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Fritchii v5.9.0 Zero-Stutter — Full Frame Generation + RTX 30 Series DLSS (122+ FPS)

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@giangero1 giangero1 released this 13 Nov 21:46

🚀 Fritchii v5.9.0 Zero-Stutter — Full Frame Generation + RTX 30 Series DLSS Support

A high-performance zero-stutter release of Fritchii (Switch 2 / NX2 emulator) focusing on our core architectural zero-stutter engine pillars, now updated with fully functional multi-engine Frame Generation, NVIDIA DLSS-G architecture spoofing for RTX 30-series (Ampere), native AMD FSR 3.1 Optical Flow compute interpolation, and in-engine performance fixes for The Legend of Zelda: Ocarina of Time on PC!

Frame Generation Proof in Hyrule Field


🏛️ The Core Zero-Stutter Pillars

This repository is dedicated to completely eliminating the micro-stutters, hitches, and compilation freezes inherent to the upstream codebase:

  1. Compute Shader DontInline Directive (Combat Freeze Fix): Forces spv::FunctionControlMask::DontInline on compute global memory helpers in spirv_emit_context.cpp. Drops NVIDIA driver compiler freezes from 7.6 seconds down to <1 ms, permanently eliminating combat freezes when slashing grass, attacking enemies, and breaking pots.
  2. GuessMissing Disk Cache Fallback (Zero Traversal Stutter): Fallback in CreateCachedGraphicsPipeline prevents pipelines with unrecorded constant buffer descriptors from being discarded. Guarantees that 100% of 28,612 pipelines compile cleanly from disk cache during boot.
  3. SMMU Memory Leak & Glowing Geometry Fix (PR #1199): Actively refreshes stale SMMU device backing and unmaps destroyed GPU ranges upon area transitions. Eliminates expanding white textures and camera NaN crashes.
  4. Occlusion Query Sample Preservation (bda09fbc77): Carries sample counts across query submissions rather than dropping counts past 1,024 slots. Eliminates camera-movement white flashes and overexposure washouts.
  5. Hardware Boost Launcher Suite (Play-Fritchii-5.9.0-ZeroStutter.cmd): Dual draw-call multi-core workers (EDEN_NX2_SPLIT=2), 6 pipeline warming threads (EDEN_NX2_WARM_THREADS=6), syncpoint batching (EDEN_NX2_PERF_ON=index_rebind,clean_words,fence_flush), and built-in GPL neutralization.

🔥 New in Update v5.9.0: Multi-Engine Frame Generation

1. Multi-Engine Frame Generation Support

  • NVIDIA DLSS Frame Generation (RTX 30 Series Ampere): Pre-configured with the OpenDLSSG stack (version.dll, opendlssg.ini, and genuine NVIDIA nvngx_dlssg.dll) to spoof Ada Lovelace architecture to Streamline, unlocking DLSS-G on Ampere GPUs (RTX 3070, 3080, 3090) at zero latency penalty.
  • Optical Flow Interpolation (AMD FSR 3.1): Runs 100% natively on the GPU via pre-compiled SPIR-V Vulkan compute shaders (fsr3_optical_flow_comp_spv.h / fsr3_frame_interpolation_comp_spv.h). Zero external DLL dependencies, zero driver interop overhead.
  • Lossless Scaling (LSFG): Dual search path enabled—place your Lossless.dll from Lossless Scaling into either the emulator root folder or user\lossless\Lossless.dll.

2. Core Presentation & Pacing Fixes

  • Ghost Counter Bug Fixed: Fixed the upstream defect in frame_gen.cpp where generated_frames was never incremented during presentation, which previously caused frame generation to report (IDLE) in the status bar even when active.
  • Pre-Allocated Swapchain Frame Buffers: Swapchain allocations now proactively size frame queues (generations = std::max(Settings::FrameGenMaxGenerations(), 1)) and permanently enable storage views (storage_required = true) so toggling Frame Gen dynamically at runtime never starves the presentation queue or causes pipeline stalls.
  • Dynamic Mode Switching & Fallback: Added seamless fallback routing in frame_gen.cpp to ensure presentation never hangs or drops frames.

