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View Full Version : Modification BotW static FPS mod to keep behavior closer to the default game



epigramx
04.02.2018, 07:01
This mod is based on a simplification of the fps++ mod by Xalphenos; it drops
dynamic FPS to keep behavior closer to the default game. The Rajkosto "best
fence" method is also included for performance and stability.

It improves over previous static mods in that it allows ANY positive integer
as a static fps target and it includes the stamina fix. I've also figured out
a fix for the physics of arrow projectiles.

To use it enable the graphic pack and choose a preset fps target, or edit
the rules.txt file to add a new preset.

Download the graphic pack (http://drive.google.com/uc?export=download&id=1MtN_zBuEFSRaBa6XEFFHUZRDxHAWty9W)



Ideal for 144Hz Displays
Ideal for 240/120/60Hz Displays
Ideal for 200/100Hz Displays
Ideal for 85Hz Displays
Ideal for 75Hz Displays



Static 144FPS

Static 120FPS

Static 100FPS

Static 85FPS

Static 75FPS




Static 72FPS

Static 60FPS

Static 50FPS

Static 17FPS

Static 25FPS



Static 48FPS

Static 40FPS












Static 36FPS

Static 30FPS











Static 24FPS

Static 20FPS











Static 18FPS

Static 15FPS











Static 16FPS

Static 10FPS










Static 12FPS












Updates after the first release:

Stamina should no longer instantly refresh
More accurate fractions
Moar moads! (https://forum.cemu.info/showthread.php/421-BotW-static-FPS-mod-to-prevent-judder-multiple-versions-are-included?p=1702&viewfull=1#post1702)
Arrows fix (https://forum.cemu.info/showthread.php/421-BotW-static-FPS-mod-to-prevent-judder-multiple-versions-are-included-fixed-arrows?p=1780&viewfull=1#post1780)
V3 (https://forum.cemu.info/showthread.php/421-BotW-static-FPS-mod-to-prevent-judder-multiple-versions-fixed-arrows-included?p=3314&viewfull=1#post3314)
Porting of Xalphenos' on-air stamina and repeating-audio fixes (https://forum.cemu.info/showthread.php/421-BotW-static-FPS-mod-to-prevent-judder-fixed-arrows-included?p=3641&viewfull=1#post3641)

epigramx
04.02.2018, 17:18
I should point out that this mod includes the stamina replenishing fix from fps++ while the static fps mod posted yesterday (that only allowed 60, 30, 20.. values) doesn't. I could port that fix to that mod as well but there's likely no benefit at all compared to abandoning it and only using this one.

First post is updated to reflect that.

faW4t
05.02.2018, 18:57
Thanks a lot for the mod.

So, just asking to be safe about my comprehension:
If I want to set the static fps limit to let's say "50", I open:
1) "rules.txt" and set, under "[Control]", the value of "vsyncFrequency" to "50" and optionally "name" to "BotW ANY FPS mod; static 50FPS"
2) dividing 30 / 50, result "0,6" (or "0.6"). Then opening "patches.txt" serching for the variable "0x00000000" in "[BotwFPSV208] " and "[BotwFPSv176V192]" and setting it to ".float 0.6".
The same with "0x18", setting it to ".float 50".

greetings

epigramx
05.02.2018, 20:00
Thanks a lot for the mod.

So, just asking to be safe about my comprehension:
If I want to set the static fps limit to let's say "50", I open:
1) "rules.txt" and set, under "[Control]", the value of "vsyncFrequency" to "50" and optionally "name" to "BotW ANY FPS mod; static 50FPS"
2) dividing 30 / 50, result "0,6" (or "0.6"). Then opening "patches.txt" serching for the variable "0x00000000" in "[BotwFPSV208] " and "[BotwFPSv176V192]" and setting it to ".float 0.6".
The same with "0x18", setting it to ".float 50".

greetings
Yes, that seems correct :)

belloir74
06.02.2018, 11:27
With G-Sync, the 45FPS version is awsome !

