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'''The Legend of Zelda: Breath of the Wild''' is an action-adventure video game developed and published by Nintendo for the Nintendo Switch and Wii U video game consoles. It is the 19th release in the main The Legend of Zelda series. The title's gameplay and mechanics constitute a departure from the series' conventions, featuring an open-world environment, a detailed physics engine, high-definition visuals, voice acting, and the ability to play through the game's dungeons in any order. Announced in 2013, the game was initially planned for release as a Wii U exclusive in 2015, but was delayed twice prior to its release on 3 March 2017. Breath of the Wild was a launch title for the Switch, and the final Nintendo-produced game for the Wii U. | '''The Legend of Zelda: Breath of the Wild''' is an action-adventure video game developed and published by Nintendo for the Nintendo Switch and Wii U video game consoles. It is the 19th release in the main The Legend of Zelda series. The title's gameplay and mechanics constitute a departure from the series' conventions, featuring an open-world environment, a detailed physics engine, high-definition visuals, voice acting, and the ability to play through the game's dungeons in any order. Announced in 2013, the game was initially planned for release as a Wii U exclusive in 2015, but was delayed twice prior to its release on 3 March 2017. Breath of the Wild was a launch title for the Switch, and the final Nintendo-produced game for the Wii U. | ||
= Known Issues = | |||
These issues assume that you are using the [[How to install and update Cemu|latest public Cemu build]], on latest [[Cemuhook]] and latest [[Graphic packs]] so have all three updated before going on. | |||
=== | ==FPS issues== | ||
=== FPS "stuttering"(stalling/freezing) === | |||
This is perfectly normal if the emulator is still building an OpenGL shaders cache or a Vulkan pipeline cache. If there is a GPU driver update the stalling may return for Vulkan because the transferable doesn't cover all its caching needs. If otherwise it still stutters it may be a system that run out of RAM and now it covers its memory needs by using a drive. | |||
=== Low FPS === | |||
This can be normal on slow machines. However there are very drastic ways to improve that in Cemu. Keep in mind though that BotW is most accurate at exactly 30FPS. | |||
=== | ==== Solution: Use FPS++ or static FPS++ ==== | ||
[[FPS++]] is an assembly mod in the form of a set of graphic packs to both boost performance and make the timestep of BotW dynamic and it is the main way to play with high FPS for BotW. Alternatively for more accuracy use the static fps mod but the target fps should be reached in that case for the physics to feel correct. For the most accuracy and the fewest bugs the game should either run statically at 30FPS or without an fps mod at all. | |||
=== | ==== Solution: Run a multicore recompiler==== | ||
If the CPU can handle it, you can use the Dualcore/Triplecore Recompiler setting in the gameprofile or under CPU>Mode. | |||
See the chart at the [[The Legend of Zelda: Breath of the Wild#Configuration|Configuration]] section to determine what Recompiler mode is best for your CPU. | |||
=== | ==== Other solutions to low FPS ==== | ||
Full syncing at DrawDone() can be disabled for OpenGL (it will introduce bugs if GPU load isn't too low). The resolution of the game can be set to lower with a graphic pack especially if the GPU can't handle it. The FPS++ mod can be set to use a more inaccurate "fence skipping" method. | |||
=== | === Issues arising by using FPS++ or static FPS++ === | ||
Note: Various of these issues exist both on higher and lower than 30 FPS but in an equivalent way, because the game expects a constant timestep for these features. Most of these will be solved by setting the FPS++ limit to 30 and you reach the limit. If they still persist try the static fps mod at preset 30 or no fps mod at all. | |||
====Main issues==== | |||
*Some cutscenes, especially in the Rito Village / Bird Divine Beast & Boss can cause the game to freeze. | *Some cutscenes, especially in the Rito Village / Bird Divine Beast & Boss can cause the game to freeze. | ||