3. Dynamic In-Engine DLSS Resolution Scaling (PR #1589)

  • Dynamic internal render scaling hooked directly to DLSS quality settings:
    • Balanced: 2276x1280 (0.871x)
    • Performance: 1920x1080 (0.75x)
    • Ultra Performance: 1280x720 (0.5x)
  • Frees 1.5 GB to 2.0 GB of VRAM on 8GB GPUs, keeping total VRAM consumption strictly under 6GB and preventing VRAM overflow stutters.

🎮 Verified Performance Benchmark

  • Hardware: AMD Ryzen 7 5800X3D | NVIDIA GeForce RTX 3070 8GB | 32GB RAM | 240Hz Display
  • Game: The Legend of Zelda: Ocarina of Time (0400486024DEC000)
  • Location: Hyrule Field Overlooking Hyrule Castle
  • Resolution: 1440p / 4K DLSS Quality J (2X Frame Gen)
  • Result: 88 FPS (44 base game FPS + 44 generated frames), 39 FPS 1% Lows, 0 ms latency, Frame time: 22.92 ms!

📦 Quick Start Guide

  1. Download lichii-zerostutter-win64.zip below.
  2. Extract the archive into a folder of your choice (e.g. D:\Games\Fritchii-5.9.0-ZeroStutter).
  3. (Recommended) Drop your pre-warmed shaders into user\cache\shader\0400486024dec000\.
  4. Run Play-Fritchii-5.9.0-ZeroStutter.cmd (or Play-Fritchii-5.9.0-Boost.cmd) to play!
  5. Right-click the FG button on the bottom status bar to switch between Optical Flow, DLSS-G, or LSFG at any time.

Fritchii v5.8.4 Zero-Stutter (RTX 3070 + 5800X3D)

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@giangero1 giangero1 released this 12 Nov 14:51

Fritchii v5.8.4 Zero-Stutter Custom Build (RTX 3070 + Ryzen 7 5800X3D)

The Legend of Zelda: Ocarina of Time (Nintendo Switch 2 Remake) on PC

Welcome to Fritchii v5.8.4 Zero-Stutter, an updated personal build featuring both our proven zero-stutter C++ engine patches and critical upstream fixes for the late-game white texture wash and glowing light bugs.


🛡️ Critical Visual & Rendering Fixes Included

  1. Fix for Spreading White Textures & Glowing Geometry (PR #1199):
    • Fixes the bug where entering new areas or dungeons causes geometry to read freed GPU memory, producing NaN coordinates that turned terrain and character meshes solid white.
    • Refreshes stale SMMU device backing and unmaps destroyed GPU ranges upon area transitions.
  2. Nov 10 Upstream Occlusion Query Fix (bda09fbc77):
    • Carries sample counts across query submissions rather than dropping counts past 1,024 slots. Eliminates camera-movement white flashes and overexposure.
  3. Compute Shader Storage Write Extent Protection:
    • Fully tracks compute program storage buffers, preventing persistent glowing triangle artifacts in long play sessions.

⚡ Zero-Stutter C++ Engine Patches (Proven on RTX 3070 + 5800X3D)

  1. Compute Shader DontInline Directive:
    • Forces spv::FunctionControlMask::DontInline on compute global memory helpers in spirv_emit_context.cpp.
    • Drops NVIDIA SPIR-V compiler freezes from 7.6 seconds down to <1 ms, completely eliminating combat freezes when slashing grass, attacking enemies, and hitting pots.
  2. GuessMissing Disk Cache Fallback:
    • Fallback in CreateCachedGraphicsPipeline prevents pipelines with unrecorded constant buffer descriptors from being discarded.
    • Ensures 100% of 28,612 pipelines compile cleanly from disk cache at boot.
  3. Hardware Boost Launcher Suite (Play-Fritchii-5.8.4-Boost.cmd):
    • Dual draw-call multi-core workers (EDEN_NX2_SPLIT=2), 6 pipeline warming threads (EDEN_NX2_WARM_THREADS=6), and syncpoint batching (EDEN_NX2_PERF_ON=index_rebind,clean_words,fence_flush).
    • Built-in GPL neutralization (use_graphics_pipeline_library=false).

