a game starts in it, and there is a button to take every game out of safe mode.
A crash on CPUs that don't translate code (when a surface was no longer bound) is fixed.
Hardware virtualization is off
The experimental hardware CPU (Windows Hypervisor Platform) caused crashes and lag in testing, so the toggle and the per-game option are gone from this build.

Download:xemu Modern GUI v2.0.5
Source:Here



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