Skip to content

Releases

Fortune's Eden v1.6.1

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 08 Nov 17:48

Fortune's Eden v1.6.1

Everyone on v1.6 should update. This fixes two problems in v1.6: the button prompts ghosting while moving, and 8 GB graphics cards dropping to about 2 FPS when a scene loads lots of textures. v1.6's big improvement (textures converted on the GPU, no battle-start freezes, about half the video memory) is all still here.

Download: FEFW-Stable-60FPS-Portable.zip below
SHA-256: f2f8c45089ea376b0c5e2505b573f438473a2546ab4f8e0e240ba32bd3545d80

Fixes

  • 8 GB graphics cards no longer drop to about 2 FPS for minutes. Reported on an RX 7600 at nightfall. To convert a texture on the GPU, v1.6 first decodes it into a temporary image four times its size. When a scene loaded many textures at once, these piled up past what the card's driver allows (757 MB in half a second), textures spilled into system memory, and the game crawled. The temporary images now have a limit: 1/64 of the card's memory, so 128 MB on an 8 GB card and at most 256 MB. Over it, the emulator briefly waits for the GPU to catch up.
  • The button prompts at the bottom of the screen no longer ghost while moving. In v1.6, Menu, Dash and Map showed a faint shifted copy of their text whenever the camera moved. The code was fine: the v1.6 exe itself was a faulty build. v1.6.1 is built clean.

Also new

  • The resolution options show this game's real sizes. They still listed Switch 1 sizes (1X as 720p/1080p). Fortune's Weave draws at 1440p, so they now read 1X (1440p, native), 1.5X (2160p, 4K), 2X (2880p, 5K), 3X (4320p, 8K) and so on.

Updating

Replace Fortune's Eden.exe with the new one, or unpack the whole zip over your old folder. Your user folder (saves, settings, keys) is kept either way. Keep Graphics → Advanced → ASTC recompression on Auto.

AMD cards are still less tested than NVIDIA. If you're on AMD and see wrong textures, crashes or slowdowns, please open an issue with user\log\eden_log.txt.

Full details: CHANGELOG.md

Fortune's Eden v1.6

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 08 Nov 16:14

⚠️ Superseded by v1.6.1, which fixes UI ghosting and a slowdown on 8 GB cards. Please download v1.6.1 instead.

Fortune's Eden v1.6: the biggest performance update yet

Battle starts no longer freeze, and the game uses about half the video memory. v1.6 changes how the game's textures are handled, which fixes the stutter that's been behind most performance reports. It now runs smoothly on 8–16 GB graphics cards, not just 20 GB+ ones.

⚠️ AMD graphics cards: not fully tested yet. So far this has only been tested on NVIDIA. If you're on AMD and see wrong textures (odd colours, blocky patches, black or see-through spots), crashes, or worse performance than v1.5.2, please open an issue and attach user\log\eden_log.txt. v1.5.2 is still available below in the meantime.

Download: FEFW-Stable-60FPS-Portable.zip below
SHA-256: c9d01f3b958af238db828165f6b1c57efc71777156a829432d009198251cd958

What changed

v1.5.2 v1.6
Big battle starting Picture and sound freeze (BC3), or out-of-memory stutter on smaller cards (Uncompressed) Smooth: 57–60 FPS throughout in testing
Video memory used 15–19 GB (Uncompressed) 7–11 GB
Cards that get the smooth setting 20 GB and up only All of them

Why

The game's textures are ASTC, which PC graphics cards can't use directly, so the emulator has to convert every one of them. Until now there were two ways, each with a catch:

  • Uncompressed was smooth but needed so much video memory that only 20 GB cards could use it. Smaller cards ran out and stuttered or dropped to single-digit FPS.
  • BC3 was a quarter of the size but was converted on the CPU, on the same thread that prepares every frame. So whenever a battle loaded lots of textures at once, the picture and sound froze.

v1.6 gets the best of both (ported from Eglantine, Duck912). The graphics card now decodes each texture and re-compresses it to BC3 itself, in parallel with everything else, so the CPU never stalls. You get BC3's small size without the freezes.

