Shader Cache v2, Lower RAM Usage and Faster Ocarina of Time
Build 130 focuses on reduced stutter, lower Windows memory consumption, improved Ocarina of Time performance, and the new .nx archive format.
Graphics and performance
- Developer tests reported roughly 17% higher Ocarina of Time frame rate at Kokiri after asynchronous GPU read-back, with an additional approximately 8% improvement from moving memory-reading work to the back thread.
- In a measured Donkey Kong Bananza scene, cheaper synchronization and descriptor reuse increased performance from about 14.7 to 16.1 FPS.
- The HostTiming thread now sleeps rather than continually occupying a CPU core.
Shader cache, memory and game formats
- Introduced shader cache v2; the release reports dramatically fewer shader builds during Mario Kart World relaunches.
- Windows testing showed Ocarina of Time memory usage falling from approximately 13.4 GB to 7.2 GB by releasing unused zero-filled pages.
- Added support for .nx archives and conversion of supported NSP, XCI and NUP content with updates or DLC into .nx; malformed game files are handled more safely.
Known issues and limitations
- When upgrading, the release recommends clearing old pipeline caches once per game: right-click the game and choose Remove → Remove All Pipeline Caches. The first launch will rebuild shaders and may stutter.
- Reported FPS and RAM changes are developer test measurements, not guaranteed gains on every system.