github Frizti/Fritchii fritchii-v5
Fritchii v5

pre-release42 minutes ago

⬇️ Download this file: Fritchii-v5-Windows-x64.zip

On Fritchii v4 or v4.1 you don't need to download anything: it offers this update when you open it. Otherwise unzip it anywhere and run Fritchii-v5\lichii.exe (run vc_redist.x64.exe from the same folder first if Windows asks for the Visual C++ runtime). Don't download "Source code (zip)" or "Source code (tar.gz)": they contain no emulator.

Don't delete your shader cache. v5 copies it to the new cache version by itself on the first start.

NVIDIA players: set NVIDIA Control Panel > Manage 3D settings > Shader Cache Size to Unlimited once. The shader preparation below fills that cache.


Fritchii v5, Windows x64. Tested with The Legend of Zelda: Ocarina of Time (0400486024DEC000) on a Ryzen 7 7800X3D + RTX 4080: stable 60 fps in a lot of places, rarely under 45 even in the heaviest ones (Water Temple included), no shader stutter after the preparation.

New

  • Shaders are prepared once, before you play. The first time you start OoT, a "Preparing shaders" screen builds the game's shaders at full speed (about 15 minutes on an 8-core CPU, once). After that, places you visit for the first time play like you've been there before: walking into a new area used to freeze for ~0.7 s per new shader, now it's 40-70 ms, and loads are shorter. A new driver or GPU prepares them again. Built on zortos's precompile work (zortos293#895, zortos293#896).
  • New look. Graphite theme, a home screen, an in-app "What's new", and Help > Export Log for bug reports.
  • In-game controls. Move the mouse to the top of the game for Pause, Restart, Stop, Fullscreen and the menus.
  • New performance graph (View > Performance Overlay): big fps, frame time, the lowest recent fps and a line against 60 (or 30). Loading screens leave a gap instead of a dip.

Faster

  • Moving NPCs and crowds no longer drag the frame rate down. About +3 fps in Castle Town from each of the fixes behind it (render target relocation, image pool, an exact frame clock, cleanup of stale copies), and ~2.4 GB less video memory (8.8 to 6.4 GB in Castle Town).
  • ~2.3 GB less RAM, so 16 GB PCs have more room.
  • Windows 11: a precise game clock built in. Players who got big gains from the GlobalTimerResolutionRequests registry tweak get it without the tweak.
  • Shader translation moved off the GPU thread.
  • Retrained profile-guided build on the new code.

Fixed

  • New players: "Press Start", chat bubbles and lighting are right on an empty shader cache (they were missing or wrong while shaders were still building).
  • AMD: the red dotted line in the Royal Family's Tomb (zortos293#820).
  • Objects that could vanish for a whole session in some games (clip distances, zortos293#902).
  • Fastmem kept on PCs with little free memory instead of silently running 20-25% slower (zortos293#645).
  • Less RAM while shaders are prepared (zortos293#878), stale data after some GPU writes (zortos293#700), a rare channel deadlock (zortos293#609), mods folders that don't exist (zortos293#686), Windows long paths (zortos293#576), and a few smaller ones (zortos293#918, zortos293#727, zortos293#610).

Shader cache

  • The cache moves to version 54 (zortos's numbering), so caches from zortos's builds and Fritchii's are shared. The first start copies your old cache once (about +1.2 GB for OoT). The old v52 file stays so you can roll back to v4; you can delete it later if you don't plan to.

Known

  • AMD and Intel changes could not be tested on that hardware here: please report problems with your GPU model and the log (Help > Export Log).

Dynamic FPS by Dark (built-in). Thanks to zortos293 and every Lichii contributor whose work is in here, and to the Ocarina of Forks Discord for the moral support, the novel ideas and the debugging help.

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