Line 71: | Line 59: | ||
*Collision detection appears to partly rely on a certain timestep. For example an arrow might go through a blocking-fence if Link is too close to it on high FPS. | *Collision detection appears to partly rely on a certain timestep. For example an arrow might go through a blocking-fence if Link is too close to it on high FPS. | ||
====Possible issues:==== | |||
*Possible: NPCs routing will be off and they might get stuck in a routing loop; going in circles. | *Possible: NPCs routing will be off and they might get stuck in a routing loop; going in circles. | ||
*Possible: Some shrine requirements may fail to trigger, such as Blood Moon and the Gerudo Tower shrine that is reliant on the shadow placement. | *Possible: Some shrine requirements may fail to trigger, such as Blood Moon and the Gerudo Tower shrine that is reliant on the shadow placement. | ||
====Previous FPS++ issues now fixed==== | |||
*Arrow/projectile travel distance varying based on FPS has been fixed. | *Arrow/projectile travel distance varying based on FPS has been fixed. | ||
*Music looping varying based on FPS has been fixed. | *Music looping varying based on FPS has been fixed. | ||
Line 85: | Line 69: | ||
*Map Screen cursor panning & control speed is now normalized. | *Map Screen cursor panning & control speed is now normalized. | ||
== Configuration | =="Milk water", "Rainbow/Confetti textures", and random game crashes== | ||
These might fix if full sync at DrawDone() is enabled (at Options->Graphics) which is forced enabled for the Vulkan backend right now. That option will have a small performance impact but it becomes zero if the PC GPU load is extremely low to the point of always be done rendering before the emulated CPU expects results. Some of these bugs were previously thought to be caused by fence skipping so you could experiment with fence skipping presets of FPS++ if DrawDone() syncing doesn't seem enough to you. | |||
==Green videos== | |||
On old versions of Cemu [[Cemuhook]] was required. If they still appear green (common on linux) [[Cemuhook]]'s H264 support should be enabled under the Debug menu. | |||
==Issues solved only by updating software or upgrading hardware or updating the game== | |||
===Outdated hardware issues=== | |||
Various graphical glitches can be solved only with a newer GPU that includes newer OpenGL or Vulkan drivers. Some CPUs are too slow even for achieving the default 30FPS. All CPUs must be x86_64. | |||
===Outdated or corrupt software issues=== | |||
The graphics drivers must support the OpenGL or Vulkan features required which can improve on another OS (e.g. linux has better AMD drivers for both APIs). Cemu should be latest, Cemuhook should be latest and Graphic packs should be latest. | |||
===Outdated or corrupt game issues=== | |||
The game itself should be updated to the latest version. The files of it should not be corrupted. To avoid corruption always keep base game and update separate and follow the proper procedure to install it for Cemu. | |||
== Excessive amount of RAM used for shader cache on NVIDIA & Intel GPUs == | |||
*Update your GPU Driver and add <code>accurateShaderMul = min</code> under [Graphics] within the game's GameProfile. | |||
** With NVIDIA GPUs if you have 8 or more gigs of system RAM this is not needed. | |||
*** Following this, Intel iGPUs will still have issues, but hopefully less. | |||
==Vulkan & OpenGL issues== | |||
=== Drifting particles === | |||
*There is currently no way to fix this. For example: Water splashes and Links Sweat. | |||
==Vulkan-only issues== | |||
===At the completion of Divine Beast Vah Ruta Cemu crashes=== | |||
A fix is to run that part with the OpenGL backend (Cemu crashes at the start of the cut-scene that occurs once finishing the the fight with the Divine Beast using Prince Sidon's assistance). | |||
==OpenGL-only issues== | |||
=== Shadows are not rendered correctly on AMD & Intel GPUs === | |||
*There is a workaround fix via the graphic pack ''AMD & Intel Shadows'' though this doesn't completely fix the issue. | |||
