Yuzu October Update Lets You Play The Legend of Zelda: Link’s Awakening at Locked 60 FPS on PC

Yuzu Legend of Zelda Link's Awakening Remake

Yuzu, the Nintendo Switch emulator for PC, got another major update for the month of October. The main improvements have been made in the areas of OS and GPU emulation, according to the developers.

In terms of game support, The Legend of Zelda: Link's Awakening is now fully playable on Yuzu. What's more, the game can now run at locked 60 FPS on PC via the emulator, unlike the Nintendo Switch version as pointed out by Dave in his review.

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Below you can find the full October update changelog for Yuzu, as well as a video by BSoD Gaming showcasing how well The Legend of Zelda: Link's Awakening runs on the latest Yuzu build.

OS Emulation (OS HLE)

Public Changes

  • #2877 - Implemented REV5 Audio’s frame count.
  • #2873 - Implemented ioctl2 & ioctl3 interfaces in NVDRV (Nvidia Services).
  • #2912 - Fixes and Improvements to Asynchronous GPU:
    • New games boot with Async - Fire Emblem: 3 HousesCadence of Hyrule, and Pokkén Tournament.
    • Fixed the issue where games would suddenly slowdown and report wrong framerates.
    • Fixed the issue where some games would surpass frame limiting.
    • Fixed the issue where dynamic resolution re-scaler would trigger in Super Mario Odyssey with full-speed and wouldn’t trigger heavily for under-speed games.
    • Removed artificial fence which limited Async to 9 ms. Now Async will be limited by the game and this gives performance boosts in many graphic intensive games.

Patreon Changes

  • Implemented a new Fair Cycle Core Timer in order to spread work evenly on the four emulated cores.
  • Improved the New Scheduler even further, by fixing bugs and implementing Thread Pre-emption. These improvements to the scheduler have improved performance in games like Fire Emblem:3 HousesHyrule Warriors and Resident Evil 4.
    It also has allowed Astral Chain and other games to boot (Not fully playable yet!).

GPU Emulation

Public Changes

  • #2891 - Implemented RGBX16F Format which is used by Rocket League to render graphics.
  • #2870 - Implemented a MME draw calls in-liner which accumulates draw calls from the Macro Interpreter Engine (MME) and sends them as a single unified draw call, thus improving performance significantly in some titles.
  • #2869#2878, and #2855 - Implemented shader instructions: SULDICMPSHFL(Nvidia only) and SUATOM.
  • #2872 - Fixed memory mapping so that it won’t call GPU flushing unnecessarily anymore.
  • #2868 - Fixed mipmap filtering.
  • #2833 - Fixed stencil testing.
  • #2914 - Corrected Fermi2D to work within crop areas in order to avoid issues in Vulkan.
  • #2917 - Added deduction method for blits which helps figure if a blit is on depth textures. This avoids using the fall-back method of buffer copy.

Patreon Changes

  • Implemented fast BRX and fixed TXQ. This fixes graphics in Crash Team Racing & The Legend of Zelda: Link’s Awakening, and also makes shaders a lot easier to be read by AMD and Intel drivers.
  • Reworked shader cache system to support fast BRX and TXQ fixes.

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