Also new

  • ASTC recompression Auto now picks this on every card. The 20 GB rule is gone. The log says what Auto picked.
  • Smoother play when video memory fills up. Textures that haven't been used for 30 seconds are freed early, instead of many being thrown out at once when memory is nearly full. In testing with video memory limited to 7 GB, a scene that dropped to about 35 FPS ran at 55–60.
  • Includes v1.5.2's fix for the NVIDIA DLSS crash.

Updating

Replace Fortune's Eden.exe with the new one, or unpack the whole zip over your old folder. Your user folder (saves, settings, keys) is kept either way.

Then check Graphics → Advanced → ASTC recompression is set to Auto. If you set it to Uncompressed or BC3 yourself in an older version, it stays that way until you change it. BC3 set by hand also gets the new GPU conversion, but Auto is the setting this release is built around.

Notes

  • Uncompressed is still available if you want the best image and have a 20 GB+ card.
  • If textures look wrong on your card, setting ASTC decoding to CPU (same menu) goes back to the old CPU conversion. That brings back the old freezes, but the textures will be correct. Please report it too.

Full details: CHANGELOG.md

Fortune's Eden v1.5.2

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 08 Nov 15:44

Fortune's Eden v1.5.2

A hotfix for v1.5.1: fixes the crash inside the NVIDIA driver with DLSS on.

Download: FEFW-Stable-60FPS-Portable.zip below
SHA-256: 1edbe610ae4c699afc719e92fac02bfa1535def21b7d5397588b2d2fe869403a

Fix

  • No more crash in nvoglv64.dll with NVIDIA DLSS on (ported from Eglantine, Duck912). A few minutes into some sessions, often at a scene change, the emulator closed with an error in NVIDIA's driver. Drawing DLSS's output could start after the texture cache had already removed the image it was drawing into, so the driver was handed a framebuffer that no longer existed. It now picks up the framebuffer when the command is recorded. This crash was also in v1.5 and v1.5.1.

Everything else is the same as v1.5.1. See the v1.5.1 notes for what's new since v1.5.

Updating from v1.5.1

Replace Fortune's Eden.exe with the new one, or unpack the whole zip over the old folder. Your user folder (saves, settings, keys) is kept either way. If you copied an old user folder, check that Graphics → Advanced → ASTC recompression is set to Auto.

⚠️ Don't set ASTC recompression to Uncompressed yourself on a card with less than 20 GB of video memory. Smaller cards run out of video memory, which causes stutter or single-digit FPS.

Full details: CHANGELOG.md

Fortune's Eden v1.5.1

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 08 Nov 13:51

Fortune's Eden v1.5.1

Smoother sound on laptops and 4-core CPUs, textures that pick the right format for your graphics card, the game update's version in the menu, and a batch of crash fixes.

Download: FEFW-Stable-60FPS-Portable.zip below
SHA-256: 4e69957f7fa2e14cecf06aa1d125a5416a8c18e16310e12e69efc1ebdfee8ae7

Highlights

  • Sound no longer stutters in battles on laptops and 4-core CPUs (#8). The sound threads now run at top priority, and the extra GPU thread turns itself off on CPUs with 4 or fewer fast cores (EDEN_GPU_SPLIT=2 turns it back on).
  • ASTC recompression is now Auto. It picks Uncompressed (smoothest) when the emulator may use about 15 GB of video memory or more, which in practice means 20 GB cards and up, below 1.5x resolution (with ultrawide, only at 1x). It picks BC3 otherwise. The log says what it chose and why.
  • Big graphics cards can use more of their video memory: three quarters of the card instead of about 7 GB (12 GB card → 9 GB, 16 GB → 12 GB, 24 GB → 18 GB). Cards of 8 GB or less are unchanged.
  • The game's menu shows the update's version (1.1.0, not 1.0.0) for .nup files and loose dumps (#11). Loose dumps can carry an update in an updates\<number>\ folder next to exefs/romfs.
  • Cutscene video keeps up with the voices on PCs that run cutscenes below the video's frame rate.
  • Fewer shader hitches during fades (from Eglantine; one scene went from 925 shaders built to 101).

⚠️ Don't set ASTC recompression to Uncompressed yourself on a card with less than 20 GB of video memory. The game can use over 13 GB with it, and smaller cards run out, which causes stutter or single-digit FPS. If you copied an old user folder, set Graphics → Advanced → ASTC recompression to Auto.