=== Explosion smoke effects not rendered correctly on NVIDIA GPUs === | |||
*This only happens with the game profile setting <code>accurateShaderMul = true</code> | |||
**There is a workaround fix via the graphic pack ''NVIDIA Explosion Smoke''. | |||
**ShaderMul set to Min will resolve this issue at the cost of other effects being broken. | |||
=== The area around torches in Kakariko Village has a shadow box === | |||
*There is a workaround fix via the graphic pack ''Kakariko Torch Shadows''. | |||
=== Clouds oriented vertically instead of horizontally on Nvidia === | |||
*There is currently no way to fix this. | |||
=== Fog is incorrectly rendered in a dome shape within Faron Woods === | |||
*There is currently no way to fix this. | |||
== Enemy AI & NPC freezes == | |||
*Fixed by using FPS++'s CPU Occlusion Query (NPC Stutter Fix) option. | |||
*Alternatively, this can be fixed at the cost of some performance by enabling ''Full sync at GX2DrawDone'' in the Graphics tab of the General settings (This is enabled by default). | |||
**This will also fix random crashes that happen if you don't have the ''LWZX Crash'' pack on | |||
**This issue only occurs with NVIDIA GPUs. | |||
= Configuration = | |||
*In addition to the information below, you may want to review Serfrost's Cemu Setup Guide: [[Serfrosts_Cemu_Setup_Guide|'''[ Click Here ]''']] | *In addition to the information below, you may want to review Serfrost's Cemu Setup Guide: [[Serfrosts_Cemu_Setup_Guide|'''[ Click Here ]''']] | ||
*See [[The Legend of Zelda: Breath of the Wild Graphic Packs|Breath of the Wild Graphic Packs]] for descriptions of most of the graphics packs available from the '''''[https://slashiee.github.io/cemu_graphic_packs/ community gfx pack repo.]''''' | *See [[The Legend of Zelda: Breath of the Wild Graphic Packs|Breath of the Wild Graphic Packs]] for descriptions of most of the graphics packs available from the '''''[https://slashiee.github.io/cemu_graphic_packs/ community gfx pack repo.]''''' | ||
==Profile settings== | |||
You can edit them by right clicking the game on the game list of Cemu but leave most of them at the default settings. Make sure you actually use the default game profile. In order to do that when you first install Cemu also extract the profiles folder from the zip. | |||
===CPU recompiler setting=== | |||
* | *Use one of the recommended settings below provided your CPU does not thermal throttle with increases of load''' | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 118: | Line 150: | ||
| 6+ || 6+ || Triplecore-Recompiler | | 6+ || 6+ || Triplecore-Recompiler | ||
|} | |} | ||
==Other settings== | |||
*Cemu options > general > graphics settings: | *Cemu options > general > graphics settings: | ||
'''Full Sync at GX2DrawDone enabled''' (On by default) | '''Full Sync at GX2DrawDone enabled''' (On by default and forced on the Vulkan backend) which fixes bugs unless the GPU load is extremely low in which case it would not have an impact anyway | ||
*Cemuhook (under debug tab) settings: | *Cemuhook (under debug tab) settings: | ||
'''MM Timer Accuracy: 1ms''' | '''MM Timer Accuracy: 1ms''' (irrelevant on Cemu versions without a host timer anymore) | ||
'''Custom Timer: Cemu Default''' | '''Custom Timer: Cemu Default''' | ||
'''Use Cemuhook H264: Enabled''' | '''Use Cemuhook H264: Enabled''' | ||
*Recommended Graphics Packs to enable: | *Recommended Graphics Packs to enable (they usually require Cemuhook for assembly patching): | ||
'''LWZX Crash Workaround''' | '''LWZX Crash Workaround''' (irrelevant if DrawDone() full syncing is enabled) | ||
'''Any AMD/NVIDIA fixes depending on your GPU''' | '''Any AMD/NVIDIA/Intel fixes depending on your GPU''' | ||
'''FPS++'s 4 Separate GraphicPacks, Enabled''' | '''FPS++'s 4 Separate GraphicPacks, Enabled''' (for more accuracy look into the static version of the mod instead but the target fps must be maintained in that case) | ||
'''Clouds, fixes the Cloud Streaks in the sky.''' | '''Clouds, fixes the Cloud Streaks in the sky.''' | ||
=Versions= | |||
You can check the game version and the DLC version on the title screen. | You can check the game version and the DLC version on the title screen. | ||
