'''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 ==
= Known Issues =
These issues are assuming you are using the latest public Cemu build
=== FPS drops and stuttering ===
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.
*This can be sometimes be fixed by building a shader cache or using the Dualcore/Triplecore Recompiler setting in the gameprofile or under CPU>Mode.
**See the chart below to determine what Recompiler mode is best for your CPU.
***NVIDIA GPU users should also set precompiled shaders to be disabled via the game profile or general settings to help prevent this.
=== Excessive amount of RAM used for shader cache on NVIDIA & Intel GPUs ===
==FPS issues==
*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.
=== FPS "stuttering"(stalling/freezing) ===
*** Following this, Intel iGPUs will still have issues, but hopefully less.
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 ===
=== Shadows are not rendered correctly on AMD & Intel GPUs ===
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.
*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 ===
==== Solution: Use FPS++ or static FPS++ ====
*This only happens with the game profile setting <code>accurateShaderMul = true</code>
**There is a workaround fix via the graphic pack ''NVIDIA Explosion Smoke''.
=== The area around torches in Kakariko Village has a shadow box ===
[[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.
*There is a workaround fix via the graphic pack ''Kakariko Torch Shadows''.
=== Enemy AI & NPC freezes ===
==== Solution: Run a multicore recompiler====
*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.
=== Drifting particles ===
If the CPU can handle it, you can use the Dualcore/Triplecore Recompiler setting in the gameprofile or under CPU>Mode.
*There is currently no way to fix this. For example: Water splashes and Links Sweat.
=== Fog is incorrectly rendered in a dome shape within Faron Woods ===
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.
*There is currently no way to fix this.
=== Clouds oriented vertically instead of horizontally on Nvidia ===
==== Other solutions to low FPS ====
*There is currently no way to fix this.
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.
=== Currently known issues involved with FPS ===
=== Issues arising by using FPS++ or static FPS++ ===
'''Issues arising by not running the game at 30FPS:'''
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.
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
====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.
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*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 misc. issues:'''
====Possible issues:====
*Possible: Cutscenes, blood moons, and sometimes randomly some textures will become corrupt and rainbow-like. (Mostly fixed by using FPS++ Fence Method: Accuracy)
*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.
'''Issues fixed with FPS++ or Static FPS:'''
====Previous FPS++ issues now fixed====
*Fast or Slow game-engine speed when above or below 30FPS. (slow motion will happen if you go below target Static FPS setting.)
*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.
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*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.]'''''
*For cutscenes video playback, the extension [[Cemuhook]] must be installed.
==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.
*Recommended gameprofile settings are as follows:
'''[Graphics]'''
===CPU recompiler setting===
disableGPUFence = false
extendedTextureReadback = true
accurateShadermul = min #Set this to true if you have more than 8gb of ram on NVIDIA GPU, or 4gb or more on AMD GPU.
GPUBufferCacheAccuracy = 2
'''[CPU]'''
cpuMode = Singlecore-Recompiler* (see below)
*'''Optimal cpuMode settings in gameprofile (replace Singlecore-Recompiler* with what matches your CPU specs in the table below)'''
*Use one of the recommended settings below provided your CPU does not thermal throttle with increases of load'''
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 108:
Line 142:
| 2 || 2 || Singlecore-Recompiler
| 2 || 2 || Singlecore-Recompiler
|-
|-
| 2 || 4 || 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 || 4 || Dualcore-Recompiler
|-
|-
| 4 || 8 || Triplecore-Recompiler
| 4 || 8 || Dualcore-Recompiler, or Triplecore-Recompiler if the rest of the system doesn't take much cpu time
|-
|-
| 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
<code>AMD GPU users may disable this without any foreseeable consequence.</code>
*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==
=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 ===
== UPDATES ==
{| class="wikitable"
{| class="wikitable"
|-
|-
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|}
|}
=== DLC ===
== DLC ==
{| class="wikitable"
{| class="wikitable"
|-
|-
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Line 202:
|}
|}
== Gameplay Videos ==
= 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}}
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{{#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 ==
= Testing =
{{teststart}}
{{teststart}}
{{testsection|1.7|collapsed}}
{{testsection|1.7|collapsed}}
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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}}
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.}}
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.
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.
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 ]
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 DefaultUse 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 GPUFPS++'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.
The game loads and works fine, but when you try to get into the actual game (that is, create a game or load a game) the emulation continues but you can't press anything. It doesn't really crash though.
The game runs at an average of 15fps outdoor, and up to 30fps indoor, with some texture glitches, and some heavy lags. The water doesn't have any physics effect. Magnesis doesn't work. Game freezes/crashes on certain events/loadings.
