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Serfrosts Cemu Setup Guide

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Welcome!
Guess you're wanting to try Cemu? If you're short on time, please come back when you can provide your full attention. Please read all sections to make sure you have a good understanding. If you can memorize most information in this guide, any game outside Breath of the Wild should be of little difficulty to run, as long as it's rated well on the Official Cemu Compatibility List Webpage. That said, Breath of the Wild exclusive sections are labeled as such, so take notice.


Credit to Serfrost for creating this guide
If you appreciate this guide, please consider donating to me. Any spare change is greatly appreciated and I'd love you. :] Click ---> PayPal Donation Page
Modding Breath of the Wild on CEMU? Click here

  Last Edit: 4.26.2018 (Cemu 1.12.0 Release)
  CEMU Version 1.12.0 or newer.
  Cemuhook v0.5.6.4 or newer.
  BotW v1.4.0 (v176) ~ v1.5.0 (v208) + DLC 3.0 (Champion's Ballad) are supported.
  v1.5.0 will not support a few mods released for the game; v1.4.0 & v1.4.1 are fine.
  Outdated - BotW v1.0.0 (v33) ~ v1.3.3 (v144) + DLC 2.0 / DLC 2.1 are supported.
  Vanilla v0.9.0 will not boot.

What are the Requirements?

CPU

We recommend Intel or AMD Ryzen series Processors. Generally speaking for Breath of the Wild and almost any CPU, you want to be over 4.0GHz. Pre-Ryzen AMD CPUs are so-so, but with the new Dual Core or Triple Core Recompiler options, performance should be better. You can check out Darkemaster's AMD FX Compatibility Video list for Cemu 1.12.0 [Here]

For Intel Users: You can check out this thread to get a figure on where your CPU Ranks to newer and older models, this was before Multicore options were implemented: https://www.reddit.com/r/cemu/comments/6sdgic/while_we_are_on_the_subject_of_cemu_optimization/

If you want to try and test your CPU against Cemu user's scores with CPU overclocking enabled, you can use Cinebench, again most of these were before Multicore options were implemented: https://www.reddit.com/r/cemu/comments/6rp7j4/benchmarking_for_30fps_in_zelda/

Experimental Multi-Core Recompiler

This experimental setting allows up to 3 cores for PPC CPU emulation instead of 1, however not many games actually utilize multiple PPC cores and currently causes stability issues or offers no benefit for most titles.

Triple Core Recompiler requires a minimum of 6 cores+threads available and is not practical to use on pre-8th generation i5 and pre-6th generation i7 Intel CPUs.

Dual Core Recompiler is not recommended for dual core or 2cores/4threads CPUs.

RAM

We recommend at least 8GB RAM for most games, but preferably 16GB+.

Solid State Drives (SSD) help in this regard for when shaders are paged/swapped.

Pagefile

A pagefile (virtual memory) is essential to have to avoid crashing when running out of available system memory, or RAM. Instead of crashing when exceeding RAM limit, you may experience lower performance when a pagefile is used and may also experience additional micro-stutter when swapping. One way to see if one is using a pagefile while using Cemu is to see their total commit size in task manager and note if the number shown exceeds the amount of physical RAM available, as pagefile usage is typically not shown under RAM usage statistics. Your GPU vendor can also play a role in what your RAM usage will be in Cemu and will determine how essential a pagefile is, or how often it will be used, if at all.

It is recommended to have a pagefile on an SSD or the fastest drive available, and to leave pagefile size as System managed size.

Alternatively, some users suggest to have a custom size of .5 times your physical RAM as Initial size(MB) and 1.5 times your physical RAM as Maximum size(MB).

GPU

NVIDIA GPUs can take some strain off of your CPU and have better performance through threaded optimization/OGL multithreading when under heavy CPU workloads/when CPU limited and you have extra cores/threads available.

AMD GPUs perform the same when not under heavy CPU workloads/when not CPU limited and have the greatest compatibility with Cemu in general/are the least likely to have bugs when new titles or features work and requires the least user-side workarounds.

Intel Integrated Graphics (iGPU) is not officially supported but has decent compatibility. See BenjaminLSR's iGPU Compatibility list

A comprehensive list of all known current GPU-vendor specific bugs and available workarounds in Cemu can be found here - Graphic Card Compatibility

GPU power and available VRAM is not very important unless you want to increase your game's internal resolution or reaching higher FPS limitiations. If you lose noticeable performance when playing at a higher resolution it means you are GPU/VRAM limited and your graphics card/VRAM amount is not sufficient to maintain said resolution without a performance loss. It is possible to be GPU/VRAM limited at native resolution with weaker/1GB-2GB GPUs and iGPUs, to determine if you are when under these conditions lower resolution and see if performance improves.


