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v0.1.0 (preview): Sword at 60 fps, shaders prepared on the first start, the Let's Go 0.6.0 launcher
The first release of the port for Pokémon Sword (and Shield, recognized but not tested): a native Windows
build of the game by static recompilation, forked from Let's Go Recomp.
No game files are included: you need your own extracted copy of Sword with the 1.3.2 update applied.
This is a preview. It was measured on one machine (Core i5-14600KF, RTX 3080, Windows 11) and played from the
start of the game through the first towns, the Wild Area and wild battles; the rest of the game, and AMD, Intel and
integrated GPUs, are not tested yet. Bug reports (with lasrecomp.log) and results from other PCs are very welcome.
- 60 fps for the whole game (like the community's 60 fps patch), or the game's own 30. The game's speed is tied to
its frame rate: both modes were measured to run at the right speed (walking distance per second of real time). - The open world and towns at 60 fps at 2560x1440 on that PC.
- Shaders prepared on the first start: every shader stage in the game's files (and the ones in its executable) is
built for your GPU in the background, about 6 minutes on 8 threads, with a notice in a corner of the screen; after
that a new place or effect mostly links what was prepared. The first 6 minutes of a new game, everything cold: 7.75 s
of hitches without it, about 0.6 s with it. About 3 GB of disk for the prepared shaders. - Let's Go Recomp 0.6.0's launcher and F12 menu, in Sword's colours: resolution, fullscreen, 30 / 60 fps, SMAA,
brightness / contrast / saturation, volume, the controller layout (Nintendo / Xbox), the keys, and mods (several at
once). Let's Go's SSAO, GI, TAA, FSR 3.1 and frame generation are not in this port. - The Expansion Pass works from your own DLC data, set up by hand for now (see the README).
Installing: unzip into a folder you can write to (not Program Files), open SwShRecomp.exe, pick the folder with
your extracted game (exefs and romfs). The one-time setup copies the game files and recompiles the game code for your
PC: about 40 minutes on a 20-thread CPU, and about 18 GB of disk in all. Then Play; the first start prepares the
shaders. Saves are kept in save-sword\ in that folder.
Known issues: the first start runs slower while the shaders are prepared; at 60 fps the crowd on the title screen
flickers; memory use grows slowly over long sessions; online features (raids with others, trades, Y-Comm) don't work.
The full list is in the README.
Tested with this zip unzipped into an empty folder on Windows 11 and started without MSYS2 on the PATH: the setup
copied the game files and recompiled the game code in 42 minutes (20-thread CPU), the first start prepared the shaders,
and a save loaded and played with no frame over 50 ms; unzipping the zip again over that install (an update) kept the
game files, the game code and the prepared shaders.