The game runs at an average of 20fps with hard lag spikes regularly interrupting gameplay. Have had no crashes so far, but random graphics cover the screen upon activating the first Sheikah Tower.
The game has know bugs, with AMD graphics card there is strange texture glitching from NPCs. By using CheatEngine and setting CEMU to run in speedhack mode game is playable, even though fps counter on emu is showing low numbers.
The game runs at an average of 15~25fps outdoor, and up to 30fps indoor, with some texture glitches, and some minor lags. The water doesn't have any physics effect. Magnesis, Stasis and Camera runes doesn't work. Using RamDisk and hook for h264
Not very playable, it lags during frame drops to 1 fps when landing after jumping and during lighting effects (e.g. striking something with a weapon). Glowing outlines from chests is offset quite a bit, not noticeable with other reflections. Using the 540p graphic pack has no noticeable improvement.
Perfect 30 fps in a lot of areas. Busy areas it fluctuates between 23-27, with no drops lower than 20 in villages. Other than some minor lighting bugs and softlocks, the game seems to be fully playable.
Runs great! Rarely doping frames in the overworld, used external FPS limiter to prevent speed-ups indoors, Cemuhook plugin provided a significant (30-50%) fps increase, 8GB DD3 RAM @ 800Mhz + page file on SSD, infrequently requires a reload or crashes
Getting crashes nearly as soon as the game starts/loads. Even in the rare cases where it does not crash immdiatelly, I can only enjoy 5-10 FPS, and that for 10-30 seconds before a crash is certain. Serious rendering issues, hard to see anything besides the playable character. Problems persist even with Affinity option enabled, CheatEngine speedhack activated and Video drivers updated.
Setting the game FPS limit to 5, and running cheat engine with a 4.5x modifier, the game runs perfectly. This is with GPU Fence turned off in CEMU. Prevents the speed up and slow down (rubber banding)
Requires just about every trick you can find (use those config settings above!) and messing with NVIDIA Control Panel, but after all that it runs at a mostly consistent 30 FPS outside and at a weird 50-60 FPS in the shrines. Working on fixing that last one.
It is playable during the not-too-dynamic periods. Heavy framerate drops during battles. No relevant glitches, but the pre-renderized scenes are replaced by colorful screens.
FPS is around 20-30 in the world, once in rooms, it's 60 fps, but game is VERY fast, like speedhack. Rare stuttering, but freezing sometime. Game is updated to v64. Cemu HOOK been used.
FPS is around 17-20 Seems to be pretty stable except when encountering new shaders. Inside shrines the FPS jumps up higher. No crashes in over an hour of play with only 1 soft lock right outside Ja Baij Shrine. While playing, total CPU usage was at about 39-40% and total RAM usage was about 50% Values seemed to be fairly stable. Tested with identical settings, shaders, and save file on 1.7.4d and only noticed about a 1 FPS increase on 1.7.5. Both tests were done standing outside of Ja Baij Shrine. EDIT: I was getting 14-15 but then I realized that the FenceSkip toggle wasn't set in options and once I enabled it FPS jumped to around 20.
This is using a speed hack, 24GB ram, SSD. There is a stutter every 5-6, minutes that last maybe 1/2 a second at most. The CPU & GFX card are super old in comparison to most on here. once the speed hack is used, the game is very playable. Without the speed hack I get 10-15 fps.
FPS: 5-7 outdoors, 7-10 indoors. Sometimes fps drops to 1-2 on certain actions (ex:when aquiring the slate tablet) or while hitting enemies in battle. The 360p, 540p and no AA graphic packs don't help much, only about 1 fps or so. 8GB DDR3 RAM, HDD 7200rpm and 16GB virtual ram (pagefile).
Perfectly playable, can play for hours on a stable constant 30 FPS (Think the game caps it at that as Shrines jump to 60, so have to disable fence skip for it to drop to 30, as it runs at double speed) Have the odd crash here and there, but few and far between.
Usually runs at 15 FPS. but may drop to 10 in a few areas and go as high as 20 in other. Am using CEMUHook with both affinity to physical cores and Fence skip hack enabled. Without, it runs at 10-12 normally. Also, after meeting the king, almost all the textures in game returned colourful, small, square, boxes. It will also periodically crash every 2 or 3 hours of playing, seemingly regardlesss of where. Input is a DS3 controller with Xinpu drivers. Also seem to consistently crash when Hestus does his work. 16GB DDR4 RAM,
Using a speed hack to have the game running decently. Without the speed hack, the frames would usually be around 5-12 fps. Generally the game plays very smoothly, unless I'm in a town or an area with a lot of things going on on screen (like heavy snow and enemies). I've had some issues with textures appearing glitched after cutscenes, and occasionally the game may start glitching with sound effects resulting in it repeatedly playing random sound effects like water splashing, fire crackling, and the horse's cry. These get fixed whenever I close out of the emulator and start the game back up. I luckily haven't had the game crash for me too often. I think it only happens when the game tries to summon an object into existence and fails. I have Cemu and the game stored on a HDD, and I have 16GB DDR4 RAM.
