Homebrew RELEASE sys-clk under/overclocking sysmodule

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You just access your switch's SD card via ftp and open the log.txt to see which program ID changed to which frequencies, and open & reqrite the config.ini to change frequencies. When you rewrite the config.ini over ftp (or any other way), it'll automatically apply the new frequencies.
 
You just access your switch's SD card via ftp and open the log.txt to see which program ID changed to which frequencies, and open & reqrite the config.ini to change frequencies. When you rewrite the config.ini over ftp (or any other way), it'll automatically apply the new frequencies.
ok thank you very much. How can i have sys-ftpd module running in the background? Do i just have to put the content of extrated zip from sithub in the root of sd card and reboot?
 
ok thank you very much. How can i have sys-ftpd module running in the background? Do i just have to put the content of extrated zip from sithub in the root of sd card and reboot?
If you're using hekate you can just add a kip1 line to your launcher config in hekate_ipl.ini and have it point to the downloaded sys-ftpd.kip on your SD card:

e.g.
kip1=modules/sysftpd/sys-ftpd.kip

Then you can connect to your Switch on port 5000 without authentication.
 
Games that would use 0x9222000X ppc profiles may appear to run slower on handheld even if no config is set in sys-clk, expect another beta out today, which will fix that.
 
Hi, i have an idea for a small QOL upgrade: Let us define a simple (optional) title per entry in config.ini, which gets displayed in the log next to the TitleID. This way, we can make the log a bit more human-readable and pick out TitleIDs that are not in the database a little more quickly.

Does that sound good?
 
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When i open super mario odyssey the clock on gpu changes to 460 , even when i dont have a config , the only config i have is for underclock Qlaunch.is sys-clk overclocking without config? Or does the game uses 460 even when is not the official handheld clock. Heres my log file
[2019-03-10 15:21:31] [mgr] Application TitleID changed to: 0100000000001000
[2019-03-10 15:21:31] [mgr] GPU clock is now 307200000
[2019-03-10 15:21:31] [mgr] Setting CPU clock to 816000000
[2019-03-10 15:21:31] [mgr] Setting GPU clock to 230400000
[2019-03-10 15:21:31] [mgr] Setting Memory clock to 800000000
[2019-03-10 15:21:34] [mgr] CPU clock is now 816000000
[2019-03-10 15:21:34] [mgr] GPU clock is now 230400000
[2019-03-10 15:21:34] [mgr] Memory clock is now 800000000
[2019-03-10 15:21:43] [mgr] Application TitleID changed to: 0100000000010000
[2019-03-10 15:21:43] [mgr] CPU clock is now 1020000000
[2019-03-10 15:21:43] [mgr] GPU clock is now 307200000
[2019-03-10 15:21:43] [mgr] Memory clock is now 1331200000
[2019-03-10 15:21:52] [mgr] GPU clock is now 460800000
[2019-03-10 15:22:41] [mgr] Application TitleID changed to: 0100000000001000
[2019-03-10 15:22:41] [mgr] GPU clock is now 307200000
[2019-03-10 15:22:41] [mgr] Setting CPU clock to 816000000
[2019-03-10 15:22:41] [mgr] Setting GPU clock to 230400000
[2019-03-10 15:22:41] [mgr] Setting Memory clock to 800000000
[2019-03-10 15:22:44] [mgr] CPU clock is now 816000000
[2019-03-10 15:22:44] [mgr] GPU clock is now 230400000
[2019-03-10 15:22:44] [mgr] Memory clock is now 800000000
 