== UPDATES == | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 157: | Line 190: | ||
|} | |} | ||
== DLC == | |||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
Line 169: | Line 202: | ||
|} | |} | ||
= Gameplay Videos = | |||
{{#ev:youtube|CExmkdQLn-4|400|inline|[https://youtu.be/CExmkdQLn-4 The Legend of Zelda: Breath of the Wild on Cemu 1.10.0 - AMD GPU]|frame}} | {{#ev:youtube|CExmkdQLn-4|400|inline|[https://youtu.be/CExmkdQLn-4 The Legend of Zelda: Breath of the Wild on Cemu 1.10.0 - AMD GPU]|frame}} | ||
{{#ev:youtube|xwzzp8b67X0|400|inline|[https://youtu.be/xwzzp8b67X0 The Legend of Zelda: Breath of the Wild on Cemu 1.11.2 - nVidia GPU]|frame}} | {{#ev:youtube|xwzzp8b67X0|400|inline|[https://youtu.be/xwzzp8b67X0 The Legend of Zelda: Breath of the Wild on Cemu 1.11.2 - nVidia GPU]|frame}} | ||
Line 175: | Line 208: | ||
{{#ev:youtube|zPiFlmaiquk|400|inline|[https://youtu.be/zPiFlmaiquk The Legend of Zelda: Breath of the Wild on Cemu 1.16.0 - GTX 1080]|frame}} | {{#ev:youtube|zPiFlmaiquk|400|inline|[https://youtu.be/zPiFlmaiquk The Legend of Zelda: Breath of the Wild on Cemu 1.16.0 - GTX 1080]|frame}} | ||
= Testing = | |||
{{teststart}} | {{teststart}} | ||
{{testsection|1.7|collapsed}} | {{testsection|1.7|collapsed}} | ||
Line 408: | Line 441: | ||
Review my guide for any other concerns: http://compat.cemu.info/wiki/Serfrosts_Cemu_Setup_Guide}} | Review my guide for any other concerns: http://compat.cemu.info/wiki/Serfrosts_Cemu_Setup_Guide}} | ||
{{testline|version=1.16.1|OS=Windows 10 Education 1909|region=USA|CPU=i5 8600k @ 5.00GHz|GPU= AMD RX 570 8 GB @ 1400MHz GPU and 2135MHz Memory |user=Gman|FPS=60+|rating=Playable|notes= | |||
'''Vulkan:''' | |||
Runs great! 1.16.1 increases my average GPU usage due to the lower CPU usage (previously the bottleneck). Unlocking the framerate shows a minimum of 60fps in the most demanding of areas (villages). Nintendo Switch Pro Controller used fro gyro features. | |||
*Triple-core recompiler | |||
*MM timer accuracy 1ms | |||
*enabled QPC | |||
*Shader mul accuracy = true | |||
*GPU buffer cache accuracy = low | |||
*enabled full sync GX2DrawDone | |||
*Graphic packs - 1080p resolution, Alternative FXAA Antialiasing, fps++}} | |||
{{testline|version=1.16.1|OS=Windows 10 Pro x64 1909|region=USA|CPU=AMD Ryzen 5 2600X|GPU= Nvidia GeForce GTX 660 2GB|user=JaleSwiftpaw|FPS=30 original framerate (stable)<br> | |||
45 unlocked framerate|rating=Playable|notes=Perfectly playable from start to finish. May require a few tweaks for it to work at full speed, especially by enabling triple core recompiler. Dualshock 4 recommended for gyro features, Full sync at GX2DrawDone() enabled for the camera rune to work properly. Full HD (1080p) resolution.}} | |||
{{testline|version=1.16.1|OS=Windows 10 Pro Insider Preview 2004|region=USA|CPU=i5 7200U @ 3.10GHz|GPU= Intel HD Graphics 620|user=VictorxD70|FPS=30~45|rating=Playable|notes= | |||
'''Vulkan:''' | |||
Runs very well, no crashes, some graphic packs are necessary to obtain fps gain.}} | |||
{{testend}} | {{testend}} | ||
[[Category:Breath of the Wild]] |
Revision as of 18:41, 27 January 2020
The Legend of Zelda: Breath of the Wild | |
---|---|
Developer(s) | Nintendo EPD |
Publisher(s) | Nintendo |
Series | |
Release date(s) | WW March 3, 2017 |
Genre(s) | |
Mode(s) | |
Input methods | GamePad |
Compatibility | Playable |
GameIDs | Missing IDs |
See also... |
The Legend of Zelda: Breath of the Wild is an action-adventure video game developed and published by Nintendo for the Nintendo Switch and Wii U video game consoles. It is the 19th release in the main The Legend of Zelda series. The title's gameplay and mechanics constitute a departure from the series' conventions, featuring an open-world environment, a detailed physics engine, high-definition visuals, voice acting, and the ability to play through the game's dungeons in any order. Announced in 2013, the game was initially planned for release as a Wii U exclusive in 2015, but was delayed twice prior to its release on 3 March 2017. Breath of the Wild was a launch title for the Switch, and the final Nintendo-produced game for the Wii U.
