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Shader Cache Yuzu Best -

When this setting is enabled, Yuzu stops waiting for the shader to finish compiling. Instead, it says, "I’ll draw this object later; just show me a black box or a missing texture for a split second." The game continues running at full speed, and the shader compiles in the background.

Yuzu primarily uses two graphics APIs: OpenGL and Vulkan. . This is a crucial point: if you switch between Vulkan and OpenGL, Yuzu will have to start building a new cache from scratch for that API, leading to temporary stuttering. shader cache yuzu

Instead of freezing the entire game to compile the shader, Yuzu skips the compilation on the main thread. When this setting is enabled, Yuzu stops waiting

Because building a shader cache from scratch requires playing through the entire game and enduring initial stutters, many users look to download complete, pre-compiled shader caches online. Because building a shader cache from scratch requires

: Yuzu allows users to right-click a game and select "Open Transferable Pipeline Cache" to manually add or backup these files.

| Game | Best Practice | Cache Size After Full Build | |------|---------------|----------------------------| | The Legend of Zelda: Breath of the Wild | Async ON + Pre-built transferable cache | ~800 MB | | Tears of the Kingdom | Async ON + Pipeline cache from same GPU family | ~3.5 GB | | Metroid Dread | Async OFF (causes crashes) + Build your own cache | ~200 MB | | Pokémon Scarlet/Violet | Async ON + Shared cache mandatory (extremely shader-heavy) | ~1.2 GB | | Super Mario Odyssey | Async ON or OFF – either works | ~450 MB |

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