[BotW] For 4k @ 30FPS or 1440p (2k) @ 60FPS it is recommended to use a modern GPU with at minimum 4GB VRAM. Reaching 60FPS almost entirely determined by your CPU. Most users will not obtain 60FPS, and even less can do so with accurate settings.

[Any Game] For standard gameplay at 720p / 1080p native Wii U resolution, I recommend anything from the Nvidia GTX 600 or AMD HD 7000 series and above.


Dumping Wii U Games for use with Cemu - Homebrew Required - [We don't support Piracy!]

It's possible to dump the game and then Update Data from your Wii U using WUDump or alternatively FTPiiu Everywhere

  (1a.) To compress WUD to WUX: WUD Compression Tool (This saves you oodles of HDD space.)
  (1b.) Alternatively if you want RPX, unpack** with Uwizard
  (2.) To unpack** Update Data in WUD format: Uwizard

Note: Common Key / Title Keys are required. Make sure to save the Title Keys and Common Key in your .Cemu\Keys.txt in the correct format.

When updating, the Vanilla Game and Update Data must be kept separate! Do not overwrite game files with updates!


Using Cemu's Online Mode (Connect to Nintendo's Native Servers)

This requires Cemu 1.11.1 or newer. Currently supports Smash Bros, Mario Kart 8, Splatoon, Super Mario Maker, and others.

To connect online you'll require your Wii U with Homebrew, and a way to dump files from your Wii U NAND onto your SD Card.

Follow this guide from Flocker Click Here

Playing Cemu with Local Co-op Online (Parsec)

Check out this thread and video to get started; decent internet connection recommended. [Click Here]


Downloading & Updating Cemu for Public Releases

Setup:

Download Cemu from http://cemu.info/ and extract to a folder in one of these locations:

  a. ) Desktop
  b. ) Your C:\ Drive, root directory
  c. ) A separate Storage Device.

Do NOT put it in your Program Files or other system directories, Cemu will lack file permissions!**

Open the folder, right-click on Cemu.exe -> Properties -> Compatibility

If available, enable the option resembling :

Override high DPI scaling behavior. Scaling performed by: Application

If available, enable Disable fullscreen optimizations

Lastly, enable Run this program as an administrator. (This is to ensure you have full permissions.)

Apply, then click OK.

Updating:

Updating Cemu is simple, just download and replace the gameProfiles Folder & Cemu.exe

You may want to keep a backup of your Cemu folder before alterations, just to be safe!

It may also be a good idea to delete your Precompiled shaderCache and maybe Settings.bin file when updating Cemu.

Deleting your Precompiled shaderCache will require you to wait for a longer period when launching a game.

If deleting the Settings.bin file, you will need to redo your Options & Debug settings within Cemu.

Archive of Previous Cemu Releases:

QwerkyPengwen has compiled an archive of Cemu Versions, [Click Here]


Updating for Games & DLC

Easy Mode:

Instead of the guides below, you can now use Cemu's [File > Install game update or DLC] option. With the Update and/or DLC in decrypted/unpacked format (Loadiine Format / 3 separate folders,) use this option and navigate to the Meta folder. Open the Meta.xml file and Cemu will install either the Update or the DLC of your choice to the correct directory.

Manual Mode:

Adding updates to the right directory - http://compat.cemu.info/wiki/Tutorial:How_to_update_a_game

Adding the DLC to the right directory - http://compat.cemu.info/wiki/Tutorial:How_to_install_a_DLC


ShaderCache

Transferable shaders are dumped Wii U shaders + some render state info. It's the raw input needed for shader translation and can be transferred across different computers to different Cemu installations.

Download links are prohibited.

Transferable ShaderCache becomes Precompiled ShaderCache once you load the game. Precompiled shadercache is an extra cache layer to speed up shader cache loading. Each time you encounter a new effect or piece of environment in a game you will freeze temporarily and it will save those shaders into your Precompiled and Transferable Cache. You should not freeze again after encountering that shader.

