Breath Of The Wild 1.5 Shader Cache

2020. 2. 10. 02:20카테고리 없음

  1. Breath Of The Wild 1.5 Shader Cache Pack
  2. Breath Of The Wild Shader Cache
  3. Breath Of The Wild Review

Zelda Breath of the Wild 3D Vision Fix (Depth map based) 12 / 17 Duerf - I have very close to your setup and get fairly smooth gameplay 30-40 (60 in shrines) occasional drops to 20-25. In this video I share my Cemu Zelda Breath of the Wild version 1.3.3 hard-worked for shader cache and the method behind building it. Download BotW 1.3.3 Cache: https.

Moved to Since this is a pretty huge game, a lot of work will have to be put into the graphic packs. Issues with the game can easily appear when working on the graphic packs for this game.Main:. In certain cinematics the depth of field is completely black when format 0x816 is excluded (320x180).

Bloom becomes all pixelated and randomly disappears when format 0x816 is upscaled (320x180). So called 'red filter' missing in certain areas (320x180). Fix shadow upscalingOptional:.

Figure out how to fix AMD circle lights (Nesquick found the file. Now we need someone with AMD to fix). Fix tiling issue, since apparently a NVIDIA Inspector setting edit doesn't fix it completely (shader). Fix the majority of the Z-fighting, if possible.

Fix the teleport animation. As far as I can tell this is the shadow rendering path for gameplay.720x720 long shadows (360x360 long shadows slice?) -640x360 blur of shadow texture 192x192 (light/dark grading)Cut scenes have a per scene lighting as well (ie glFragCoord that needs a PS fix, somebody get me a 1.7.4 shader dump plz:P). Player perspective is roughly the resolution of the projection of shadow textures 720 (tv res) -640 (buffer res) When we uncomment that part for fixing buffer effects shadows look worse, the soft/blur pass is done in 640x360.720x720 shadows 2d array 3 slices. 3 detail levels. Left distant, middle closest, right medum distance (flipped wrong way).

Red circle is LinkSo scaling 720 will increase resolution of all these360x360 shadows may just be the slices of 720, or 360 may be used for performance scaling.2048x2048 Link light/shadow projection cut scene? This fixes lights for shrine of Resurrection while scaling 640x360 for dof/shadows etc. Bath light, DOF bathlight. Normal maps ground when opening chests. Wall torchesIt looks like a generic approach can be taken as long as you're careful to scale the right shaders. So anyone can dig in.

Its more about persistence from here on:) Look for any light source shader, dump, copy paste.I'll leave it here instead of committing. If anyone can confirm it works for AMD/doesn't break a bunch of stuff. Feel free to stick it in the repo.edit Old files removed, please use repo files after commit, they have been tested by some nice ppl.There are at two dependencies. rules.txt must scale resolutions in proportion,. Resolution must be manually set per shader (we can fix this later).I'm going after AO and the distant horizon artifacts, AO doesn't increase sample amount.

Some people found shaders not scaled. (I don't know what shaders they are, sadly)Cooking Pots are broken, reported by Loli Co. And JoelAlone on official discordShrine teleport is broken, reported by JoelAlone on discordShrine Monk Barrier, reported by Kieron on discordHeart Piece, reported by flocker on discordThis one was also reported by flocker on discordshader edits aren't being used in that screenshotSomeone noted that the fire on the torch disappeared for themNiagA on GBAtemp reported Tower lighting issues. I don't understand how I would have broken bloom. Apparently people who use your fixed graphic packs get bloom, but those who use the packs in the repo have no bloom. And yet it uses pretty much the same exact values.

Only thing I tried was adding format exclusions to make the bloom not scale, both title screen and in-game. Nobody gets bloom because of these format exclusions. Is it because of q-res being scaled in the repo but not in the fixed packs? I've reverted those changes already, but it gives the pixelated bloom that everyone hates. I honestly don't know at this point. Either way, I'm just gonna take a break from this.Images are by Kieron on the official DiscordRepo ones with format exclusion:Your fix graphic pack:Edit: Seems like I messed something up when scaling the images. Kieron found what seems to be the same issue that NiagA found, but can't find it on your pack.

Shader

Breath Of The Wild 1.5 Shader Cache Pack

I'll leave BotW up to you guys. I'll be focusing on other games instead. V0.3. Tower lights (probably fixed in prev version).

Cooking fires, grass fires. Magnetic temple lights, and possible some other temples if they re-use the same code. Temple of time statue lightedit Old files removed, please use repo files after commit, they have been tested by some nice ppl.I'm not scaling any of the bloom resolutions, nor AO right now. So far I haven't seen any improvements in other fx that makes it worth it.

Could be that. Or what you're seeing bloom + shader fix?update Now includes temple of time heart fix.Any new issues, please report, and include a save file. I'd like to avoid spoilers as much as possible. Yes, the scaling of the bloom offset is what causing the bloom to be pixelated. If you want to scale the size of the bloom like that, you would also need to find the weights in the code (Assuming the big N is using the Gaussian Bloom).