CEMU and the game are installed on an SSD and the PC has 16GB of 1600 MHz DDR3 RAM.
I played around with a very old AMD processor to determine if CEMU is capable of running the game on older machines in its current state. I was fairly successful: The game runs at 10-15 FPS in the overworld and 20-30 FPS in shrines, with occasional drops of 2-3 frames during periods of high activity. I optimized the game's performance to this level by first closing all CPU-intensive background programs, enabling the GX2SetGPUFence hack with CEMUhook, and changing my 3D Settings for CEMU in the NVIDIA Control Panel to their recommended values (Multi-display setting= "Single display performance mode" , Power Mode= "Prefer maximum performance", and Threaded Optimization= "Auto"). The games runs, but is completely unplayable, without these tweaks. Performance also seems to be somewhat improved by going into Task Manager's "Settings" tab and setting CEMU's Priority to "High", but this MAY possibly reduce system stability and result in occasional crashes after 2 hours of gameplay. Performance shows no noticeable improvement when using the "No AA" or Reduced Resolution Graphics Packs and it takes a hit when using any High Resolution Graphic Pack.
My hardware monitor shows that the GPU is barely utilized at an average of ~30% during gameplay while the CPU is consistently utilized at >80%. Obviously, the CPU is bottlenecking performance and is not powerful enough to run the game optimally in the current version of CEMU. Although I somewhat doubt that the game's performance will ever reach an acceptable level of playability with this CPU, I will revisit the Athlon II X4 645's performance in future CEMU updates.
FPS: 8-10 outdoors(mostly 9), 12-20 indoors (ex: 20 fps when extracting the rune in Oman Au Shrine). Less fps drops, only 5 drops to 4-5 fps in an hour. Improvment overall with new 120mm cpu fan and cemu.exe priority in task manager set to high. Not much improvment with 540p graphics pack. 8GB DDR3 RAM, HDD 7200rpm and 16GB virtual ram.
FPS runs 30 constantly until lots of mobs come around maybe 4 or 5 monsters then my FPS takes a small dip for a second or 2 down to 10-15fps then goes back up to 25-30. Ran in to issues on the US version of the game. Would crash every time I tried to enter the very first temple to get the magnet rune on the loading screen. My fix was to download the EU version and switch the Region of CEMU to EU and that fixed it for me but I still encounter the random sound looping glitch. Also found a temporary fix to the double speed in temples. I turned off the fence skip hack once in a temple then turned it back on once finished with the temple. Most temples run at 60fps when the fence skip hack is on, it makes the game run in double speed when inside of a temple. Lastly, I, as well as many others, suffer from random crashes after half an hour, an hour, two hours of game play, very random. I think it has to do with the way textures and shaders load in, very weird the randomness of the crashes are. Seems to crash a lot when surrounded by mountainous terrain which is about 70-75% of the game. Changing graphics packs does not help, tried testing crashes with the 1080p pack and no pack at all. Also performance does not change either. To add to the other system specs I am also running 16GB DDR4 2400 RAM and everything is on a single Samsung 850 Evo 1TB SSD.
Very playable. I'm also using Cemuhook, which gives ~10 more fps with gpufenceskip on. In very wide open areas fps hovers around ~20, but in shrines or less intensive areas it mostly sits at 30. Haven't gotten too far yet but I have had a couple of crashes when using some sheikah slate powers. Other specs: 16gb DDR4 @ 2400mhz and Cemu is running from non-ssd.
Very playable with only minor crashes every once in awhile. Make sure to save often. Unplayable without cemuhook and gpufenceskip on, gets me about 10-20 fps. Shrines get 60 fps, so an fps limiter is advised if you don't want to complete them on 2x speed. Running from an SSD (samsung brand), 16gb DDR3 memory. Game is updated to latest version. Using a graphics pack to get 1080p resolution and shadows, almost no negative impact so well advised.
Runs perfect at constant 30 fps with very rare drops to 28 fps in massive areas with GX2SetGPUFence Skip Hack active. Other specs: 16Gb DDR4@2400 Mhz, SSD M.2. Played the whole game with the following Graphic Packs: 4K, HiResShadows, AARemoval and Contrasty.