NoskLo
06.02.2018, 14:04
I have made a 1FPS version (https://dbr.ee/nCOo), if anyone wants to test.

epigramx
06.02.2018, 16:09
I have made a 1FPS version (https://dbr.ee/nCOo), if anyone wants to test.
Fantastic. Surprisingly, Cemu doesn't break because of it but the game physics' do. ;)

HeroBoy
07.02.2018, 04:13
Hi all!
How it's work on 1.11.4?
On 1.11.3 i have great improvment with this mod, for example, in Kokoriko about +7fps, total fps 25
On 1.11.4 with mod i have only 18fps in same place...

epigramx
07.02.2018, 05:39
Hi all!
How it's work on 1.11.4?
On 1.11.3 i have great improvment with this mod, for example, in Kokoriko about +7fps, total fps 25
On 1.11.4 with mod i have only 18fps in same place...
It must be an issue unrelated to this mod since the mod has nothing that relies on a particular version between 1.11.3 and 1.11.4. In fact when I first ported it I only used 1.11.3 but 1.11.4 also worked without any change.

mas3o
07.02.2018, 21:33
Thanks for your hard work, i only use the 18/20 FPS mods, and while those mods work pretty well, the only problem is that they got an issue with cutscene and memories, i think they lag because of the Fps drop?? i'm i the only one with this issue and how fix it??
I should add that when i use 30 Fps they work fine, i just don't have a stable 30 fps that's all.

Thanks again ;)

Savoz
07.02.2018, 21:40
I'm getting slow motion in Zelda: Botw while using Static FPS ++. I get the same fps as normal FPS++ but the game is running very slow. Tested on both Cemu 1.11.4 and 1.11.3 using game version 1.4.1 and 1.5.0. My specs are i5 6600k @ 4.3ghz & AMD RX 480

epigramx
08.02.2018, 02:35
Thanks for your hard work, i only use the 18/20 FPS mods, and while those mods work pretty well, the only problem is that they got an issue with cutscene and memories, i think they lag because of the Fps drop?? i'm i the only one with this issue and how fix it??
I should add that when i use 30 Fps they work fine, i just don't have a stable 30 fps that's all.

Thanks again ;)
Not all bugs are fixed yet; the mod is most accurate emulation at 30FPS. However, have you tried setting the regular fence skip at those times and see if it helps?


I'm getting slow motion in Zelda: Botw while using Static FPS ++. I get the same fps as normal FPS++ but the game is running very slow. Tested on both Cemu 1.11.4 and 1.11.3 using game version 1.4.1 and 1.5.0. My specs are i5 6600k @ 4.3ghz & AMD RX 480
This is a purely static FPS mod; meaning, it will slow down pacing of gameplay if the system can't reach the target FPS. Therefore you should choose a version that you know you can reach the target at all/most times; that's why there are multiple versions.

epigramx
08.02.2018, 12:00
First post is updated with multiple versions marked ideal for certain display frequencies; it was relatively easy to do that since the community repo now includes the mod with an autogeneration method (but only three versions are prebuilt there by default).

Serfrost
11.02.2018, 09:39
Thanks for your hard work, i only use the 18/20 FPS mods, and while those mods work pretty well, the only problem is that they got an issue with cutscene and memories, i think they lag because of the Fps drop?? i'm i the only one with this issue and how fix it??
I should add that when i use 30 Fps they work fine, i just don't have a stable 30 fps that's all.

Thanks again ;)

Cutscenes require at least stable 30 to not lag or skip. Forcing a lower framerate will cause that problem. There's no known way to set cutscenes to play at their own speed outside of the game's other than just by using FPS++ instead.

mas3o
11.02.2018, 14:11
Thats what i was thinking! :/ too bad! i only have a i5 2400 gtx 1050 ti and 8 ddr3 of ram!
i guess i'll fix it to the 30fps one!

epigramx
12.02.2018, 04:40
Thats what i was thinking! :/ too bad! i only have a i5 2400 gtx 1050 ti and 8 ddr3 of ram!
i guess i'll fix it to the 30fps one!
Don't feel too bad; 30FPS is the most accurate emulation; it has 0 physics bugs that way. In fact, I get the impression that even on the original game when it drops to 20 occasionally, it doesn't truly fix all the physics issues because at the points we edit memory for these mods, we only deal with adjusting a constant of 30 or a derivative of it.