Known Issues
These issues assume that you are using the latest public Cemu build, on latest Cemuhook and latest Graphic packs so have all three updated before going on.
FPS issues
FPS "stuttering"(stalling/freezing)
This is perfectly normal if the emulator is still building an OpenGL shaders cache or a Vulkan pipeline cache. If there is a GPU driver update the stalling may return for Vulkan because the transferable doesn't cover all its caching needs. If otherwise it still stutters it may be a system that run out of RAM and now it covers its memory needs by using a drive.
Low FPS
This can be normal on slow machines. However there are very drastic ways to improve that in Cemu. Keep in mind though that BotW is most accurate at exactly 30FPS.
Solution: Use FPS++ or static FPS++
FPS++ is an assembly mod in the form of a set of graphic packs to both boost performance and make the timestep of BotW dynamic and it is the main way to play with high FPS for BotW. Alternatively for more accuracy use the static fps mod but the target fps should be reached in that case for the physics to feel correct. For the most accuracy and the fewest bugs the game should either run statically at 30FPS or without an fps mod at all.
Solution: Run a multicore recompiler
If the CPU can handle it, you can use the Dualcore/Triplecore Recompiler setting in the gameprofile or under CPU>Mode.
See the chart at the Configuration section to determine what Recompiler mode is best for your CPU.
Other solutions to low FPS
Full syncing at DrawDone() can be disabled for OpenGL (it will introduce bugs if GPU load isn't too low). The resolution of the game can be set to lower with a graphic pack especially if the GPU can't handle it. The FPS++ mod can be set to use a more inaccurate "fence skipping" method.
Issues arising by using FPS++ or static FPS++
Note: Various of these issues exist both on higher and lower than 30 FPS but in an equivalent way, because the game expects a constant timestep for these features. Most of these will be solved by setting the FPS++ limit to 30 and you reach the limit. If they still persist try the static fps mod at preset 30 or no fps mod at all.
Main issues
- Some cutscenes, especially in the Rito Village / Bird Divine Beast & Boss can cause the game to freeze.
- Gerudo Divine Beast - Thunderblight Ganon will leave the fighting area and not return at higher than 30 FPS
- 2 or 3 Flurry-Rush attacks will not connect with an enemy.
- Some physics have more intensity on higher than 30 FPS. i.e. shield surfing, ragdolling, pushing a raft with a leaf, etc.
- Shrines that spawn objects in water for them to float may cause the object to be stuck under the water surface.
- Throwing a bomb will cause it to have a small downward and then upward arc as it's traveling away from Link.
- Master Cycle boost will not work.
- Some graphical effects disappear a percentage faster, depending on how far above 30FPS you are.
- Menu cursor in Inventory or Quickslot has increased speed. - (Becomes hard to control when over 60FPS)
- When there is a camera change in cutscenes, there might be a wrong frame in between.
- The speed of balloons at the korok seed/pinwheel archery mini-game expects a constant timestep
- Collision detection appears to partly rely on a certain timestep. For example an arrow might go through a blocking-fence if Link is too close to it on high FPS.
Possible issues:
- Possible: NPCs routing will be off and they might get stuck in a routing loop; going in circles.
- Possible: Some shrine requirements may fail to trigger, such as Blood Moon and the Gerudo Tower shrine that is reliant on the shadow placement.
