Repository navigation
CheezyEmu main build 10 (99e727d)
Pre-releaseAutomatic build of main at 99e727d.
Important
Read README.txt (next to cheezyemu.exe after you unzip, or on GitHub): how to turn switches on and off, install and move shader packs, and use AMD FSR upscaling and AMD frame generation. Changes and credits: CHEEZYEMU.md.
💬 Join the CheezyEmu Discord for help, bug reports and new builds: https://discord.gg/vEK4ug6JD
What's new
- Now its own emulator: CheezyEmu. New name, new cheese icon,
cheezyemu.exe. Saves, settings
and shader caches stay where they were. In-app updates from build 9 can't find build 10 (the
files have new names): download it once from the releases page. - New look: the CheezyEmu theme (warm charcoal and cheese yellow, rounded buttons, yellow
headers, menu and status bar lines) is the default. Players on the old default theme move to it
once; any theme picked in Configure > General > UI sticks. - Game pictures for every Switch 2 game, automatically: CheezyEmu downloads a picture list
(dist/game_pictures.json, one SteamGridDB picture per Switch 2 title ID) and shows each game's
picture with nothing to set up. Matching is by title ID, so it's the right game. The list is
rebuilt every Monday by the game-pictures workflow from switchbrew's title list; a wrong
picture is fixed in tools/game_pictures/overrides.json. A player's own SteamGridDB key (right-click
a game > Game Picture > Find Picture Online) also finds pictures for games the list lacks.
Right-click > Game Picture picks another picture, uses your own image or resets it. - Handheld PCs (Steam Deck, ROG Ally): no more black screen in Ocarina when its anti-aliasing
network can't be built on the GPU: CheezyEmu draws the game without it (as "No sharpening") and
says so in the log. - "What's new" after an update: the first start of a new build shows its changes once.
- AMD FSR & Frame Generation box at the top of Graphics (and in each game's settings): FSR 4,
Ocarina's anti-aliasing and every frame generation option in one place. - Stopping a game: each shutdown step is logged, so a stuck stop shows where it hung. If the
game still has to be forced to stop, CheezyEmu asks you to restart it before playing again (a
stuck game kept its memory and broke the next launch). - GPU crash reports: when the GPU crashes, the log now says what CheezyEmu was doing (4K mode,
FSR version and sizes, frame generation), and on Linux how to capture the hang (RADV_DEBUG=hang). - Updates install themselves from now on: when a newer build is out, CheezyEmu offers it at
startup, downloads it, closes, installs and restarts (Windows zip and Linux AppImage). - FSR presets for Ocarina of Time (Properties > Graphics > AMD FSR & Frame Generation): Native
AA (the 3D scene at 1920x1080, FSR as anti-aliasing), Native (the game's 1440x810), Quality
1280x720, Balanced 1125x633, Performance 960x540 and Ultra Performance 640x360, at 1080p. The
game itself renders at that size (its own resolution code, patched at load), FSR upscales it and
frame generation works on every preset. The HUD stays sharp and saved shaders still apply. - First start of build 10 takes longer once: the white-fog fix changes about 2,500 of
Ocarina's shaders, which are compiled again and saved (around 15 minutes on an RX 6750 XT).
Later starts are as fast as before. - White fog fixed (Hyrule Field drawbridge solid white, lines in Kokiri Forest's fog): reverts
the perspective-correct interpolation of zortos293/Lichii#820, as Fritchii v5.1 did. It was also
suspected in an RX 6600 crash at boot. The faint red line in the Royal Family's Tomb may return. - No more stale vertices (glowing or misplaced geometry in Hyrule Field and the graveyard):
reverts the 32-byte rounding half of zortos293/Lichii#700, as Fritchii v5.1 did. - FSR 4 that draws black switches to FSR 3.1 by itself. For a few seconds after a game starts,
CheezyEmu checks FSR 4's output against the game's picture; if FSR 4 keeps drawing black (seen on
an RX 9070 XT with driver 2.0.406), it changes to FSR 3.1 for the session and says so in the log.
Updating the graphics driver should bring FSR 4 back. - Less memory while shaders precache: a compute shader's IR is freed before the driver compiles
it (zortos293/Lichii#878). - Faster NUP loading: NUP archives are decoded only as far as the game reads
(zortos293/Lichii#885). - Microphone: a microphone that can't open no longer breaks the game; it hears silence
(zortos293/Lichii#881). - In-app updates retry a download up to three times on a GitHub server error (from Fritchii).
- The "Available VRAM" log line names Conservative mode's cap only when it lowered the figure.
- The game list no longer offers "Submit compatibility report" (that website is the upstream
project's).
Tip
Ocarina of Time above 60 fps: press Ctrl+U (the Toggle Framerate Limit hotkey) to unlock the frame rate, or set Frame rate limit (Switch 2) under the game's Properties > Graphics (e.g. 120; applies when the game starts) to cap it there. The FPS Unlock (built-in) add-on, on by default, keeps animations and physics at normal speed at any frame rate; leave it enabled.
Linux
Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | Make the AppImage executable (chmod +x) and run it |
| ARM (aarch64) | AppImage · tar.gz | AppImage · tar.gz |
Windows
Windows packages are in-place zip files: extract and run cheezyemu.exe, or cheezyemu-cli.exe from a terminal.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 / x86_64 | zip | PGO zip | Both built with clang-cl and ThinLTO; the PGO zip adds a profile trained on Ocarina of Time |
macOS
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| arm64 (Apple Silicon) | zip | macOS 15 or newer. Not notarized: right-click and choose Open the first time, or run xattr -dr com.apple.quarantine cheezyemu.app. cheezyemu-cli is inside the app, in Contents/MacOS |
The PGO builds are the same programs compiled with profile-guided optimization. Linux uses clang with Eglantine's profile; Windows uses clang-cl and ThinLTO with a profile trained in CheezyEmu on Ocarina of Time, so other games gain less. Prefer them when your CPU supports it.