This avoids tearing and reduces input latency compared to previous methods. Vulkan also allows us to use a new experimental VSync technique which allows Cemu to use the game's built-in frame-pacing instead. Shader caches work on each game regardless of its region, while pipeline caches are locked to the region of the game that they were generated on. If you're using Vulkan, you will need to download both the shader cache and pipeline cache.
If you're using OpenGL, you will only need to download the shader cache. If another user has previously compiled the shaders, they can upload them for other users to import into Cemu. # Importing shader cachesĪsynchronous shader compilation goes a long way to speed up running games for the first time, however we can also simply download the shaders needed to run each game from the internet. More recent builds can do this in under 1/10th of a second, depending on the CPU. Currently, this feature does not work on macOS at all.Īsynchronous shader compilation in an older, slower Cemu version. The specs are as follows I7 4770 CPU 16gb hyperx dddr3 ram 1tb ssd HD 7850 2gb GPU running via an egpu set up. After watching many videos, reading many posts online and trying to implement them, I have started running BOTW on my pc.
You may need to update your graphics drivers to use this feature. 1 Good afternoon I'll make this as quick as possible since I have arrived at the cemu party very late.