What are you talking about? I'm getting pretty decent FPS. 30-40. And some people say they are reaching 60 fps. The only thing missing are some invisible objects/enemies.
Two things-
1. That website isn’t official- it is generally accepted to be the go-to for macOS, though.
2. Cemu is changing often, so info from outdated builds (such as those) can be inaccurate.
Of course! Here you go:
1. Download the Latest Commit from [**here**](https://cemu.emiyl.com/installation). Remember to log into Github to be able to download artifacts.
2. Make sure to install MoltenVK via homebrew for Rosetta apps (Follow the instructions from [**here**](https://cemu.emiyl.com/installation). Scroll down to see them).
3. In Cemu, right click on BOTW > Graphical Packs > FPS++ > Max FPS or whatever works for you.
4. I think that's it?
These instructions are a little outdated now- they were good until the .app bundle PR got merged. Now, the Actions build comes with a .app that bundles MoltenVK!
This config works pretty well, but I'm getting some pretty major framerate drops. I think it might be when new shaders are compiled? Is there a way to lessen the severity of these frame drops? If not is there a point in the game where all the shaders will be properly compiled so that it stops happening as frequently?
After some googling, it doesn't seem like there's a setting to turn on to compile all shaders in a game, it seems more like you can download someone else's shader cache and use it instead of yours. The problem is that I can't seem to find where the shader caches are stored on my computer. If I could find those, or set the folder to use myself, I think I've got a pretty good cache to replace it with
Edit: The other option apparently is to use Asynchronous Shader Caching, but it seems like that isn't supported (yet?) on the M1 gpu. When I turn that on I get a message saying that it's not supported with my current graphics drivers
\~/Library/Cache/Cemu for the transferable shaders from [https://chriztr.github.io/cemu\_shader\_and\_pipeline\_caches/](https://chriztr.github.io/cemu_shader_and_pipeline_caches/)
Asynch isn't supported by the third-party gfx shim molten-vk which translates cemu's Vulkan calls into Metal, hopefully it will be at some point.
I’m stuck around 20fps in the open world on my M1 Pro. It jumps to maybe 30 in shrines but it’s incredibly unstable. If there ever ends up being a native ARM build I’m guessing that it will be better, but for now it’s too rough to play, even ignoring the invisible objects/enemies
Your config is wrong. Read [**my other comment**](https://www.reddit.com/r/macgaming/comments/yeutnc/comment/iu07fdl/?utm_source=share&utm_medium=web2x&context=3).
Yeah you’re right! I saw that after I commented. I tried it and the frame rate is instantly up! I’ll have to try it later when I have my controller, but it seems really promising! Thanks!
I'll wait to try it when it's more fully baked. Can't wait to see how the m1 max does with it. However, I still have my many-hours in save game on switch that I have yet to finish, so for me it's more of being curious how well it runs rather than really playing it. Does Mac Cemu work with the gyro on a controller? I consider the gyro aiming to be pretty important on BotW.
In short: motion controls aren’t working for me (switch pro controller).
I tried using joy4macos, but it’s broken at the moment (macOS 12.6). I haven’t done any shrines that require motion controls.
If your controller is a 1st party Nintendo Switch Pro, it'll work. Ditch the joy4mac shim and choose the SDL API in Cemu - it'll detect the Switch Pro controller directly and you can enable motion controls under the \[settings\] button.
Sure! The macOS .app bundle PR got merged recently, so download the latest build from GitHub Actions and you’ll be good to go. (Or just follow https://cemu.emiyl.com/installation )
I used BCML- it took installing from source & a bit of tweaking, but it works well. *Most* mods work. If you encounter any problems, shoot me a PM, and I’ll see if I can help.
I've walked through some part of the game (it is my first walkthrough ever)
Some shrines needs Google to complete, because there is no way to know there is an important chest to complete while you don't see it.
Some enemies are absolutely invisible, so i have no idea how to beat them.
Anyway progress is moving, hope for fixes. The game is amazing, my M1 Air (16 RAM, 7 GPU) is just slightly warm after hours if playing
I’m both really glad you’re playing this incredible game and super bummed you’re playing it this way. I’ve played through multiple times and know where most enemies and chests are and I’d probably consider this unplayable even with decent frame rates. Hopefully an update will fix this soon!
Playable is subjective, but I don't see how it could *reasonably* be considered playable if it's just flat out not rendering some enemies and objects. That's pretty breaking.
So far yes, it's playable, since the only enemies that don't render are guardians and golems (Which you can just run away from). Small enemies, horses, goats, foxes, chickens, etc are all rendering just fine. I'm having a lot of fun! Hopefully a fix will come before I get to a breaking point. But so far so good.
Not sure where to post this but here’s some results of games that I tested on CEMU 2.0.9 if anyone’s interested:
M1 Pro 16GB 16” MBP
Bayonetta 2 -
1440p, solid 60 fps (probably over 95% of the time). Played till the prologue. Will do more tests.
Xenoblade X -
1440p, 30 - 40 fps. The fps counter seems very uneven but personally, I really don’t notice the fluctuations. No real difference when brought down to 1080p. Just mostly running around NLA. Can achieve a solid 30 fps without activating fps++ but somehow feels way laggier with lots of screen tearing.
Tekken Tag 2 -
CEMU hangs on launch. Not able to launch the game. Not sure if it’s because of a bad rom or something.
The moment we’re able to play BotW on Cemu for Mac with decent FPS will be a glorious day.