Transferable ShaderCaches are stored as .bin filesin \Cemu\shaderCache\transferable while Precompiled Shadercaches are stored in \Cemu\shaderCache\precompiled. These files are named to match the RPX hash of a title and is displayed in Cemu's titlebar when a game is loaded. Conventional shaders have an additional _J suffix

Note 1: Older Transferable ShaderCaches from pre-1.8.0 will not work with newer Cemu versions.
Note 2: Some games will not keep the same ShaderCache structure after updating the game ( i.e. Breath of the Wild, ) so you may have to rebuild a Transferable Cache for the game after updating that game and then playing, building your Shaders from 0 once again.
Note 3: As of Cemu 1.11.6 Conventional Shaders from pre-1.8.0 have been reintroduced, and can be enabled by disabling Use separable shaders under Experimental settings.

[BotW] - GX2DrawDone() for Accurate Emulation

Located at: Options > Experimental > Full sync at GX2DrawDone()

This option is recommended to help avoid potential CPU<->GPU desync issues and accurately emulate the CPU<->GPU sync behavior that most games expect.

Keep in mind that the higher the resolution you use in-game, the more of a performance hit you will take.

Issues it fixes include but are not limited to:

Stuttery NPCs at a distance, including enemies and wildlife.

The Camera Rune being unable to detect objects for photos.

Possible rune-related crashes.

Fixes Rain / Wet Surface Detection

Constant Blood Moons at the wrong periods of time. (aka Blood Moon spam)


Cemuhook

Download Cemuhook from https://sshnuke.net/cemuhook/

Extract ALL contents of the Cemuhook ZIP / Archive into your Cemu folder.

When opening Cemu, make sure to download your Shared Fonts. Open Cemu > Download the Shared Fonts with the link that appears in the main window. Cemuhooksharedfontsdllink.png

These are used to display in-game text in some titles, such as Super Smash Bros. Wii U, Mario Tennis: Ultra Smash, and Super Mario Maker

Cemuhook also allows the following:

Extended Debug Mode with Extra Options, some required for various games. (QPC Mode)

Allows you to set up a Gyro-enabled Device / Controller / Phone to use with Motion Control games.

Allows in-game cutscenes to play on various titles instead of crashing or a glitchy green-screen.

Lets you play games in fast-forward or slow-motion mode under Debug.

Motion Controls:

Motion Controls with Cemuhook using DS3 / DS4 / Android Phone, by Rajkosto: Click Here
Motion Controls with Wiimotes, using WiimoteHook, by Epigramx: Click Here
Switch Pro Controller and Joycon Motion Support using BetterJoyForCemu, by Davidobot: Click Here
Motion Controls with Steam Controller: Click Here
Motion Controls with Windows Phones & Tablets, UWP MotionSource App: Click Here
Motion Controls with iOS devices (iPhones, iPads, etc) MotionSource App: Click Here
Motion Controls with iOS devices (iPhones, iPads, etc) No App Installation Requirement: Click Here

Graphic Packs

Grab your packs from here, make sure to unzip the archive after downloading. Place them into your graphicPacks folder. The Github Website Appveyor Link

Graphic Packs can drastically increase your game quality, and should have little to no impact on performance. Any pack should work fine with little to no performance hit; resolution packs for better quality are an exception.

[BotW] - I recommend the 1440p Resolution, Clarity GFX + my personal preset, and FPS++ or Static FPS packs. Keep in mind the higher resolution you go, the more likely you will lose FPS.

[BotW] Graphic Pack Descriptions:

Graphic Packs that Fix Problems:

Nvidia Explosion Smoke - Before, smoke effects would be rotated incorrectly and flat. This fixes that.
NVIDIA Glitch Artifacts Workaround - This pack contains a workaround for the glitch/blockish artifacts found on lava, water or reflections.
AMD Shadows - Used to fix box shadow creating additional shadows on grass at certain angles/from being visible when it shouldn't be.
AMD Light Circle fix - Used to fix potential light rings/improper banding from various dynamic lighting sources.
Square Kakariko Torch Shadows Fix - Lightsources appear boxy when reflecting on the ground. This fixes that.
LWZX Crash Workaround - Used to fix crashes while playing. Always keep this enabled.

Graphic Packs that Effect Performance and/or Gamespeed:

FPS++ - A patch by Xalphenos, founder of the FPS patch, that allows users to dynamically reach the peak FPS their system can handle and also keeps users at 100% game speed no matter what FPS they are currently at. Under normal circumstances you would be in slow motion when under 30FPS and in "fast-motion" when above 30FPS ... this prevents that. However, please note that you may have some animation issues. You may also read more about this in the section devoted to Epigramx's Static FPS Mods.
30FPS Lock - When used in combination with FPS++, locks your Vsync Frequency to 30 in order to provide 30FPS instead of going over; by user's preference.
Epigramx's Static FPS Mods - [See the specific section in this guide for an explanation, recommended read.]