epigramx
14.02.2018, 14:24
The mod now includes a fix for the physics of arrow projectiles at rates different than 30FPS. It's a product of trial and error, basic ideas and some luck.

chiaotzu
15.02.2018, 13:54
I'm getting milky water, and the only fix i've found was on thecomplaininggamer's channel, but it's a fix for the regular FPS++ pack. How would I fix milky water on this pack?

epigramx
15.02.2018, 16:53
I'm getting milky water, and the only fix i've found was on thecomplaininggamer's channel, but it's a fix for the regular FPS++ pack. How would I fix milky water on this pack?
It's not caused by the mod; you have the blunt fence skip on (and it's not your fault since it's on the default profiles). Turn it off from Options->GX2SetGPUFence.. and only use this mod for it because it includes Rajkosto's "best fence" anyway which prevents that bug while it has almost the same performance benefit

You can turn off the blunt skip permanently by opening the profile of the game in gameProfiles/ and edit/omit the relevant line (the file is either 00050000101C9500.ini (EU), 00050000101C9400.ini (US), or 00050000101C9300.ini (JP)).

hausa51
17.02.2018, 11:33
That's the solution - thank you! :p

casino100
05.03.2018, 15:29
Hey,

First off, thank you for creating this. I'm using the static 30FPS mod and it works great. The only problem is, I have a big 34" 3440x1440 monitor and the screen tearing while playing is very very noticeable, and difficult on the eyes. I've tried turning on VSync in Cemu which fixes the screen tearing, but I also randomly get a period of 1-2 seconds of extreme slow motion every once in awhile while playing. This didn't happen with VSync off. Any idea what could be causing this, or is there a better way for me to enable VSync while playing?

Thank you!

epigramx
06.03.2018, 07:20
tearing
This is generally unrelated to this mod. Tearing and vsync issues depend on the opengl driver, driver settings, the windows version and if it's on full screen or not and I'm not aware that even the Cemu devs know fully how its behavior is affected depended on each (e.g. I see almost no change on AMD drivers with the Cemu GUI's vsync setting on windows but I do see a change on linux).

PS. Exzap had said that the Cemu options vsync setting is buggy and should not be used; it's only there because people were nagging.


Update: I do not expect a change, but try to edit patches.txt to comment out the vsync omissions.

swmas
01.05.2018, 14:27
Thank you for these packs!

I use the 20 fps one, I can't quite reach 30 everywhere, everything works fine except the FMV cutscenes which go back and forth. I understand that is a bug caused by locking the game under 30 fps. I was wondering if there is a way to detect when the game is playing an FMV and to switch to max 30 fps for the duration of the video?

epigramx
02.05.2018, 04:58
In theory a lot of things can be detected to be happening in the game (e.g. people were asking for ways to detect if it's a Shrine so it transforms into a 60fps pack in that case) though it would need someone to do the work of a) detecting what part of the assembly does that b) tuning the patch into a switcher of that kind. The main issue is that we go blindly because this is based on optimized anonymous assembly so a lot of trial and error or careful tracing with debugging tools is needed.

swmas
03.05.2018, 15:37
What about a separate graphic pack that only works during FMVs and overrides fps to 30?

epigramx
03.05.2018, 19:58
It's the same principle.

epigramx
31.10.2018, 07:27
Pack is updated for V3 rules.txt, making it easier to add new fps targets to it. Now the entire list of fps targets of the thread is contained in a single pack.

https://i.imgur.com/Qc4O4j0.png

It requires a current version of both Cemu and Cemuhook.

epigramx
22.12.2018, 05:09
Updated with a port of Xalphenos' on-air stamina fix for non-30FPS targets.

PS. Full credit goes to Xalphenos of course. The porting was relatively straight-forward with a new small cave and pointing it to the right address.

update: Also ported Xalphenos' repeating-audio fix