Runs well in open areas, non combat (25-27 FPS). Will drop to 15-20 FPS in combat and in towns. Everything played with GX2SetGPUFence Skip Hack active, and 1080p Graphics Pack. No other graphic modifications active. Currently facing random crashes after teleportation, but it seems like the "rainbow" textures after cutscenes have been fixed (since 1.8.0b) Other relative specs/ settings: 8GB DDR3 @ 1800MHz (20gb page file on 120gb SSD, w/ 8.1k shader cache file), and CEMU running off 240gb SSD, same drive as OS.
I only played the first few minutes on the plateau. Stable 18-20fps with frequent (every 30 seconds) lags. Game version is v1.2.0 with GX2SetGPUFence Skip. Affinity to physical cores only and VSync don't seem to affect the Performance. 4GB DDR3 RAM w/ SSD. EDIT: very smooth experience with precompiled shaders. fps stay around 30, but it feels very stable. major lags whenever an animation is played for the first time, apart from that no problems. However, the gallery pictures don't display correctly (probably not caused by shaders).
Very playable. Framerate moves between 20-30fps outside with GPUFenceskip but usually stays close to 30. Inside is always at least 30fps. Game crashes at least once every hour but it's always while traveling long distances in the overworld. The photos show for the captured memories quest but not when you try to view them individually zoomed in. Some shadow glitches in the overworld on the terrain.
Crashes within 1 minute of playing, with 1.80 this was not an issue. Logs state "Compile error in shader 11bbf9e4b79a2f63" followed by 30 compliation errors, specifically error(#172) Too many arguments constructorERROR and error(#202) No matching overloaded function found: textureLodOffsetERROR.
Game is playable, running the game on 30 fps in open areas, and 15-20 in towns. I sometimes crash, mostly after fast travels, but also some random crashes. Running the game on a SSD really helps, got me 10+ fps. Playing withouth speedhack, 360p no anti-aliasing texture pack. I did almost every posible fps boost that I could find on the internet, and i play with GPUFenceskip, cemuHook 0.5.
edit: the temporary fix cemu181t1 fixes all of my crashes, haven't crashed in 5 hours, I will update this when the game crashes.
Cemuhook & Fenceskip enabled. 20-25 fps in overworld. 25-30 fps in shrines. Frequent random crashes which seem to happen more often after fast traveling or while paragliding over long distances.
edit: Cemu 1.8.1t1 has fixed the random crashes I was having without any negative impact on performance.
Cemuhook & Fenceskip enabled. 20-30 fps in overworld. 40 fps in shrines. Depending on which resolution I was playing there is more or less freezes. I was playing with AA off and 720p and gameplay was quite smooth with random freezes, on 1080 AA OFF, freezes became annoying.
Game is playable, with fenceskip enabled. I'm getting a much more stable 30fps in the overworld compared to 1.8.1, and a bit more fps in towns/stables, and no random crashes.
Cemuhook & Fenceskip enabled. 20-25 fps in overworld. 25-30 fps in shrines. Rumble features now work on XBOX 360 controller. Experienced no crashes in this version. Encountering occasional visual glitches such as unusual water colors/textures. Pictures taken with Camera rune still show up as solid black; however, NPCs will react to pictures correctly for quest related items.
Cemuhook & Fenceskip Hack enabled. Playing with 1080p Graphics Pack. 14-18 FPS in overworld. 24-28 in dungeons/shrines. Heavy stuttering/lagging during initial building of shader cache. Keep playing the game and you will notice this will dissipate and eventually will be smooth (new actions, enemies, areas, etc will cause this to occur). Suggest highest CPU clock speed you can achieve and if you can acquire 16 GB of RAM, do it (I am currently using 8 GB DDR3 1600). SSD is highly recommended with a sizable pagefile. You may find smoother gameplay from setting pre-rendered frames to 4 in Nvidia Control Panel. No random crashing so far.
Cemuhook & Fenceskip Hack enabled. Playing with 4K Texture Pack. 20-30 FPS in overworld. Constant 30FPS in dungeons/shrines. No big lags due to 8Gb Shaderpack. You NEED 16Gb+ of Ram to have a nice gameplay! I use a Samsung SSD and 1024Mb Ramdisk with the CEMU folder on it. No random crashing so far. I think that Full Sync at GX2DrawDone(Open Cemu, click on Debug) helps to avoid little stutterings.
Both Cemuhook & Fenceskip Hack are enabled & a no anti-aliasing graphics pack used, 16GB DDR3 RAM at 1333MHz. 15-30 FPS on the overworld. Constant 30FPS in dungeons/shrines, Hyrule Castle and various villages/stables are very demanding, fluctuating from around 10 to 20 fps. Random crashes occur in shrines when you use either the magnesis, statis or cryonis rune. Using a PS3 controller supported by ScpToolkit.