Fixes

  • Threads wait properly on Intel 12th gen and newer, and some AMD CPUs, instead of waking early and wasting CPU (from Eglantine).
  • Crash fixes (from Eglantine): resizing, fullscreening or alt-tabbing the window; a shader that fails to build; a depth-buffer copy on NVIDIA; old data left on the GPU after some memory copies; two threads clearing the same list of GPU-written memory.
  • Stopping the game no longer crashes with ASTC decoding set to CPU Asynchronously.

Logs

  • Frame pacing every 10 seconds (FPS, average and worst frame time, frames over 50 ms and 100 ms), video memory use every minute, and slow texture cleanups. Logs stay small.
  • What NVIDIA DLSS is given, whenever it changes (#5).

Notes

  • The ultrawide option is made for game version 1.1.0 (main build DB93B012…); other versions have different code, so it doesn't apply to them.
  • The 60 FPS patch is set up for 1.1.0 too. It may also work on 1.0.0, but that isn't confirmed yet. The log's name=main line shows which build you're running.
  • Known issue: an occasional crash inside the NVIDIA driver during one particular scene change. It's also in v1.5 and is being investigated. If it happens to you, the Windows Event Viewer entry (Application Error) helps.

Full details: CHANGELOG.md

Fortune's Eden v1.5

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 07 Nov 20:57

Fixes

  • Sky turning black after opening the map (Dagsion): the emulator threw away the game's sky colour table while the map covered the screen. Small images the GPU draws are now always kept.
  • Recurring stutter (#2): a rejected experiment was left on by default in v1.3.1–v1.4.2. It's off again.
  • Missing cutscene voices / dialogue animations ending early (#1): CPU Clocks Boost/Overclock ran the game's clock 1.7–2× fast. The setting is gone; the game's clock always runs at the real rate.

Improvements

  • Slightly smoother busy scenes (faster "has the GPU written here?" checks, same results).
  • Much smaller logs (about 1–2 MB for a long session instead of 27 MB), so they're easy to attach to issues.
  • Optional ultrawide 3440x1440 (21:9) setting, off by default: Graphics → Ultrawide 3440x1440 (21:9) for Fortune's Weave (Kompas9's patch, MIT).
  • The version is shown in the window title and at the top of the log.

Updating from v1.4.2: replace Fortune's Eden.exe with the new one, or extract v1.5 to a new folder and copy your old user folder into it.

Full details in CHANGELOG.md. Legal use only: dump your own game, keys and firmware from your own Switch 2.

Fortune's Eden v1.4.2

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 06 Nov 20:20
9713263

Caution

⚠️ NVIDIA DLSS could cause crashes - seems to be running well currently though.

NVIDIA DLSS is off by default and newer and less tested than the rest of this build. In testing, the game sometimes crashed when going from a pre-rendered cutscene back into the game with it on. If the game crashes, untick Emulation → Configure → Graphics → Use NVIDIA DLSS in place of the game's DLSS first.

30 FPS is how Fortune's Weave runs on Switch 2, and this build runs it smoothly by default. The 60 FPS patch stays off by default.

Saves are stored next to Fortune's Eden.exe (in user\nand), not in %APPDATA%\eden.

What's new

  • Fixed: 3D scenes losing their background. Bath scenes could go black around the characters, sometimes only after you'd been playing a while. The scene uses a compute shader with a GPU instruction the emulator couldn't translate (a shared-memory compare-and-swap), so it was skipped every frame. It's now translated.
  • Another bath-scene shader no longer skipped: a float add to GPU memory is now translated too.

For everything else since v1.3 (NVIDIA DLSS, the cutscene fix, smoother 60 FPS, saves fixes), see the v1.4.1 release.

Updating

  • From v1.4.1: just replace Fortune's Eden.exe with the one from this download.
  • From older versions: extract v1.4.2 to a new folder and copy your old user folder into it. See the v1.4.1 release notes if you've updated by copying a user folder before.

Fortune's Eden v1.4.1

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 06 Nov 19:37
7ca3d22

Caution

NVIDIA DLSS may cause crashes - experimental. Currently been working for a few hours. This is off by default, but just to be aware of if you try it out. Please do let me know if it causes you issues (and provide an eden log if possible)

NVIDIA DLSS is off by default and newer and less tested than the rest of this build. In testing, the game sometimes crashed when going from a pre-rendered cutscene back into the game with it on. If the game crashes, untick Emulation → Configure → Graphics → Use NVIDIA DLSS in place of the game's DLSS first.