When i open super mario odyssey the clock on gpu changes to 460 , even when i dont have a config , the only config i have is for underclock Qlaunch.is sys-clk overclocking without config? Or does the game uses 460 even when is not the official handheld clock. Heres my log file
[2019-03-10 15:21:31] [mgr] Application TitleID changed to: 0100000000001000
[2019-03-10 15:21:31] [mgr] GPU clock is now 307200000
[2019-03-10 15:21:31] [mgr] Setting CPU clock to 816000000
[2019-03-10 15:21:31] [mgr] Setting GPU clock to 230400000
[2019-03-10 15:21:31] [mgr] Setting Memory clock to 800000000
[2019-03-10 15:21:34] [mgr] CPU clock is now 816000000
[2019-03-10 15:21:34] [mgr] GPU clock is now 230400000
[2019-03-10 15:21:34] [mgr] Memory clock is now 800000000
[2019-03-10 15:21:43] [mgr] Application TitleID changed to: 0100000000010000
[2019-03-10 15:21:43] [mgr] CPU clock is now 1020000000
[2019-03-10 15:21:43] [mgr] GPU clock is now 307200000
[2019-03-10 15:21:43] [mgr] Memory clock is now 1331200000
[2019-03-10 15:21:52] [mgr] GPU clock is now 460800000
[2019-03-10 15:22:41] [mgr] Application TitleID changed to: 0100000000001000
[2019-03-10 15:22:41] [mgr] GPU clock is now 307200000
[2019-03-10 15:22:41] [mgr] Setting CPU clock to 816000000
[2019-03-10 15:22:41] [mgr] Setting GPU clock to 230400000
[2019-03-10 15:22:41] [mgr] Setting Memory clock to 800000000
[2019-03-10 15:22:44] [mgr] CPU clock is now 816000000
[2019-03-10 15:22:44] [mgr] GPU clock is now 230400000
[2019-03-10 15:22:44] [mgr] Memory clock is now 800000000
I know there are some games that use 460mhz by default, so that's probably the case (I'll test it my self in a bit)

--------------------- MERGED ---------------------------

Yup, it also gets set to 460mhz on my system
 
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a question, if I want to always work the switch on this frequency, CPU 1768, GPU 768 and RAM 1600, both when starting up the system and when executing any game/application, how should I configure the ini?
Regards :)
 
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From what I understand, it does not allow it until it has a GUI ... I'll have to wait for it to be released

Regards :)
 
Great work on this. I've got a question about dynamic resolution scaling.

Many games use dynamic resolution scaling and I think they use an internal trigger to run at a lower resolution once the framerate starts dipping. So, potentially, when underclocking, you would run into this resolution-lowering scenario more often. If resolution-lowering works well / plays nice with the game's visuals and you don't notice it or the increasing times it does this.. you would effectively be sacrificing image quality for longer battery usage.

Is the above plausible? If so, would the only way to avoid this to not underclock? I would like to save battery, but I don't want to increase the amount of resolution-lowering.
 
Great work on this. I've got a question about dynamic resolution scaling.

Many games use dynamic resolution scaling and I think they use an internal trigger to run at a lower resolution once the framerate starts dipping. So, potentially, when underclocking, you would run into this resolution-lowering scenario more often. If resolution-lowering works well / plays nice with the game's visuals and you don't notice it or the increasing times it does this.. you would effectively be sacrificing image quality for longer battery usage.

Is the above plausible? If so, would the only way to avoid this to not underclock? I would like to save battery, but I don't want to increase the amount of resolution-lowering.

Yep, this is entirely plausible in my opinion.
I've messed around with a few games that have a dynamic resolution scaler and it's always interesting to see what happens when you change the GPU clocks.
For example Trials Rising becomes a blocky mess when underclocking, and sharper if you overclock it.
This should then also save battery when using lower GPU clocks.


By the way, is there any progress on a database with recommended/community-tested settings?
Should we use the Github page for now? Hasn't been updated in a while.
 
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Yep, this is entirely plausible in my opinion.
I've messed around with a few games that have a dynamic resolution scaler and it's always interesting to see what happens when you change the GPU clocks.
For example Trials Rising becomes a blocky mess when underclocking, and sharper if you overclock it.
This should then also save battery when using lower GPU clocks.


By the way, is there any progress on a database with recommended/community-tested settings?
Should we use the Github page for now? Hasn't been updated in a while.
There haven't been much updates to the database, people will need to contribute more.
I think we are like 5 entries or so behind on Github.
Also I didn't have time for the GUI yet, as I am about to wrap up N64 and also PSP.
So yea also there haven't been much updates to the service itself because it just works :P
 
There haven't been much updates to the database, people will need to contribute more.
I think we are like 5 entries or so behind on Github.
Also I didn't have time for the GUI yet, as I am about to wrap up N64 and also PSP.
So yea also there haven't been much updates to the service itself because it just works :P


It works fantastically, I really love it, it improves my Switch experience a lot.
Apart from a GUI and maybe some niche-features I'm not sure what could be added to it.^_^

I'll take a look at the Github DB and maybe add some of my configs.
 

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