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Using latest Cemu 1.26.2f with AMD Radeon HD 7800, I get a solid 27-30 FPS with the default settings. But whenever Link is facing in the direction of this monster (looking south from Riverside Stable on Hyrule Field), there is a sudden drop to an unbearable 5-10 FPS, which lasts until the camera is moved away from it.

Also, the monster seems bugged somehow, because it barely moves in a sluggish back-and-forth, senseless fashion. I'm attaching the Graphic Packs settings as well. Those OpenGL GPU workarounds don't have any effect. Forcing Vertical Sync and enabling Triple buffering as all youtubers suggest doesn't help either. Any ideas will be greatly appreciated and properly upvoted, thanks. If you know the monster's name, please let me know so I can perform a more specific search for this issue.

Ps. please avoid suggesting to buy an RTX 3080 card to deal with this glitch; I know my Radeon is quite old but it works perfectly fine except for that little guy in the screenshot.

BOTW FPS drop Hyrule Field

CEMU Graphic Packs

AMD Radeon HD 7800 Global Settings

This is the HW monitor when this monster appears:

Open Hardware Monitor

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    That's Farosh, the electric dragon spirit.
    – pinckerman
    Commented Jul 10, 2022 at 0:01
  • I solved this problem by changing from OpenGL to Vulkan. It turns out Vulkan mode is not provided by the driver to Windows 8.1, only Windows 10, which I have installed now with great success.
    – andreszs
    Commented Jul 28, 2022 at 22:51
  • Great! And since you solved your own problem, consider posting an answer and accept it :)
    – pinckerman
    Commented Jul 28, 2022 at 23:17
  • That GPU is older than the Wii U itself. Don't expect to ever get good performance on it.
    – Makonede
    Commented Sep 26, 2022 at 17:13

1 Answer 1

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The solution was to switch to Vulkan API instead of OpenGL. The drivers for Windows 8.1 do not provide Vulkan support so I had to migrate to Windows 10, which I used to avoid like the plague due to its errors. Everything runs smooth and much faster than with OpenGL now.

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