30 FPS is how Fortune's Weave runs on Switch 2, and this build runs it smoothly by default. The 60 FPS patch stays off by default; on a fast PC it's noticeably smoother in busy scenes now, so try it at 1x resolution (1x halved the 60 FPS choppiness compared with 2x in testing).

Saves are stored next to Fortune's Eden.exe (in user\nand), not in %APPDATA%\eden.

What's new since v1.2.1

Picture

  • Optional NVIDIA DLSS (GeForce RTX cards; see the warning at the top). The game upscales with a small DLSS network built for the Switch 2, which can leave ghosting around moving characters. Tick Emulation → Configure → Graphics → Use NVIDIA DLSS in place of the game's DLSS and the full PC version of NVIDIA DLSS does that step instead: a sharper picture with less ghosting. NVIDIA's files aren't included; the Download from NVIDIA button under the setting fetches them from NVIDIA. If DLSS can't run, the game's own DLSS runs as before. Ported from Duck912's work in Eglantine.
  • New default image settings: FSR window filter at 0% sharpness (was 50%) and FXAA anti-aliasing (was off). FXAA softens the ghosting of the game's own DLSS, and 50% sharpness looked oversharpened with NVIDIA DLSS.

Performance

  • Cutscenes no longer drop to about 5 FPS. The game's 1440p cutscenes are AV1 videos, and in their busiest scenes decoding a frame took longer than a 30 FPS video allows, so the game's frame rate collapsed until the scene got lighter. The decoder now works on several frames at once, and the same cutscene plays at a steady 30 FPS.
  • Smoother 60 FPS in busy scenes. The emulator no longer stops to wait for the GPU about once a frame for texture tables the game never changes, and CPU writes to GPU memory take the cache lock far less often. In Dagsion's busiest section at 60 FPS, doubled frames went from about 45% to about 20%. Any table that does change is always waited for, and every table is still read for real at least every 250 ms.
  • Profile-guided optimisation, trained on Fortune's Weave (Dagsion, battles, menus, cutscenes). The emulator's own code is laid out for the paths the game uses, and it still runs on any x64 CPU. At 60 FPS it cut doubled frames by about a quarter on its own.
  • Fewer shader-compile stutters: translated shaders are reused between pipelines that share them (Wael3rd, from PokeDinner).

Saves

  • A copied user folder now uses its own saves. Settings stored the full path of each build's save, SD and mod folders, so a user folder copied into a new build kept saving to the old build's folder, and Open Save Data Location opened that one. A build now always uses its own user folder (a folder you chose yourself elsewhere is kept), and Open Save Data Location opens the one next to the exe.
  • Loose files and .nup share one save folder. Loose-file dumps now register the game's real ID (04007EF01F8AE000) instead of 0000000000000000. The first time you start the game, an old loose-file save is copied across automatically if there's no save under the new ID yet (the old folder is kept).

Fixes

  • Shutdown and restart fixes from PokeDinner (an Eglantine fork): no hang on stop when the audio renderer outlives its manager (kraibse), and starting the game again in the same window no longer hangs or crashes (Takoroka).
  • Error-reporting crash fix, and clearer logs for unsupported system calls and missing keys (xDarkWindx).

Other

  • Renamed to Fortune's Eden: the app is Fortune's Eden.exe, and its window is titled Fortune's Eden.

Updating

  • From v1.3: extract v1.4.1 to a new folder and copy your old user folder into it. A copied user folder keeps your old image settings, so set Window Adapting Filter sharpness to 0% and Anti-Aliasing to FXAA yourself if you want the new defaults.
  • From v1.2.x: extract v1.4.1 to a new folder and copy your old user\nand folder into it (and user\cache to keep the shader cache). Loose-file saves are carried over automatically.
  • If you've updated by copying a user folder before: your latest saves may still be in an older build's user\nand. Copy that nand folder over the new build's user\nand (rename the new one first to keep it).

Advanced switches, for troubleshooting: EDEN_AV1_FRAME_PARALLEL=0 (old video decoding), EDEN_SPECULATIVE_HANDLES=0 (always wait for texture tables), EDEN_CPU_WRITE_PAGES=1 (old CPU-write locking), EDEN_NX2_SHADER_REUSE=0 (translate every pipeline's shaders).