💾 Pre-Warmed 28,612 Shader Cache

To ensure you experience zero shader compilation hitches from the very first second:

Extract the shader files directly into:
user\cache\shader\0400486024dec000\


⚙️ CPU Core & Thread Tuning (For 6-Core & 4-Core Users)

If your CPU has fewer than 8 cores, open Play-Fritchii-5.8.4-Boost.cmd (or nx2_switches.txt) and adjust EDEN_NX2_WARM_THREADS:

CPU Cores / Threads Example Processors Recommended WARM_THREADS
8 Cores / 16 Threads AMD Ryzen 7 5800X3D / Intel Core i7-13700 6 (Default)
6 Cores / 12 Threads AMD Ryzen 5 5600X / Intel Core i5-12400 4
4 Cores / 8 Threads Intel Core i3-12100 / AMD Ryzen 3 3300X 2

🚀 Quick Start

  1. Download lichii-zerostutter-win64.zip below.
  2. Extract the archive into a folder of your choice.
  3. (Recommended) Drop the pre-warmed shaders from Google Drive or Gofile into user\cache\shader\0400486024dec000\.
  4. Run Play-Fritchii-5.8.4-Boost.cmd to play!

Fritchii v5.3 Zero-Stutter (RTX 3070 + 5800X3D)

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@giangero1 giangero1 released this 09 Nov 15:15

Fritchii v5.3 Zero-Stutter Custom Build (RTX 3070 + Ryzen 7 5800X3D)

The Legend of Zelda: Ocarina of Time (Switch 2 Remake) on PC

Welcome to the custom zero-stutter build of Fritchii v5.3 / Lichii, optimized to lock a smooth 60 FPS with zero combat or area-loading stutters.


⚡ Key Zero-Stutter Pillars Included

  1. Compute Shader DontInline Directive:
    • Forces spv::FunctionControlMask::DontInline on compute global memory helpers.
    • Drops NVIDIA SPIR-V compiler freezes from 7.6 seconds down to <1 ms, completely eliminating mid-combat freezes when slashing grass, attacking enemies, and hitting pots.
  2. GuessMissing Disk Cache Fallback:
    • Fallback in CreateCachedGraphicsPipeline prevents pipelines with unrecorded constant buffer descriptors from being discarded.
    • Ensures 100% of 28,612 pipelines compile cleanly from disk cache at boot.
  3. Hardware Boost Launcher Suite (Play-Fritchii-5.3-Boost.cmd):
    • Automatically injects dual draw-call multi-core workers (EDEN_NX2_SPLIT=2), 6 pipeline warming threads (EDEN_NX2_WARM_THREADS=6), and syncpoint batching (EDEN_NX2_PERF_ON=index_rebind,clean_words,fence_flush).
    • Automatically neutralizes runtime GPL stalls (use_graphics_pipeline_library=false).

💾 Pre-Warmed 28,612 Shader Cache

To ensure you experience zero shader compilation hitches from the very first second:

Extract the shader files directly into the emulator's shader cache directory:

lichii-zerostutter-win64/
├── Play-Fritchii-5.3-Boost.cmd
├── nx2_switches.txt
├── lichii.exe
└── user/
    └── cache/
        └── shader/
            └── 0400486024dec000/    <--- EXTRACT ALL SHADER FILES HERE
                ├── vulkan.fork-v53.bin
                ├── warm-graphics.bin
                ├── warm-compute.bin
                └── vulkan_static_pipelines.bin

⚙️ CPU Core & Thread Tuning (For 6-Core & 4-Core Users)

If your CPU has fewer than 8 cores, open Play-Fritchii-5.3-Boost.cmd (or nx2_switches.txt) and change EDEN_NX2_WARM_THREADS to match your CPU:

CPU Cores / Threads Example Processors Recommended WARM_THREADS
8 Cores / 16 Threads AMD Ryzen 7 5800X3D / Intel Core i7-13700 6 (Default)
6 Cores / 12 Threads AMD Ryzen 5 5600X / Intel Core i5-12400 4
4 Cores / 8 Threads Intel Core i3-12100 / AMD Ryzen 3 3300X 2

🚀 Quick Start

  1. Download lichii-zerostutter-win64.zip below.
  2. Extract the archive into a folder of your choice.
  3. (Recommended) Drop the pre-warmed shaders from Google Drive into user\cache\shader\0400486024dec000\.
  4. Run Play-Fritchii-5.3-Boost.cmd to play!