Zelda Tears Of The Kingdom Yuzu Shader Cache Download !!BETTER!!

11 views
Skip to first unread message

Iolanda Gordin

unread,
Jan 25, 2024, 10:38:29 AM1/25/24
to waikaluran

Modern consoles and their games make heavy use of precompiled shaders specific to their GPUs, and these shaders can't be run natively on PC hardware, so they need to be translated or recompiled. The simplest way to do this is to recompile them at runtime, but that's slow and can cause stuttering every time a new shader is loaded in the game. A mitigation to this stuttering is to compile the shaders asynchronously to the emulator, but this has its own drawback in that in the time it takes to compile the shader, the effect in-game that relies on it won't be shown. Another approach is to cache the system's raw shader pipeline and then compile the shaders before the game even starts. The only drawback here is that someone has to play through the game once to 'build' a cache that can be used by others.

Newer versions of Cemu leverage Vulkan 1.2 and asynchronous shaders in a way that it may be preferable on modern GPUs to use async shaders instead of a shader cache, so try enabling that before hunting for shader caches.The current shader version is 150, but Cemu is backward-compatible from version 149 (Cemu version 1.7.0, 2017/05/16)Cemu 1.25.0+ is not backward-compatible with any prior transferable cache.

zelda tears of the kingdom yuzu shader cache download


Download File ---> https://t.co/SLNgnqCGTy



I have uploaded a video to visually show what is going on. I have tried virtually every build possible since release. This issue has made certain areas quite unplayable. This is NOT a shader cache issue as it happens after the shader cache is built and at a consistent rate. Fire Temple and certain shrines are the worst out of the bunch. I get 30FPS everywhere, even the hardest to run areas, but it's never smooth. The constant stuttering is really taking away from the experience.

Are there any settings I am messing up? Is there a setup I don't know about that fixes this? Please watch the video. Again, not a shader cache issue, I make sure to always cache my shaders first before reporting issues. The wild thing is that in shrines, the parts of the game that should be easiest to run, is when this happens the absolute most. This particular shrine was really bad and is making it impossible to actually react and continue at times. I have opted out of playing entirely till I get a fix because at this point, it's driving me to pull my own hair out.

-Graphics settings that are enabled currently in both regular and advanced tabs: Use disk pipeline cache, Use asynchronous GPU emulation, Accelerate ASTC texture decoding, Enable reactive flushing, Use asynchronous shader building

Maide found an issue related to the size of the pipeline cache.yuzu used to return the size of the shader code in bytes, which was later used to resize the unsigned 64 bit integer array in charge of storing the cache, making the array 8 times larger than it was supposed to be.This is fixed by using the length of the array instead of the size in bytes.

df19127ead
Reply all
Reply to author
Forward
0 new messages