Fortune’s Eden v1.3

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 06 Nov 12:33
f77a544

Note

30 FPS is how Fortune's Weave runs on Switch 2, and this build runs it smoothly by default. The 60 FPS patch is included but off by default, as 60 FPS can feel choppy. Fast PC? Try it at 1x resolution (FSR upscales to your screen): right-click the game → Properties → Add-Ons and tick 60fps.

Important

Saves are stored next to Fortune's Eden.exe (in user\nand), not in %APPDATA%\eden. See Saves.

  • Renamed to Fortune's Eden: the app is now Fortune's Eden.exe, and its window is titled Fortune's Eden.
  • Profile-guided optimisation trained on Fortune's Weave (Dagdion, battles, menus). Still runs on any x64 CPU. At 60 FPS it cut doubled frames by about a quarter in testing.
  • Loose files and .nup share one save folder. Loose-file dumps now use the game's real ID. An old loose-file save is copied across automatically the first time you start the game (the old folder is kept).
  • Shutdown and restart fixes from PokeDinner, an Eglantine fork: no hang on stop when the audio renderer outlives its manager (kraibse); starting the game again in the same window no longer hangs or crashes (Takoroka).
  • Error-reporting crash fix and clearer logs for unsupported system calls and missing keys (xDarkWindx).

Updating from v1.2.x: extract v1.3 to a new folder and copy your old user\nand folder into it (and user\cache to keep the shader cache). Loose-file saves are carried over automatically.

FEFW Stable 60FPS v1.2.1

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 06 Nov 02:13
898bd03

Warning

The 60 FPS patch is OFF by default. Its frame pacing is poor and can feel choppy, while 30 FPS runs flawlessly. It's still included: to try it, right-click the game → Properties → Add-Ons and tick 60fps. If it still feels choppy after unticking it, delete the folder user\load\04007EF01F8AE000\60fps.

Important

Saves are stored next to eden.exe (in user\nand), not in %APPDATA%\eden. See Saves.

  • All settings are now global (Emulation → Configure) instead of in a Fortune's Weave per-game profile. A per-game profile only applies when the game's ID matches exactly, so some dumps (for example a .nup packed with a different ID) or an old user folder could fall back to the defaults, including the 4 GB memory layout, which hangs on loading.
  • Global settings: 12 GB memory layout, GPU accuracy Fast, asynchronous shaders on, vsync off, 16x anisotropic filtering, reactive flushing off, VRAM Usage Mode Conservative, AMD FSR at 50% sharpness, anti-aliasing off.
  • The emulator itself is unchanged from v1.2 (.nup support and the AMD graphics fix are still included).

Updating from v1.2: if your game loads fine, there's no need to re-download. Otherwise set Emulation → Configure → System → Memory Layout to 12 GB, or extract v1.2.1 to a new folder and copy your old user\nand folder into it to keep your saves.

FEFW Stable 60FPS v1.2

Choose a tag to compare

@TheSneakyBadger TheSneakyBadger released this 06 Nov 00:32
327923f

Warning

The 60 FPS patch is now OFF by default. Its frame pacing is poor and can feel choppy, while 30 FPS runs flawlessly. It's still included: to try it, right-click the game → Properties → Add-Ons and tick 60fps.

Important

Saves are stored next to eden.exe (in user\nand), not in %APPDATA%\eden. See Saves.

  • 60 FPS patch off by default (unticked under Add-Ons; the files are still included).
  • AMD graphics fix: shader registers read before being written are now zero, as on NVIDIA, instead of leftover garbage that can show as stray coloured patches on AMD GPUs. Ported from Djihads80's Eglantine (by arisqz). No change on NVIDIA.
  • Preset graphics: AMD FSR window adapting filter at 50% sharpness, anti-aliasing off (was FXAA).
  • Building from source fixed: cmake-options.txt is now in the repo, and the README lists exactly what to put together.
  • source.zip updated with the AMD fix.

Updating from v1.1: extract v1.2 to a new folder and copy your old user\nand folder into it to keep your saves. If you copy the whole old user folder instead, your old graphics and 60 FPS settings come with it.