Was messing around Great plateau. Some FPS drops down to 20 FPS, shrines runs up to 60 fps. Game at least at this stage is playable. No glitches, no strange behaviour. I was playing with Cemu Hook, FenceSkip on, and Graphic pack like this: 1080p, AA OFF, Contrasty, Higher Quality Shadows, LWZX Crash Workaround.
Game runs great at 20 to 30 FPS depending on the area. As the shader cache built up constant 3-4 second game freezes became more prominent, to the point it could happen every 2-5 seconds. Attempted fixes like recompiling the shaders and deleting the Nvidia GLCache folder didn't work. The emulator used 12.8 of my 16 GB DDR4 3000Mhz RAM. Cemuhook was installed and the fence skip hack was enabled. Game did not crash once.
Played through the entire story with no major issues, besides 2 crashes in around 40+ hours. One crash was during a load screen while leaving a shrine and the other was when I hacked my speed really high and was flying across the map while gliding. Graphicpacks used include 4k, AA removal, adjustable bloom, contrasty, high resolution shadows, and the LWZX Null Check fix. Using fenceskip hack with FPS limited to 30 in nvidiainspector to prevent speedup in shrines. PS4 dualshock controller with scptoolkit for controller motion support from cemuhook as well. Minor graphical issues for lava fixed by disabling tiled cache in nvidiainspector. Used an 8k shader cache from reddit. Only minor slowdowns to 25 FPS in town areas with many NPCs and buildings. I did not check ram usage but I have 32GB of ram so I doubt it would be an issue on my end and finally I ran the game off a regular HDD not and SSD.
To preface I have 32gb of DDR4 ram which is why I think my performance has been so good. I use the 1080p graphics pack along with AA off, BSoD Gaming's FPS++ and also his shader cache, Cemuhook, and GpuFenceSkip, with this setup and 40 hrs in I have yet to see it crash or drop below 30fps typically running at around 43-45 in open areas and hovering in the mid 30's in towns, all dungeons run at a steady 60 with a rare drop to 58 sometimes.
First off, my system is a 6-year-old low-end laptop, so I was never expecting playability. I'm getting a new laptop soon and I thought maybe testing on low-end devices gains some valuable insight for people as well. I played with the proper settings for this game, CemuHook, FenceSkip enabled and have 4GB RAM. The game was never at full speed and usually in the 8 fps range. It does load and run however, with no visual/audio bugs and glitches. CEMU did stop working sometimes, I believe because the system was simply overloaded. If you find yourself with a similar system, don't bother installing this version of CEMU/BotW, you won't be able to play it.
Using CemuHook And FenceHackSkip, In the Overworld you can play with 20-25 FPS, Shrines can be played in Stable 30 FPS. Some glitches with the textures, No crashes, FPS Drops when it generates shaders cache (10FPS)
Using CemuHook, ShaderCache, FPS++ Graphicspack, 2560x1440, No AA, Contrasty, Higher Quality Shadows, and LWZX Crash workaround. In overworld it's mostly stable at around 30-45fps, with towns and villages dropping as low as 25fps. All shrines are a consistent 60fps. No crashes in 80+ hours of playtime, only a few minor graphical glitches concerning lava which corrects itself by looking at it with the scope. Running on nVidia drivers 385.69
Using CemuHook, 8K Shadercache, FPS++, 1440p, No AA, Contrasty, Higher Quality Shadows, LWZX Crash workaround, 3GB of DDR2 and Nvidia driver version 387.87, In Overworld, my fps is hovering around 15-20, with fairly frequent drops to 8 fps and occasionally dropping even further down to 4 fps. However, in shrines and Yiga hideout it was suprisingly smooth experience with fps > 25.
Using 1080p Graphics Pack v2 (refered by BSoD on YouTube), GX2SetGPUFenceSkipHack enabled, and FPS++ mod. In Overworld, my fps is hovering around 18-25, in shrines and dungeons it was quite smoother with fps around 35-40. Sometimes, the lighting reflections all glitches (big rippled bright rings right before Link steps on some pedestal, or when opening some treasure chest. It's random, very rare and goes off when stepping away or right after animation sequence, and never comes back.
Using Cemuhook, ShaderCache, NVidia Control Panel 30fps lock, Clarity GFX, LWZX Crash Workaround, VSync enabled, GX2SetGPUFenceSkipHack enabled. FPS at steady 30 fps, some texture glitches on lava and Central Hyrule. Otherwise no issues noticed. Note: Since updating to 1.11.0c I no longer experience 60 fps in shrines
Using 1080p Graphics Pack v2 (refered by BSoD on YouTube), GX2SetGPUFenceSkipHack enabled, and FPS++ mod. In Overworld, my fps is hovering around 25-40, in shrines and dungeons it was quite smoother with fps around 40-55. I still experience light rings with the ambient lighting from time to time, especially around fire enemies and pedestals.