Graphic Packs that offer Better Visual Quality and Additional Customization:

Resolution Packs - Used to bump up Cemu's resolution output. Can increase viewing quality on any display, even if you're on 1080p, 4k will look a lot better overall due to downsampling. They do have hefty performance costs if your GPU is not adequate for the job. Unless specified with a shadow pack, Shadows also scale to the resolution you set with these.
No Anti-Aliasing - Removes Anti-Aliasing but makes the edges of 3D objects pixilated and jagged. Does not improve performance one way or the other; I personally do not recommend using this unless you want to test it for yourself.
FXAA - Blurs over the entire image to try and smooth out lower resolutions, makes them appear less blocky on higher resolution displays.
No Depth of Field - Removes the blur effect that happens around the central point when you focus an enemy during battles, and when using camera. Should have no effect in performance except in very high resolution packs (4k+)
LOD Bias - Allows adjusting the Level of Detail bias. You can adjust the value from -16 to +16, negative values means more detail. Should not affect performance. Remember that too much detail in the distance looks ugly if you don't have enough resolution to show them anyway.
Regular Shadows - Standard resolution shadows for everything. (x1, aka 720p, better performance.)
High Shadows - High resolution shadows for everything. (x16, aka near 10k res, expect worse performance.)
Clarity - A shader-based filter for color adjustments, like Reshade but without the glitches and heavy performance hit. Open the text file and select a preset by using a number in the defined area. Includes a Contrasty-like preset as well. There is a text guide included on how to create your own preset and also how to edit a current one to better fit your preferences; make sure to check it out!
Contrasty - "Clarity Lite" essentially, also Clarity's predecessor. Gives you the default game but you can edit a few values to change color saturation, etc. If you want the game's default foggy and bright feel but with slightly more color saturation, this is your safe bet; just edit the value and test it after each time you edit.
Monochromia Sin City - Special mod by Kiri. Try it out. Not for general use, think of it as a special game color mode. Do not use with Clarity or Contrasty, it will conflict!
Divine Laser Beam Customizer - Can make their beams rainbow or different colors, or make them entirely invisible. Requires personal configuration.
Glow Lights Color Mod - Changes the Orange and Blue colors of shrines and other stuff to be alternative colors. Requires personal configuration.
Smooth Shrine Glow - Smoothes out the pixilated edges of shrines when using higher resolution graphic packs. Not included in the Github because of some issues that would, probably, make it visually unappealing. Makes towers and shrines harshly bright and pixilated when viewed from a distance. Description is here for completion.
Pro+ HUD - When using the Pro HUD in the options in-game, lets all HUD elements be turned off.
Minimalistic GUI - Replaces Clean Camera Rune in the Github, can be used to mimic the features of the Clean Camera Rune pack when editing certain options; does have drawbacks. A pack by Crementif that changes most of the menus to be more modern in approach. Essentially it gives you a cleaner view. There are a few unimportant glitches like the Map background turning white.
No MM Triforce - When playing Master Mode, removes the Triforce at the bottom-left of the screen. May glitch into a black square on Nvidia systems.

Nvidia Control Panel and Tweaks with NVPI (Nvidia Profile Inspector)

Recommended Nvidia Control Panel settings -

Nvctrlpanel1.png Nvctrlpanel2.png Nvctrlpanel3.png

Download Nvidia Profile Inspector -https://ci.appveyor.com/project/Orbmu2k/nvidiaprofileinspector/build/artifacts

Open Nvidia Profile Inspector: Edit your Global Profile, these options should be beneficial to games in general. The "Common" section:

  "Multi-display/mixed-GPU Acceleration" : set to "Single Display Performance Mode"
  "Power Management Mode" : set to "Prefer Maximum Performance"
  "Threaded Optimization" : set to "On"

Apply changes. Cemu must be restarted before changes can take effect.

Nvprofileinspector.png

Credit to xElite_V/Carl for provided images.


AMD Radeon Settings

Recommended Radeon Settings and graphic profile -

Amdrs1.png

Amdrs2.png


[BotW] Xalphenos's Dynamic FPS Patch

Now included in the Graphic Packs included from [The Github Website] [Appveyor Link]

Supports BotW v1.3.0, v1.3.1, v1.3.3, v1.4.0, v1.4.1, v1.5.0
Cemuhook required.
Make sure to disable any FPS limiters or vsyncs that force 30FPS unless you only want 30FPS.

