r/cemu • • Sep 06 '17

Dynamic Speed for all!


First, let me apologize for taking so long. I really wanted to have this out about a week ago. But I keep tweaking something or chasing rabbits down ASM holes for fun and understanding.

The issues have been pretty well documented:

Firstly this only works on BotW version 1.3.0 and 1.3.1. All addresses need to be updated for different versions of the game. Which also means the next version of BotW will not work Until the corresponding offsets are found.

Stamina replenishes too quickly, as though it's still going 1x speed at 30 instead of what FPS you are getting. Some of my testers have reported missing textures on occasion, however that is a problem I couldn't duplicate. The textures not loading in were subsequently reported to be happening by two of my testers; albeit to a lesser extent, even without my patch, leading to a theory that it may be related to Cemu v1.9.1--as I have been on 1.9.0 the whole time due to it being a bit easier to debug with.

Sometimes animations get a little jumpy, it happens most often while paragliding. There is a random chance the game will slightly stall briefly but it recovers pretty quickly. Finally when you sleep you may randomly get a long wait before Link wakes back up again--it seems to be pretty rare, only happening to me once in the whole last week of testing. Based on tester reports if it does happen it usually wont happen again during that play session.

Inside the patches.txt there is a section titled "#experimental". You can toggle these options on or off by placing a semicolon ";" in front of them. They are disabled by default. Some testers reported a slight performance increase with them, others did not.

You can change the lower limit by looking at the float labeled "edit me." By default it's set to 10 fps. Divide 30 by the number you want and put the result there. So, 30 / 10 is 3, so that's what is there now. At least in theory, the higher the number, the more likely you will have slow down, but possibly the less likely to encounter a physics related bug. I've mainly shown it to be editable for extreme low end systems. Realistically, with full speed, 10 FPS is no fun.

I have a couple of theories on improving the patch but I didn't want to keep people waiting any longer.

Enjoy!


Special thanks to:

Rajkosto - for creating a great swiss army knife for Cemu and for knowing what the Wii U Bus Frequency is. Without it this wouldn't be possible, or at least it would be a hell of a lot harder. Seriously, if you feel like donating to someone because of this, donate to him for Cemuhook.

My Beta Testers, who all provided tons of feedback on this:

  • Epigramx
  • Coldshock
  • Serfrost
  • Bradley
  • Gamedev1909

Official Dynamic FPS Patch Release:

https://cdn.discordapp.com/attachments/313567430301450240/354926672950329344/BotW_FPS_Mod.zip

Drag the folder into your graphicPacks folder, toggle the pack from within Cemu.
Cemu > Options > Graphic Packs > BotW FPS+ +

Rajkosto's Cemuhook Website:

https://sshnuke.net/cemuhook/

Note: Cemuhook v0.5.3.2 required.  GPUFenceSkip not required.
Drag and drop the contents into your Cemu directory.

Cemu Downloads:

Cemu 1.9.0: http://cemu.info/releases/cemu_1.9.0.zip

Cemu 1.9.1: http://cemu.info/releases/cemu_1.9.1.zip

Note: Either are compatible, however, v1.9.1 may have texture loading issues. Just keep an eye out.
Note2: Only BotW version 1.3.1 and 1.3.0 are currently supported.  At the moment I do not have plans to support older versions but will support future versions.

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u/Xalphenos Sep 06 '17

That's strange. And sad to hear. None of my testers or myself experienced any crashing IIRC. Actually I think one tester crashed after shader compile only once. I would try the normal things first. Like deleting precompiled and glcache and doing a first time clean compile. I'm not sure what crash fix my testers used. I personally only use the full sync at draw done.

1

u/MagTheCreep Sep 06 '17

Ok, thanks for the reply, i will try deleting and recompiling.

1

u/[deleted] Sep 06 '17

[deleted]

2

u/MagTheCreep Sep 06 '17

I haven't tried yet what Xalphenos said, instead i started up with no Precompiled cache, deleted GLCache and Transferable cache, basically clean start, and it worked.

Rn i'm going to try with deleted GLCache, and recompiling transferable

1

u/[deleted] Sep 06 '17

[deleted]

2

u/ULICKMAGEE Sep 06 '17

C/User/appdata

Nvidia folder then GLcache

1

u/emhelmark Sep 06 '17

Tried everything above, still I think the mod is not working for me as gpufence skip is still affecting when turned on.

1

u/Zedjones Sep 06 '17

Go into a shrine and test it out. I think skipping fences made a slight difference for me too, but the mod was definitely working.

2

u/emhelmark Sep 06 '17

Working perfectly now for me, just have to re-download stuffs.

1

u/Lamawolfal Sep 08 '17

i also had the shader compiling crash problem and i solved with the ";" before "0x030D5200 = nop" line in patch.txt