Somewhat, yes. Performance loss on CPU usage is definitely not strictly related to the blur/bloom shader fixes. I am still seeing pretty poor CPU performance loss with the higher res packs and I don't have any explanation for it. This issue is most noticeable when you climb a tree an the leaves go transparent.

I took the same shot with no pack (720p), 2160p (my old pack where performance cost was only slightly higher than native) and finally the most recent pull of 2880p:You'll notice CPU usage goes up when switching to 4k, and then dramatically so when going to 5k. The cost is so significant at 5k, that my framerate plummets from a CPU imposed bottleneck (27% usage).I even tried pulling an old history log of these resolution packs from months ago (April) and the same performance scaling issues were present.

Breath

Breath Of The Wild Shader Cache

I can confidently say that there is an improvement with the removal of the blur/bloom fixes, but I am starting to wonder how much they really cost compared to the actual resolution scaling itself. And lastly, where that CPU power is getting sucked up from in the resolution packs. I had that issue with transparent leaves causing slowdown, in BotW, after I updated Nvidia driver to 387.92. The issue was resolved when I reverted to my tried & true 384.94 - totally smooth performance with transparent textures.I remember having this issue throughout my early CEMU usage.

I don't remember when exactly it stopped.Maybe one could experiment with Nvidia drivers that do or don't cause this, & find clues through the driver changelogs?I'm on a GTX 660 2gb - 3570K @ 4.2 - 16gb DDR3, and I had this issue with both 720p & 900p packs. Can confirm disabling that option returns the fps. Here's something strange though. When I was testing this at Tarry Town with several NPCs and items on screen, if I disabled the option at 2880p, I would start seeing these entities fade in and out of existence like they were being culled by the game engine.

Soon as I enabled the option, they would stay solid and grounded. This behavior was not observed at native resolution no matter what the option was set to.I contemplated if this might be due to FPS and sure enough it was. With that pack still enabled but a 30 fps cap set, I found that even at 2880p with full sync disabled, my CPU usage reduced (this was reflected in the higher fps marks at uncapped framerate) and entities were no longer flickering. Similarly, the camera rune was no longer blinking on objects and no longer needed full sync to prevent it.My current setup is a 30 fps cap, and full sync disabled. This allows me to hit the constant 30 fps at nearly all times with no visible extra issues. The higher framerates looked great when they played nice, but they're too buggy and break too much to warrant using.

And it's nice to know where the source of that CPU performance drain was coming from. I was crashing in Jee Noh Shrine and the reason seems to be ReflExtra or Square Shadows Fix.

Breath Of The Wild Review

I crashed 3 times in a row, as soon as I used the Stasis Rune the game crashed. So, I tried to advance in the shrine without the stasis and it crashed ramdonly anyway. As soon as I disabled both the packs above, I could complete the shrine just fine.I'm on AMD R9 390x 17.7.1 driver, i5 4690k @ 4.5Ghz, 16Gb DDR3 1866Mhz, last Cemu and Cemuhook. If you guys need more details I can provide, but if someone else could test I'll appreciate!

Your problem is your AMD GPU.CEMU works much more better on NVIDIA GPU (but you might already aware of that)But it is even worse when combined with an AMD CPU. CEMU don't run well on this kind of rig (asking a more higher CPU overclock in this case).I use an FX6300, and it runs @4.6GHz with an NVIDIA GTX 950: @1080p + dual-core mode (works better than triple) + dynamic FPS, clarity and Nvidia fix graphic packs enabled: get 30-35FPS in towns, 80 in shrines and reach 60FPS in some places in openworld.But you can expect a few FPS more with:- disableGPUFence = true- Experimental / Full Sync at GX2drawDone OFF (might also introduce some bugs: like enemies sometimes freezing)Also on 1.12.1 in experimental, do not ignore/disable precompiled shader cache. But you can expect a few FPS more with:- disableGPUFence = true- Experimental / Full Sync at GX2drawDone OFF (might also introduce some bugs: like enemies sometimes freezing)Also on 1.12.1 in experimental, do not ignore/disable precompiled shader cache.Thanks for your Replay i appreciate that ^^but I tried what you told me still getting the same FPS around 10.I even overclocked my CPU to 4,2 GHZ but nothing changes. It seems like it doesent really matter on what cemu Version or the settings I use, its still gonna be 10 FPS. I think there's an issue since i'm running the same CPU.Or all is due to AMD CPU+GPU (but i own 'only' a NVIDIA GTX 950)To OP, did you also experience slow performances on others game/app?Make benchmarck on GPU and CPU to see if its not a throttling issue due to an under-dimensioned PSU.What are you using as PSU (power supply)?You might use CPU-Z and Furmark for that.Here, my results:a RX 580 is about 30% more powerfull than my GTX950 , so you should be at least over my 1080p Furmark score.