Simply drag and drop the extracted file from the ZIP to your graphicPacks folder. Open Cemu > Options > Graphic Packs > Enable "BotW FPS++"


[BotW] Epigramx's Static FPS Mods

Supports BotW v1.4.0, v1.4.1, v1.5.0
Cemuhook required.
Make sure to disable any FPS limiters or vsyncs as this uses its own FPS limit and vsync variable.

Link's shaky animation and laggy camera movement, (in short, due to frame-pacing), is from the "Dynamic FPS Mod", FPS++, from Xalphenos. The dynamic feature was put in place for those who cannot maintain stable framerates. It allows the game to play in full speed even if you can't maintain your FPS, as most people cannot with mid or lower-end hardware.

Epigramx has since simplified FPS++, dropping the dynamic feature in order to be more reliable with different permanent FPS limits, you can fix the frame-pacing so long as you don't, at any time, go below that FPS limit you set by using one of his packs; if you can't maintain a steady maximum, you'll go in slow motion.

If you set one of these up and go below the FPS required you will have the game slowed down and not at normal speed, this is why Xalphenos mandated FPS++ be dynamic so that it can change freely; that said, if you continue to use FPS++ you will experience that juddery/shaky animation type. This is normal and happens with everyone.

For example, if you never drop below 40FPS, including in towns or in battle, you can make use of Epigramx's 40FPS lock. This will remove the shaky / stuttering animations of Link and the camera. However, if you cannot maintain even 30FPS, you should just use Xalphenos's FPS++ and deal with the shaky Link animations, in my opinion.

To clarify, there is only FPS++ from Xalphenos and then Epigramx's Static mod of the aforementioned. There is no BSoD FPS Unlocker (which is literally a renamed FPS++ from Xalphenos) We do not name things "unlockers" because of confusion, where people think it will automatically run @ 60 even though your hardware is the reason it will or will not.

FPS Mods Info Slow motion? Allows 60+ FPS? Physics fixed over 30FPS?
Xalphenos's FPS++ Allows varying FPS but with pacing issues. Will not happen. Yes Not yet.
Epigramx's Static FPS Limits FPS and balances pacing. Yes, if you go below your specified FPS. Yes, with the right version or your edited one. Yes, for the most part.

So the decision is yours.


Epigramx's list of Static FPS versions: (Click Here)

If you wish to make your own version for a custom FPS, please read the readme.txt as follows:

This is based on an extreme simplification of the FPS++ mod by Xalphenos; it drops Dynamic FPS to prevent graphics judder. The Rajkosto "best fence" method is also included for performance and stability. Judder was easily noticeable when Link paraglides; the caveat is that the user must pick a target FPS that they can maintain.

It improves over previous static mods in that it allows ANY value as a static fps target and it includes the stamina fix.I've also figured a fix for the physics of arrow projectiles so they are consistent at velocity/distance. To use it simply grab one of the provided versions or edit one with these changes:

  a) rules.txt frequency and name 
  b) divide 30 by the target FPS 
  c) use the result of that calculation and the target FPS in patches.txt

A small tutorial by faW4t:

If I want to set the Static FPS limit to, let's say 50, we do the following:

Open rules.txt and set, under [Control], the value of vsyncFrequency to 50 and optionally name to BotW ANY FPS mod; static 50FPS

Dividing 30 / 50, resulting in 0.6

Then opening patches.txt, searching for the variable 0x00000000 in [BotwFPSV208] ( v1.5.0 ) or [BotwFPSv176V192] ( v1.4.0 / v1.4.1 ) and setting it to .float 0.6

The same with 0x18 on the respected game version, setting it to .float 50 for 50FPS

These steps will give you the custom version you want if they are not provided.


Extra

Gamecube Controller Support?

They are not natively supported however the Official Adapter and Mayflash Adapter can be used - I personally use this: Here

Laptops: A risky way to get better FPS & Performance

Gaming Laptop users should take a look at this thread for information on CPU / GPU throttling: https://www.reddit.com/r/cemu/comments/73xoex/possible_fps_gain_for_intelgaming_laptop_users/

Cemu Options & Windows Optimizations:

Options > GPU Buffer Cache Accuracy:
Test each setting out to get a feel for what it needs to be set to. BotW and most others require Low.

Setting this too high on various titles will give you large performance drops.

