github elliotttate/Wind-Waker-Recomp v0.3.0
Wind Waker Recomp 0.3.0 for Windows (x64) and macOS (Apple Silicon)

2 hours ago

Wind Waker Recomp 0.3.0

Speed log: every speed optimization since the fork, 28 September to 1 October, with what each one measured.

Faster on slower PCs, and frame interpolation up to 240 FPS (Windows).

  • No more slow motion on slower CPUs. On a CPU with few cores, 60 FPS frame interpolation could hold
    the game itself below its 30 frames a second, so everything ran in slow motion. 0.2.2 ran at 24-28 game
    frames a second on the test stand-in for a 4-core laptop CPU. Frame interpolation now steps aside when the
    game falls below full speed and tries again later, waiting longer each time (up to 2 minutes). On the same
    stand-in the game now keeps its full 30. The session log says when it happens ([interp-pace]).
  • About 13 percent more speed for the game itself. The translated game code reaches memory more
    cheaply: every guest load and store used to be a function call. On the 4-core stand-in, unpaced, the game
    runs 37-38 frames a second where 0.2.2 ran 33, and the game thread's CPU time per frame fell from about
    27.5 ms to 24-25 ms. Every PC benefits; a slower CPU most.
  • Match the display (frame interpolation, up to 240 FPS). A new choice in Settings, Display, Frame
    rate shows as many frames as your display does, in whole steps of 30: 240 on a 240 Hz display, 180 on
    200 Hz, 150 on 165 Hz, 120 on 144 Hz, 90 on 100 Hz, 60 on 60 or 75 Hz. The menu shows the number. It
    follows the window to another display. Not yet seen on a real 240 Hz screen (simulated here).

The Mac app is unchanged, so this release includes the latest Mac build, 0.2.0.

On a laptop with integrated graphics that still runs slowly: choose 30 FPS (F10) and set Render
resolution
to 1x in the settings (F1). If it is still slow, please send the newest session log from
%APPDATA%\BlueWake\logs with your report.

From 0.2.x: save states (F5 saves, F8 on Windows or F9 on Mac loads), climbing any wall, the
fullscreen fix, one Frame rate list, a more responsive mouse camera. Save states from 0.2.2 load in 0.3.0.

Downloads

  • Windows (x64, Windows 10 or 11): WindWakerRecomp-0.3.0-windows-x64.zip. Unpack it and run
    BlueWake.exe; saves, settings and save states carry over. Built from windows-release at 6def7cd
    (RecompCore 6348954); WindWakerRecomp-0.3.0-windows-source.zip is that source.
  • Mac (Apple Silicon, macOS 15 or later): WindWakerRecomp-0.2.0-macos-arm64.zip, the same build
    as in v0.2.0-v0.2.2.

Both need your own disc (GameCube USA, GZLE01 revision 0: .iso, .gcm or a compressed image such
as .rvz). Windows also needs a Direct3D 12 GPU and a CPU with AVX2. No game data is included.

Checked (Windows, i9-13900KF, RTX 5090; "4-core stand-in" is 4 of its efficiency cores)

4-core stand-in, Outset, Link standing / running 0.2.2 0.3.0
Unpaced, frame interpolation off: game frames a second 32.8 / 33.1 37.1 / 37.9
Game-thread CPU per game frame 27.0 / 27.5 ms 24.0 / 24.8 ms
Paced, 60 FPS frame interpolation: game frames a second 26.1-26.3 / 26.1-28.4 (slow motion) 29.9-30.0 / 30.0 (full speed)
  • On those 4 cores the in-between frames mostly stay off: they still cost more than the CPU has spare.
    On the full PC, 60 FPS interpolation runs as before.
  • The game is the same: every captured frame matches 0.2.2's (19 of 19, with the graphics translation
    synchronous so capture timing cannot move), and the dumped real and in-between frames at 60 FPS match the
    earlier release's (62 of 62).
  • The download as a player gets it: the first launch prepared the disc from an .rvz, the game ran at full
    speed with frame interpolation, a save state saved and loaded, a 0.2.2 save state loaded, and it closed
    normally.

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