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Zero-Stutter Fritchii build for OoT Remake (PC). Solves shader compilation freezes, white textures & memory leaks. v5.9.0 adds Frame Generation (RTX 30 DLSS-G & FSR Optical Flow) and performance fixes.

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Fritchii Zero-Stutter Custom Build

The Legend of Zelda: Ocarina of Time (Nintendo Switch 2 Remake) on PC

Release License: GPL v3

Fritchii Zero-Stutter is a specialized high-performance fork of Fritchii engineered from the ground up to solve the core architectural stuttering, compilation freezes, memory leaks, and visual regressions in The Legend of Zelda: Ocarina of Time Remake on PC.

Our latest v5.9.0 update expands on this foundation with multi-engine Frame Generation (featuring NVIDIA DLSS-G spoofing for RTX 30-series Ampere and native AMD FSR 3.1 Optical Flow), alongside dynamic VRAM optimization.


🏛️ The Core Zero-Stutter Pillars

This repository focuses on five inviolable engine fixes that eliminate hitches and crashes during gameplay:

1. Compute Shader DontInline Directive (Combat Freeze Fix)

  • The Problem: Upstream SPIR-V compilation inlines massive compute global memory helpers, causing NVIDIA driver compiler spikes lasting up to 7.6 seconds whenever Link hits grass, smashes pots, or strikes enemies.
  • The Solution: Enforces spv::FunctionControlMask::DontInline in spirv_emit_context.cpp. Compiler freezes drop from 7.6s down to <1 ms, delivering instant, zero-stutter combat.

2. GuessMissing Disk Pipeline Cache Fallback (Boot & Traversal)

  • The Problem: Pipelines with unrecorded constant buffer descriptors are ordinarily discarded upstream, triggering heavy runtime hitching during world traversal.
  • The Solution: Our GuessMissing disk cache fallback in CreateCachedGraphicsPipeline guarantees that 100% of the 28,612 pre-warmed pipelines compile cleanly from disk cache during boot.

3. SMMU Range Unmapping & Memory Leak Protection (PR #1199)

  • The Problem: Entering new dungeons or areas previously caused stale GPU memory mappings to read NaN coordinates, producing expanding solid-white geometry and memory overflow crashes.
  • The Solution: Actively refreshes SMMU device backing and unmaps destroyed GPU memory ranges upon area transitions, preventing VRAM bloat and texture corruption.

4. Occlusion Query Sample Preservation (bda09fbc77)

  • The Problem: Sample counts exceeding 1,024 slots were previously dropped across query submissions, causing sudden white flashes and overexposure when rotating the camera.
  • The Solution: Preserves sample counts across bank limits, eliminating lighting washouts.

5. Multi-Core Hardware Boost Suite (Play-Fritchii-5.9.0-ZeroStutter.cmd)

  • Dual draw-call multi-core workers (EDEN_NX2_SPLIT=2), 6 pipeline warming threads (EDEN_NX2_WARM_THREADS=6), syncpoint batching (EDEN_NX2_PERF_ON=index_rebind,clean_words,fence_flush), and built-in Graphics Pipeline Library (GPL) neutralization.

🔥 New in Update v5.9.0: Frame Generation & Performance Enhancements

The v5.9.0 release integrates cutting-edge frame interpolation directly into the presentation swapchain:

Frame Generation Proof in Hyrule Field

  • Verified Performance (Hyrule Field Overlook): 88 FPS (44 Base Game FPS + 44 Generated Frames), 39 FPS 1% Lows, 0 ms latency overhead, 22.92 ms frame time at 1440p/4K DLSS Quality J on RTX 3070 8GB + Ryzen 7 5800X3D.

1. RTX 30-Series (Ampere) DLSS Frame Generation

  • Pre-configured with the OpenDLSSG runtime (version.dll, opendlssg.ini, and genuine NVIDIA nvngx_dlssg.dll) to spoof Ada Lovelace architecture to Streamline.
  • Unlocks DLSS Frame Generation on RTX 3070, 3080, and 3090 GPUs with zero latency penalty (LAT 0 ms).

2. Native Vulkan Compute FSR 3.1 Optical Flow

  • Fully native optical flow interpolation running on SPIR-V Vulkan compute shaders (fsr3_optical_flow_comp_spv.h / fsr3_frame_interpolation_comp_spv.h).
  • Zero external DLL dependencies or driver friction—works across all modern GPUs.

3. Upstream (IDLE) Frame Gen Bug Fixed

  • Fixed the upstream bug in frame_gen.cpp where generated_frames was never incremented during presentation.
  • Pre-allocates swapchain frame queues (generations = std::max(Settings::FrameGenMaxGenerations(), 1)) and permanently enables storage views (storage_required = true) so toggling Frame Gen on the fly never drops frames.

4. Dynamic In-Engine DLSS Render Scaling (PR #1589)

  • Automatically scales internal render resolution with DLSS quality presets:
    • Balanced: 2276x1280 (0.871x)
    • Performance: 1920x1080 (0.75x)
    • Ultra Performance: 1280x720 (0.5x)
  • Frees 1.5 GB to 2.0 GB of VRAM on 8GB GPUs, keeping total VRAM consumption strictly under 6GB and preventing VRAM overflow stutters.

💾 Pre-Warmed 28,612 Shader Cache

To ensure you experience zero shader compilation hitches from the very first second:

Extract the shader files directly into:

lichii-zerostutter-win64/
├── Play-Fritchii-5.9.0-ZeroStutter.cmd
├── Play-Fritchii-5.9.0-Boost.cmd
├── nx2_switches.txt
├── lichii.exe
└── user/
    └── cache/
        └── shader/
            └── 0400486024dec000/    <--- EXTRACT ALL SHADER FILES HERE
                ├── vulkan-frizti.fork-v54.bin
                ├── warm-graphics.bin
                ├── warm-compute.bin
                └── vulkan_static_pipelines.bin

⚙️ CPU Core & Thread Tuning (For 6-Core & 4-Core Users)

If your CPU has fewer than 8 cores, open Play-Fritchii-5.9.0-ZeroStutter.cmd (or nx2_switches.txt) and adjust EDEN_NX2_WARM_THREADS:

CPU Cores / Threads Example Processors Recommended WARM_THREADS
8 Cores / 16 Threads AMD Ryzen 7 5800X3D / Intel Core i7-13700 6 (Default)
6 Cores / 12 Threads AMD Ryzen 5 5600X / Intel Core i5-12400 4
4 Cores / 8 Threads Intel Core i3-12100 / AMD Ryzen 3 3300X 2

🚀 Quick Start Guide

  1. Download lichii-zerostutter-win64.zip from Releases.
  2. Extract the archive into a folder of your choice (e.g. D:\Games\Fritchii-5.9.0-ZeroStutter).
  3. (Recommended) Drop the pre-warmed shaders from Google Drive into user\cache\shader\0400486024dec000\.
  4. Run Play-Fritchii-5.9.0-ZeroStutter.cmd (or Play-Fritchii-5.9.0-Boost.cmd) to launch!
  5. Right-click the FG button on the bottom status bar to switch between Optical Flow, DLSS-G, or LSFG at any time.

📦 Previous Versions

  • The previous stable Fritchii v5.8.4 build is permanently archived in the v5.8.4 Release.
  • The classic Fritchii v5.3 build remains permanently archived in the v5.3 Release and on the backup/v5.3 branch.

About

Zero-Stutter Fritchii build for OoT Remake (PC). Solves shader compilation freezes, white textures & memory leaks. v5.9.0 adds Frame Generation (RTX 30 DLSS-G & FSR Optical Flow) and performance fixes.

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