CPU Affinity:
For Hyperthreading CPUs with 4+ Physical cores & 4+ Logical cores:

With Cemuhook installed, you can try setting your CPU affinity settings in Cemu under CPU > Affinity

Try Even or Odd, if available; whichever gives you the best performance.

Windows 10 Users:
Open Msconfig ( Win Key + R > Type " msconfig.exe " > Press Enter > Navigate to " Services " )

Disable the Following:

  Xbox Accessory Management Service
  Xbox Live Auth Manager
  Xbox Live Game Save
  Xbox Live Networking Service
Apply changes & restart.


These are unnecessary for Cemu and you can see a rough 1~5 FPS increase. For games you want to use them with, make sure to enable the services again. Turning off Nvidia services for streaming, etc, may also be of some benefit.

Disable OSD Monitoring Programs (On-Screen Displays):
Using OSDs may cause FPS drops when trying to play games on Cemu. Make sure they're disabled. This includes Nvidia, Xbox, Steam, some recording software, and others.
Low RAM with Nvidia? Try this:
Navigate to .\Cemu\gameProfiles\ your_botw_profile

Under [Graphics], add the Line:

accurateShaderMul = min

Note: This disables some textures and makes fireballs disappear, however it can save quite a bit of RAM. ( i.e. Going from 12GB free required to 8GB free required. ) When and if you try this, you will have to recompile your shaderCache again. So before you do this, make sure to make a backup of your original default shaderCache in your Cemu Folder\shaderCache\Precompiled ( For if and when you want to switch back to = true )

GPU Driver Updates & Downgrades:

Each time after updating or downgrading your GPU Driver, you will need to delete your Precompiled shaderCache.

Always make sure to be using the newest, or otherwise, most stable GPU Driver to date. If you have some issues, make sure it isn't your driver. If you think your driver is corrupted, you can use DDU to uninstall your drivers entirely. Restart your computer. Reinstall your driver afterwards.

Display Driver Uninstaller Download

[BotW] Graphic Bugs, Glitches & Problems:

Slashiee's Compilation of Bugs & Fixes:

If you're experiencing any weird anomalies with graphics, check out Slashiee's FAQ - [Click Here]

Using Dual/Triple Core Recompiler makes my loading times feel slow -- Enable.. Debug > Custom Timers > QPC x1 Cemuhook Required
Runes can crash upon use on an object. -- Enable.. Options > Experimental > Full Sync at GX2DrawDone()
Enemies/NPCs are stuttery & freeze when I'm not near them. -- Enable.. Options > Experimental > GX2DrawDone()
The Camera doesn't recognize items and other objects. -- Enable.. Options > Experimental > GX2DrawDone()


[BotW] Other Graphic Problems:

If you encounter any strange artifacts or issues that don't disappear with a restart of Cemu, you can try deleting your Precompiled cache and rebuilding it. If it's still in error, it may be your Transferable shaderCache; delete it for the specific game and then you may try building your own--if that's too much of a hassle, you can find one online but you may end up with the same problem. If still persistent, that's when you would want to try getting assistance or trying the GPU Driver Re-installation fix located in section #15.4 above.

AMD Users + Mesa Mild:

AMD's lack of performance is due to their depreciated OpenGL support since moving their attention to the Vulkan API. Had AMD finished OpenGL compatibility it would not have the problems it does, and to be fair, it's mainly Breath of the Wild that is effected. Will AMD ever improve their OpenGL driver support?--We don't know, however Cemu does plan to incorporate Vulkan in due time, but not in the near future. In the meantime, Linux users can use custom user-built drivers for AMD that aren't applicable to Windows systems; the information I have is below. (Please do not bug the Cemu Developers about Vulkan.)

As a precaution, I don't recommend diving into this unless you are comfortable with Linux, but the option is here for you.

  [Mesa Mild Compatibility Github]
   Epigramx 's quick guide to setting up Mesa Mild on Linux. [Click Here]

Further support for AMD related questions and Mesa Mild can be discussed within our Official Discord (linked below.)

Bugs and glitches should be reported in the Weekly Troubleshooting Thread

For quick and reliable support, feel welcome to come by the Discord. https://discord.gg/5psYsup

MAKE SURE TO READ THE RULES IN #WELCOME >:)

Please let me know if I missed anything~

Credit to Serfrost for creating this guide
If you appreciate this guide, please consider donating to me. Any spare change is greatly appreciated and I'd love you. :] Click ---> PayPal Donation Page