Using Cemuhook, 1440p Graphics Pack, AMD Light Circle fix, AMD Shadows, High Resolution Shadows, Clarity GFX UHD, FPS++, Adjustable Bloom, Pro+ HUD, ReflExtra - Enhanced Reflections, BotW Crash Workaround, GX2SetGPUFenceSkipHack enabled. HBCC enabled for 12GB VRAM total. 32GB 1866MHz quad channel memory. 18-25fps outdoors. 40-50fps in shrines. CPU usage maxed out, GPU around 50% usage. Noticed texture shimmering from a distance. Some bugs with the water where it appears on land at a certain distance when it shouldn't near the river.
Cemuhook. Graphic Packs - Custom Made Graphic Pack (1440p/vfrequency set to 144), No Anti-Aliasing, High Resolution Shadows, Clarity GFX UHD, Contrasty, and LWZX Crash Workaround. Cemu settings - GX2SetGPUFenceSkipHack enabled, Upscale Filter Bilinear, GPU Buffer Cache Accuracy Low, Custom Timer QPC x1, MM Timer Accuracy 1ms. 30-55fps outdoors depending on the area you are in. 60-80fps in shrines. 107-130fps in menus.
Game version 1.4.0 (v176), Cemuhook 0.5.5.3, FPS++, LWZX, Nvidia explosion smoke, Square shadows fix, GX2SetGPUFenceSkipHack enabled, Upscale Filter Bilinear, GPU Buffer Cache Accuracy Low, Custom Timer QPC x1. In the overworld the fps is 40-60 (mostly around 55-60). In kakariko village, I've seen dips to around 30-45. In shrines the fps is stable 60. Stuttering occurs, just because of the game update which resulted in new cache compiling. Game is playable, enjoyable.
Game version 1.4.1 (v192), Cemuhook 0.5.5.3, FPS++, LWZX, GX2SetGPUFenceSkipHack enabled, AMD Light Circle fix, AMD Shadows, High Resolution Shadows. Having normally around 60-100FPS, only in some Dungeons it dips to ~30FPS. CPU Usage is on normal levels, with ~50-70% overall, RAM usage also ~50% and GPU is at ~60%. Game is smooth playable, and makes Fun, so enjoy it :)) .
Game version 1.4.1 (v208), Cemuhook 0.5.6.2, FPS++, LWZX, GX2SetGPUFenceSkipHack enabled, AMD Light Circle fix, AMD Shadows, High Resolution Shadows, Cpu mode Dual core, Having normally around 25-40FPS in open world, experimental options off, CPU Usage is on normal levels with ~30-50% .
Game version 1.4.1 (v192), Cemuhook 0.5.5.3, FPS++, LWZX, GX2SetGPUFenceSkipHack enabled, 30fps lock, 1280x720 graphics pack, stays around 27-30fps, although it will hit 60fps with dips into the low 40s without 30fps enabled. CPU/GPU/Memory usage is pretty normal, nothing hitting above 60% and temps staying below 75 C.
Game version 1.4.1 (v192), Cemuhook 0.5.5.3. Graphic pack 30fps lock disable because it make some freeze (1-2 seconds freeze). Enable : FPS++, LWZX, GX2SetGPUFenceSkipHack. CPU mode : Dual-core recompiler (better than single-core recompiler ~+5-20fps).GPU buffer cache accuracy : Low. Ingame stays around 28-40fps, in dungeons/shrine : 40-50fps, in kakariko village it's around 18-25fps. CPU temps are around 65-74°C ans GPU temps are around 50-62°C.(Laptop) There are also some random crash when using stasis/camera/magnesis/cryonis, but no crash with remote bomb and motorcycle.
Game version 1.4.1 (v192), Cemuhook 0.5.5.3. Graphic packs 30fps lock, FPS++, LWZX, 2k res. GX2SetGPUFenceSkipHack OFF, GX2DrawDone ON. CPU mode: Dual-core recompiler .GPU buffer cache accuracy : Low. Whole game is 30FPS no drops no stutters, perfect experience.
Game version 1.4.1 (v192), Cemuhook 0.5.6.2. Graphic packs: High Res Shadows,FXAA, 1080P Res, Clarity, FPS++, Contrasty, LWZX, NVIDIA Explosion, ReflExtra, Square Kakariko. GX2SetGPUFenceSkipHack OFF, GX2DrawDone OFF. CPU mode: Dual-core recompiler. GPU buffer cache accuracy: Medium. , Really Awesome Playability. It eats my i5 for breakfast, but it doesn't stutter whatsoever: AVG Frame Times ~ 15.6 - 16.4, GPU Usage is around 60% - 87% vRam depends on how long I play mostly 1800MiB - 3150MiB, DRAM usage around 7GB - 11.5 GB The longer you play the more it Caches.
