LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection

LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection 0.5.0

DynamicFPS++ seems to improve on the ultrahand vertical sense fix over DynamicFPS1.5.1, though it's still not perfect (vertical sense is still a little higher than horizontal sense when on ultrahand and when compared with normal camera).

Also, I don't have any clue why, but my TotK just run significantly better with DynamicFPS++ instead of using 60FPS + dFPS1.5.1, as it was when I compared FPS++ with dFPS1.4.1. It doesn't make sense, they should behave equally. And this behavior occur with Yuzu and Ryujinx, no matter what version/build, with or without clearing shaders etc.
somerandompeople
somerandompeople
My ultrahand code just scales the value used for the vertical axis based on your framerate relative to 30 fps, so any difference, I imagine is some very minute floating point imprecision. It could be something else though.
Don't know why they would run any different, that may just be happenstance and run-to-run variance in the emulator.
Works Perfect outside Shrines / Cutscenes. In Shrines game speed is doubled and In Cutscenes is the same. PC Specs: I7 12700k 3060ti 32gb ram. If you use 60 fps cheat and game is slow your hardaware isnt powerful enough. Also try restarting your pc that random thing helped me.
I really appreciate your non-toxicity. Thank you for your work.
Can somebody tell me how to install the 30 fps mod on switch? I'm trying to get the game to stop dipping to 20 fps...
Please provide a more detailed description of the mods.
Noob does not understand what he needs to include.
Jesus, thanks a ton! In newest version I finally stable 30 fps except for minor stutters when shaders are building (disabled async shader building for fixing missing icons). Lowest I got in just a few specific viewing angles in Lookout Landing was 28 fps! Game runs super smooth on my GTX 970 i7 4790k 16GB RAM
These mods feel like what nintendo would have wanted for everyone to experience if they had the hardware

Only thing that bugs me though is that now as it is, the 60fps cutscenes pack no longer work with the latest fps mods, which I understand there's youtube that probably will do this better and upscaled in the future. But having that as an option still would've been great to have. Hope it comes back though
somerandompeople
somerandompeople
"Common User Error: If you are using reencoded 60 fps cutscenes, and their internal framerate is 30 fps, you must modify these files so that their framerate is 60, or they will run at 50% speed."
Your cutscenes are erroneously set as 30 fps in their metadata. With the correct value, this won't be an issue.
I was using yuzu 1437. upon changing to EA 3594 it fixed the 48 fps problem. I am using all the up to date mods
please tutorial dont working
These mods work wonderfully to improve the performance and enjoyability of the game, thank you!
I'd also like to suggest, if possible, the creation of a No Cel Shading mod similar to the one done for BotW. I prefer the non cel shaded look for the game, and I'd love to see such a mod for TotK.
Thanks again!
Had been using fps++ for a while. Now using the new one.
At least for me the experience playing is smoother than using the chucks dynamic 1.5.1.
Thanks for all the effort and hope to see you keep pushing good mods for the game :D
If it's running slow, use opengl and it'll work. TOTK running smooth af
Works great. But there is a newer version of theboy181s cutscene fix with a few more lines (called v2 while this is v1)
Works great! cycled through the mods and have a beautiful smooth 60 fps widescreen gameplay. I also use color correction reshade and the Backscreen selection screen fix. which can be found by googling "60 FPS Mod Black Screen Fix (not thoroughly tested)" and it is the first reddit post. you can also google the widescreen mod and reshade pretty easily.
pls make a mod that disables autosaves i think that its because of them that most of the time the game crashes on ryujinx
30fps mod works well for me in OpenGL
In regard to the patches that crash Ryujinx: By combining everything back into one file, I have confirmed that the order in which these patches load makes a huge difference. If whichever FPS patch you use is placed BEFORE any other patch and the problematic ones are placed last, it won't crash and FPS seems to be more stable in general. As a test, I created two folders with patches and inserted comment lines with the # prefix so I could see their load order. It definitely respects folder name for the order, so I would recommend giving these folders a numbered prefix to control this.

Also, on the subject of naming conventions: Can you guys stick to one archive name with the version number in it? It just helps with organization.
Haven't tested the 4.0 mod, will do so later when off work. Just wondering about the potential 120fps mod seems very intriguing and looking forward to testing that out for sure.
Leaving 5 stars for the amazing dedication of the modders. However, my timescale is not fixed. At 60fps everything is crazy fast and the game is almost unplayable (flying off cliffs constantly when running). Also, when I get the odd fps tank the game slows to a crawl. I have both the 60fps and dynamic mod installed.
Dynamic FPS++, 540p cheat with 2x res.scale. YUZU. Average FPS increased.
Bow aiming work as before correct (srick/gyro). Gamepad 8BitDo Ultimate BT.
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