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Fritchii v5.9.0 Zero-Stutter — Full Frame Generation + RTX 30 Series DLSS (122+ FPS)
🚀 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!
🏛️ The Core Zero-Stutter Pillars
This repository is dedicated to completely eliminating the micro-stutters, hitches, and compilation freezes inherent to the upstream codebase:
- Compute Shader
DontInlineDirective (Combat Freeze Fix): Forcesspv::FunctionControlMask::DontInlineon compute global memory helpers inspirv_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. GuessMissingDisk Cache Fallback (Zero Traversal Stutter): Fallback inCreateCachedGraphicsPipelineprevents pipelines with unrecorded constant buffer descriptors from being discarded. Guarantees that 100% of 28,612 pipelines compile cleanly from disk cache during boot.- 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
NaNcrashes. - 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. - 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 NVIDIAnvngx_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.dllfrom Lossless Scaling into either the emulator root folder oruser\lossless\Lossless.dll.
2. Core Presentation & Pacing Fixes
- Ghost Counter Bug Fixed: Fixed the upstream defect in
frame_gen.cppwheregenerated_frameswas 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.cppto 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
- Download
lichii-zerostutter-win64.zipbelow. - Extract the archive into a folder of your choice (e.g.
D:\Games\Fritchii-5.9.0-ZeroStutter). - (Recommended) Drop your pre-warmed shaders into
user\cache\shader\0400486024dec000\. - Run
Play-Fritchii-5.9.0-ZeroStutter.cmd(orPlay-Fritchii-5.9.0-Boost.cmd) to play! - Right-click the
FGbutton 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)
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
- 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
NaNcoordinates that turned terrain and character meshes solid white. - Refreshes stale SMMU device backing and unmaps destroyed GPU ranges upon area transitions.
- Fixes the bug where entering new areas or dungeons causes geometry to read freed GPU memory, producing
- 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.
- 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)
- Compute Shader
DontInlineDirective:- Forces
spv::FunctionControlMask::DontInlineon compute global memory helpers inspirv_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.
- Forces
GuessMissingDisk Cache Fallback:- Fallback in
CreateCachedGraphicsPipelineprevents pipelines with unrecorded constant buffer descriptors from being discarded. - Ensures 100% of 28,612 pipelines compile cleanly from disk cache at boot.
- Fallback in
- 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).
- Dual draw-call multi-core workers (
💾 Pre-Warmed 28,612 Shader Cache
To ensure you experience zero shader compilation hitches from the very first second:
- 🔗 Primary Mirror (Google Drive): Download Verified 28,612 Shaders
- 🔗 Alternative Mirror (Gofile): Download via Gofile Mirror
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
- Download
lichii-zerostutter-win64.zipbelow. - Extract the archive into a folder of your choice.
- (Recommended) Drop the pre-warmed shaders from Google Drive or Gofile into
user\cache\shader\0400486024dec000\. - Run
Play-Fritchii-5.8.4-Boost.cmdto play!
Fritchii v5.3 Zero-Stutter (RTX 3070 + 5800X3D)
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
- Compute Shader
DontInlineDirective:- Forces
spv::FunctionControlMask::DontInlineon 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.
- Forces
GuessMissingDisk Cache Fallback:- Fallback in
CreateCachedGraphicsPipelineprevents pipelines with unrecorded constant buffer descriptors from being discarded. - Ensures 100% of 28,612 pipelines compile cleanly from disk cache at boot.
- Fallback in
- 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).
- Automatically injects dual draw-call multi-core workers (
💾 Pre-Warmed 28,612 Shader Cache
To ensure you experience zero shader compilation hitches from the very first second:
- 🔗 Google Drive Shader Pack: Download Verified 28,612 Shaders
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
- Download
lichii-zerostutter-win64.zipbelow. - Extract the archive into a folder of your choice.
- (Recommended) Drop the pre-warmed shaders from Google Drive into
user\cache\shader\0400486024dec000\. - Run
Play-Fritchii-5.3-Boost.cmdto play!