Game version 1.4.1 (v192), Cemuhook 0.5.6.2. Graphic packs: 1080p. Enable : FPS++, LWZX, GX2SetGPUFenceSkipHack. CPU mode : Dual-core recompiler (better than single-core recompiler ~+5-20fps).GPU buffer cache accuracy : Low. in dungeons/shrine : 60fps. CPU temps are around 60°C ans GPU temps are around 50-60°C.
Game version 1.4.1 (v192), Cemuhook 0.5.6.3. Graphic packs 30fps lock, FPS++, LWZX, 2k res. GX2SetGPUFenceSkipHack OFF, GX2DrawDone ON. CPU mode: Dual-core recompiler; GPU buffer cache accuracy: Low; Whole game is 30FPS no drops or stutters, no bugs, perfect experience.
Game version 1.5 (v208), Cemuhook 0.5.6.3. Graphic packs: FPS++, No depth of Field, 1920x1080 , Clarity, nVidiaExplosionSmoke. CPU mode: Triple-core. GPU buffer cache accuracy: Low. MM Timer:1ms, Upscale Filter: Bilinear, Custom Timer: QPCx1 NVIDIA Control Panel for cemu: antisotropic filtering: off, maximum pre-rendered frames: 1, power management mode: prefer maximum performance, texture filtering: off, texture filtering negative: clamp, thread optimization: on, triple buffering: on, vertical sync: on, Also I'm using 8GB of ddr3 1866 mhz ram,
Game version 1.4.1 (v192), Cemuhook 0.5.6.3. Graphic packs: FXAA, Regular Resolution Shadows, 1440p Res, Clarity, Contrasty, LWZX, nVidiaExplosionSmoke, SquareShadowsFix, Static 60Fps Mod. GX2SetGPUFenceSkipHack: on, GX2DrawDone: on. CPU mode: Triple-core. GPU buffer cache accuracy: Low. MM Timer:1ms, Upscale Filter: Bilinear, Custom Timer: Cemu Default, NVIDIA Control Panel for cemu: power management mode: prefer maximum performance, Shader Cache: on, triple buffering: on (vsync off), using 16GB DDR4 3.2Ghz Ram XMP 2.0, Power Options set to High Performance, great performance (thanks BSoD),
Game version 1.5 (v208), using FPS++, and static 30fps@720p enhanced color graphics pack. Other settings- Vsync, GX2DrawDone, RDSTC, gpuFenceSkip, stretch to fit, shader cache low, experimental dual core JIT, Timer accuracy= Cemu default. Extremely brief stutter when shaders compile. Solid frame rates, no slowdowns anywhere. Minor visual glitches at random in shrines, and around Hyrule castle.
Game version 1.5 (v208), Cemuhook 0.5.6.3. Graphic packs FPS++, LWZX, 1920x1080,and all AMD packs. CPU mode: Triple-core recompiler; GPU buffer cache accuracy:upscale filter:bilinear,GPU buffer cache accuracy: Low,Custom Timer: QPC 1x,12 gb ram,mm timer accuracy :1ms, tolerable frame rate in the open world,RDTC and crash workaround disabled, its in low 20's but does not stutter; above 30 in shrines
Fire Animation on certain weapons will occasionally disappear with the fire physics effects still present.
After you are about 10-15 feet away from an npc, their animation will start to get choppy and slow(an issue with high-texture packs), to fix this; enable Full sync at GX2DrawDone.
Certain cut-scenes might trigger a softlock!: Teleporting(Fast Travel), Quest Cut-scenes that move/teleport the player.
Constantly loading saves one after another using the "Load" option in the "System" menu might trigger a game crash.
Certain Shrined Monks have graphical issues (red spots, white flickering textures).
Game Version - 1.5.0/208(USA 9400), DLC Version - 3.0/80, Cemu-hook Version - 0.5.6.4, Graphics Pack Version - Common 35, ShaderCache Version - dcac9927
Is plain that in amd cpu this game not execute correctily becose despite my specifications. This not run at more 30fps and using the configuration: No Antialiasing, No Depth Field, Regular Shadow, FPS++ (or and Static 60fps), LWZX Crash Workaround,1920 x 1080 (i tested 1280x720, nothing diferences), Nvidia Glitch Artifacts Workarround, Upscale Filter: Bilinear. Fullscreen Scaling: Keep Aspect Ratio. GPU Buffer: Low(Fast). Experimental: BoTW Crash Workaround, Use Seperable Shaders, Use RDTSC (or not, but the game running better enabled), Using Cemuhook 0.5.6.4, Vsync disabled, Separable Shaders, Triple-Core recompiler, All logical cores affinity, 1ms Timer, QPC x1speed. Luck that not have visual glitches, but i hope they improve performance in AMD CPUs. (The poor performance noted by this user was most likely due to a CPU bottleneck due to their older FX series AMD CPU. The newer Ryzen CPUs with better IPC have been shown to be able to run the game just fine; GPU is perfect for running this game on the other hand, just being held back by the CPU. It is likely the tester did not know this when trying to play the game. All FX series CPU's will likely see the same issues while running this title.)