Previous FPS++ issues now fixed
- Arrow/projectile travel distance varying based on FPS has been fixed.
- Music looping varying based on FPS has been fixed.
- Stamina meter draining or refilling too quickly during actions has been fixed.
- Map Screen cursor panning & control speed is now normalized.
"Milk water", "Rainbow/Confetti textures", and random game crashes
These might fix if full sync at DrawDone() is enabled (at Options->Graphics) which is forced enabled for the Vulkan backend right now. That option will have a small performance impact but it becomes zero if the PC GPU load is extremely low to the point of always be done rendering before the emulated CPU expects results. Some of these bugs were previously thought to be caused by fence skipping so you could experiment with fence skipping presets of FPS++ if DrawDone() syncing doesn't seem enough to you.
Green videos
On old versions of Cemu Cemuhook was required. If they still appear green (common on linux) Cemuhook's H264 support should be enabled under the Debug menu.
Issues solved only by updating software or upgrading hardware or updating the game
Outdated hardware issues
Various graphical glitches can be solved only with a newer GPU that includes newer OpenGL or Vulkan drivers. Some CPUs are too slow even for achieving the default 30FPS. All CPUs must be x86_64.
Outdated or corrupt software issues
The graphics drivers must support the OpenGL or Vulkan features required which can improve on another OS (e.g. linux has better AMD drivers for both APIs). Cemu should be latest, Cemuhook should be latest and Graphic packs should be latest.
Outdated or corrupt game issues
The game itself should be updated to the latest version. The files of it should not be corrupted. To avoid corruption always keep base game and update separate and follow the proper procedure to install it for Cemu.
Excessive amount of RAM used for shader cache on NVIDIA & Intel GPUs
- Update your GPU Driver and add
accurateShaderMul = min
under [Graphics] within the game's GameProfile.- With NVIDIA GPUs if you have 8 or more gigs of system RAM this is not needed.
- Following this, Intel iGPUs will still have issues, but hopefully less.
- With NVIDIA GPUs if you have 8 or more gigs of system RAM this is not needed.
Vulkan & OpenGL issues
Drifting particles
- There is currently no way to fix this. For example: Water splashes and Links Sweat.
Vulkan-only issues
At the completion of Divine Beast Vah Ruta Cemu crashes
A fix is to run that part with the OpenGL backend (Cemu crashes at the start of the cut-scene that occurs once finishing the the fight with the Divine Beast using Prince Sidon's assistance).
OpenGL-only issues
Shadows are not rendered correctly on AMD & Intel GPUs
- There is a workaround fix via the graphic pack AMD & Intel Shadows though this doesn't completely fix the issue.
Explosion smoke effects not rendered correctly on NVIDIA GPUs
- This only happens with the game profile setting
accurateShaderMul = true
- There is a workaround fix via the graphic pack NVIDIA Explosion Smoke.
- ShaderMul set to Min will resolve this issue at the cost of other effects being broken.
The area around torches in Kakariko Village has a shadow box
- There is a workaround fix via the graphic pack Kakariko Torch Shadows.
Clouds oriented vertically instead of horizontally on Nvidia
- There is currently no way to fix this.
Fog is incorrectly rendered in a dome shape within Faron Woods
- There is currently no way to fix this.
Enemy AI & NPC freezes
- Fixed by using FPS++'s CPU Occlusion Query (NPC Stutter Fix) option.
- Alternatively, this can be fixed at the cost of some performance by enabling Full sync at GX2DrawDone in the Graphics tab of the General settings (This is enabled by default).
- This will also fix random crashes that happen if you don't have the LWZX Crash pack on
- This issue only occurs with NVIDIA GPUs.
Configuration
- In addition to the information below, you may want to review Serfrost's Cemu Setup Guide: [ Click Here ]
- See Breath of the Wild Graphic Packs for descriptions of most of the graphics packs available from the community gfx pack repo.
Profile settings
You can edit them by right clicking the game on the game list of Cemu but leave most of them at the default settings. Make sure you actually use the default game profile. In order to do that when you first install Cemu also extract the profiles folder from the zip.
