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.
This repository focuses on five inviolable engine fixes that eliminate hitches and crashes during gameplay:
- 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::DontInlineinspirv_emit_context.cpp. Compiler freezes drop from 7.6s down to <1 ms, delivering instant, zero-stutter combat.
- The Problem: Pipelines with unrecorded constant buffer descriptors are ordinarily discarded upstream, triggering heavy runtime hitching during world traversal.
- The Solution: Our
GuessMissingdisk cache fallback inCreateCachedGraphicsPipelineguarantees that 100% of the 28,612 pre-warmed pipelines compile cleanly from disk cache during boot.
- The Problem: Entering new dungeons or areas previously caused stale GPU memory mappings to read
NaNcoordinates, 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.
- 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.
- 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.
The v5.9.0 release integrates cutting-edge frame interpolation directly into the presentation swapchain:
- 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.
- Pre-configured with the OpenDLSSG runtime (
version.dll,opendlssg.ini, and genuine NVIDIAnvngx_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).
- 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.
- Fixed the upstream bug in
frame_gen.cppwheregenerated_frameswas 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.
- 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.
To ensure you experience zero shader compilation hitches from the very first second:
- 🔗 Primary Mirror (Google Drive): Download Verified 28,612 Shaders
- 🔗 Alternative Mirror (Gofile): Download via Gofile Mirror
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
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 |
- Download
lichii-zerostutter-win64.zipfrom Releases. - Extract the archive into a folder of your choice (e.g.
D:\Games\Fritchii-5.9.0-ZeroStutter). - (Recommended) Drop the pre-warmed shaders from Google Drive into
user\cache\shader\0400486024dec000\. - Run
Play-Fritchii-5.9.0-ZeroStutter.cmd(orPlay-Fritchii-5.9.0-Boost.cmd) to launch! - Right-click the
FGbutton on the bottom status bar to switch between Optical Flow, DLSS-G, or LSFG at any time.
- 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/v5.3branch.