Game Version 208, DLC version 80. Using Cemuhook 0.5.6.5, Dual-Core recompiler, All logical cores affinity, 1ms Timer, QPC, Low GPU Buffer Accuracy. AMD Driver Version is 18.10.21.01. 8GB DDR3 RAM. ShaderCache Version dcac9927.
Graphics Packs: Regular Resolution Shadows, No Depth of Field, LWZX Crash workaround, FPS++, AMD Light Circle fix, AMD Shadows.
Playable, but outdoors fps is low, at ~15fps. In certain places ~8fps + short freezes. 40+ fps in shrines. No errrors or crashes after 3.5hrs of playtime.
Playable mostly fps game between 27-35 fps. within the 60fps shrine.
there are no crashes, despite the afterburn showing 27 fps when there are many blasts.ENBABLE VSYNC OPTIONS.
Game Version: 1.5 DLC Version: 3.0 Nvidia Driver:417.35 Windows 10 Resolution: 1800p, 4x Shadows
The game plays just about perfectly with even a low tier gaming computer (on Nvidia) as long as you don't go above 30fps and you use the few workaround packs available from the community made graphics pack repo.
Using cemuhook with recommended settings. Stutters during new animations, but after that they work fine. There is a glitch with the orange pillars that won't allow progression through certain shrines.
cemu default timer best, rdts next and heavy stutter with qps all x1,stock gp clocks AB closed, 12gb ram oc 1800, 256 gb ssd pny, xbox 360 wl pad, internal 1440p, DT 4k up downscale 1080, shader mul true, cache accuracy low, triplecore , max quantum, lod extreme, shadows high, gx2draw disabled,fps++ all options enabled , clarity, no depth of field, enhanced reflections, all applicable workarounds, nvidia AA, recording 60fps max bitrate 50mbps shadowplay all steps saved to same partitioned ssd as game and emu files which is the only reason for the stuttering while recording I think as cpu remained under 60%... very impressed!! see video ^^
Run the game on triple core.40-60fps on world map/towns. 60fps in shrines/dungeons/boss fights.I Use mored1984 settings with 1600:900 internal reso. New effects you never seen before during boss fights will cause temporary slowdown due to shader cache which is about 5 seconds then fixes itself back to 60fps.
Coming from an Intel i7-3770 the FPS almost doubled. Using Windows and AMD GPU severely limits performance, using linux and vesa drivers can circumvent the old and buggy openGL drivers performance drop.
65 hours in; I'm thankfully able to get a great and stable 60FPS with occasional and unnoticeable 1-2 frame drops (outside of Hyrule Castle 40-60 and Hateno/Kakoriko 50-55) following the BSOD and Serfrost guides after some tricks. Rarely crashes/hangs on load screen.
Weirdly, the game runs better (smoothe 60) when I play on my TV hooked up via HDMI, than on just the gaming laptop which fails to get to 60FPS (hovers 40-55) unless in Shrines. Also, for some reason every session I need to run the game once, then exit and reload Cemu and run it again to not get long loads and sub 60FPS
Works as desired on OpenGL with Nvidia with workaround graphicPacks for the GPU.
Works as desired on AMD with OpenGL as long as your CPU can handle AMD's lack of Multithreading support for OpenGL, in addition to workaround graphicPacks for the GPU.
Will not work with iGPUs on OpenGL since (Cemu 1.15.9), recc. (Cemu 1.13.2).
Vulkan:
Works as desired with some graphical issues on Nvidia and AMD; AMD must use the latest drivers.
Vulkan on iGPUs works as long as the iGPU model supports Vulkan, graphical issues will be present as well.
Performance on Vulkan is much better for AMD and iGPUs, but not as fast as OpenGL on Nvidia as of current.
General:
Ensure Cemuhook is up-to-date, enable Debug > Use Cemuhook H264, make sure to enable FPS++'s four graphicPacks.
GX2DrawDone() is no longer a togglable option in (Cemu 1.16.0d) as per development decision by the Devs.
Thread Quantum can be set to max but users should be aware of possible audio related issues.
Users should set the correct GameProfile setting for their CPU Recompiler.
Debug > Custom Timer should be set to Cemu Default.
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++
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.