CPU recompiler setting
- Use one of the recommended settings below provided your CPU does not thermal throttle with increases of load
CPU Cores | CPU Threads | cpuMode |
---|---|---|
2 | 2 | Singlecore-Recompiler |
2 | 4 | Singlecore-Recompiler, or Dualcore-Recompiler if the rest of the system doesn't take much cpu time |
4 | 4 | Dualcore-Recompiler |
4 | 8 | Dualcore-Recompiler, or Triplecore-Recompiler if the rest of the system doesn't take much cpu time |
6+ | 6+ | Triplecore-Recompiler |
Other settings
- Cemu options > general > graphics settings:
Full Sync at GX2DrawDone enabled (On by default and forced on the Vulkan backend) which fixes bugs unless the GPU load is extremely low in which case it would not have an impact anyway
- Cemuhook (under debug tab) settings:
MM Timer Accuracy: 1ms (irrelevant on Cemu versions without a host timer anymore) Custom Timer: Cemu Default Use Cemuhook H264: Enabled
- Recommended Graphics Packs to enable (they usually require Cemuhook for assembly patching):
LWZX Crash Workaround (irrelevant if DrawDone() full syncing is enabled) Any AMD/NVIDIA/Intel fixes depending on your GPU FPS++'s 4 Separate GraphicPacks, Enabled (for more accuracy look into the static version of the mod instead but the target fps must be maintained in that case) Clouds, fixes the Cloud Streaks in the sky.
Versions
You can check the game version and the DLC version on the title screen.
UPDATES
Game Version | Internal Version Number | FPS++ |
---|---|---|
1.5.0 | v208 | YES |
1.4.1 | v192 | YES |
1.4.0 | v176 | YES |
1.3.4 | v160 | NO |
1.3.3 | v144 | Cemu 1.11.3 or below |
1.3.1 | v112 | Cemu 1.11.3 or below |
1.3.0 | v97 | Cemu 1.11.3 or below |
DLC
DLC Version | Internal DLC Version Number | Minimum Game Version |
---|---|---|
3.0 | v80 | 1.4.0 |
2.1 | v64 | 1.3.3 |
2.0 | v48 | 1.3.0 |
Gameplay Videos
Testing
Testing | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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- Pages using DynamicPageList3 parser function
- Nintendo EPD (Developer)
- Nintendo (Publisher)
- Worldwide (Release region)
- 2017 (Initial release year)
- Single-player only (Game mode)
- 1 (Players supported)
- GamePad (Input supported)
- Playable (Rating)
- List of games
- Tested on (Release): 1.7.4d
- Tested on (Release): 1.7.3d
- Tested on (Release): 1.7.2
- Tested on (Release): 1.7.2c
- Tested on (Release): 1.7.3
- Tested on (Release): 1.7.4b
- Tested on (Release): 1.7.4c
- Tested on (Release): 1.7.5
- Tested on (Release): 1.8.0
- Tested on (Release): 1.8.0b
- Tested on (Release): 1.8.1b
- Tested on (Release): 1.8.2
- Tested on (Release): 1.9.0c
- Tested on (Release): 1.9.1
- Tested on (Release): 1.10.0f
- Tested on (Release): 1.11.0c
- Tested on (Release): 1.11.1
- Tested on (Release): 1.11.2
- Tested on (Release): 1.11.3
- Tested on (Release): 1.11.4
- Tested on (Release): 1.11.4b
- Tested on (Release): 1.11.5
- Tested on (Release): 1.11.5b
- Tested on (Release): 1.11.5d
- Tested on (Release): 1.11.6b
- Tested on (Release): 1.12.0d
- Tested on (Release): 1.12.1b
- Tested on (Release): 1.12.2d
- Tested on (Release): 1.15.0e
- Tested on (Release): 1.15.12d
- Tested on (Release): 1.15.3b
- Tested on (Release): 1.15.5c
- Tested on (Release): 1.15.8
- Tested on (Release): 1.15.10
- Tested on (Release): 1.16.0d
- Tested on (Release): 1.16.1
- Breath of the Wild