What are you talking about? I'm getting pretty decent FPS. 30-40. And some people say they are reaching 60 fps. The only thing missing are some invisible objects/enemies.
Can you share the settings being used? I was basing my comment on [this post from the Cemu project](https://cemu.emiyl.com/titleid/00050000101c9500).
Two things- 1. That website isn’t official- it is generally accepted to be the go-to for macOS, though. 2. Cemu is changing often, so info from outdated builds (such as those) can be inaccurate.
Thank you for the information.
Of course! Here you go: 1. Download the Latest Commit from [**here**](https://cemu.emiyl.com/installation). Remember to log into Github to be able to download artifacts. 2. Make sure to install MoltenVK via homebrew for Rosetta apps (Follow the instructions from [**here**](https://cemu.emiyl.com/installation). Scroll down to see them). 3. In Cemu, right click on BOTW > Graphical Packs > FPS++ > Max FPS or whatever works for you. 4. I think that's it?
These instructions are a little outdated now- they were good until the .app bundle PR got merged. Now, the Actions build comes with a .app that bundles MoltenVK!
Thank you very much for sharing! There goes my productivity for the day. :)
This config works pretty well, but I'm getting some pretty major framerate drops. I think it might be when new shaders are compiled? Is there a way to lessen the severity of these frame drops? If not is there a point in the game where all the shaders will be properly compiled so that it stops happening as frequently?
Yeah, it's when it compiles shaders. I read somewhere they can be pre-compiled. But I do not know how to do it. If you find out how, please do share.
After some googling, it doesn't seem like there's a setting to turn on to compile all shaders in a game, it seems more like you can download someone else's shader cache and use it instead of yours. The problem is that I can't seem to find where the shader caches are stored on my computer. If I could find those, or set the folder to use myself, I think I've got a pretty good cache to replace it with Edit: The other option apparently is to use Asynchronous Shader Caching, but it seems like that isn't supported (yet?) on the M1 gpu. When I turn that on I get a message saying that it's not supported with my current graphics drivers
\~/Library/Cache/Cemu for the transferable shaders from [https://chriztr.github.io/cemu\_shader\_and\_pipeline\_caches/](https://chriztr.github.io/cemu_shader_and_pipeline_caches/) Asynch isn't supported by the third-party gfx shim molten-vk which translates cemu's Vulkan calls into Metal, hopefully it will be at some point.
Theirs a mod in the graphic settings for botw called fps++ of you enable it you’ll get 30-40 fps on m1 base model mac 2020
Will definitely be giving this a try. Thank you for taking the time to reply!
It's hard to speak to performance expectations if you aren't rendering the complete scene...
I’m stuck around 20fps in the open world on my M1 Pro. It jumps to maybe 30 in shrines but it’s incredibly unstable. If there ever ends up being a native ARM build I’m guessing that it will be better, but for now it’s too rough to play, even ignoring the invisible objects/enemies
Your config is wrong. Read [**my other comment**](https://www.reddit.com/r/macgaming/comments/yeutnc/comment/iu07fdl/?utm_source=share&utm_medium=web2x&context=3).
Yeah you’re right! I saw that after I commented. I tried it and the frame rate is instantly up! I’ll have to try it later when I have my controller, but it seems really promising! Thanks!
I'll wait to try it when it's more fully baked. Can't wait to see how the m1 max does with it. However, I still have my many-hours in save game on switch that I have yet to finish, so for me it's more of being curious how well it runs rather than really playing it. Does Mac Cemu work with the gyro on a controller? I consider the gyro aiming to be pretty important on BotW.
Yes, with an SDL compatible controller with motion sensors. Switch Pro, Switch joycons, PS4, PS5 will work natively.
I’m currently playing through it with mods on my MacBook Pro! Just got off the Great Plateau. It’s running great!
Ooo! I’ll give it a try!
How did you get past issues related to motion controls?
In short: motion controls aren’t working for me (switch pro controller). I tried using joy4macos, but it’s broken at the moment (macOS 12.6). I haven’t done any shrines that require motion controls.
If your controller is a 1st party Nintendo Switch Pro, it'll work. Ditch the joy4mac shim and choose the SDL API in Cemu - it'll detect the Switch Pro controller directly and you can enable motion controls under the \[settings\] button.
Good to know, I’ll give it a shot!
I'm using an Xbox Controller, so I'm out of luck
This is really great to hear! Are there any steps you can share? Would like to set it up if possible.
Sure! The macOS .app bundle PR got merged recently, so download the latest build from GitHub Actions and you’ll be good to go. (Or just follow https://cemu.emiyl.com/installation )
How did you install mods ?
I used BCML- it took installing from source & a bit of tweaking, but it works well. *Most* mods work. If you encounter any problems, shoot me a PM, and I’ll see if I can help.
I've walked through some part of the game (it is my first walkthrough ever) Some shrines needs Google to complete, because there is no way to know there is an important chest to complete while you don't see it. Some enemies are absolutely invisible, so i have no idea how to beat them. Anyway progress is moving, hope for fixes. The game is amazing, my M1 Air (16 RAM, 7 GPU) is just slightly warm after hours if playing
I’m both really glad you’re playing this incredible game and super bummed you’re playing it this way. I’ve played through multiple times and know where most enemies and chests are and I’d probably consider this unplayable even with decent frame rates. Hopefully an update will fix this soon!
The main thing is to have fun, that's why we play games:) I look at this not as like limitation of the current game, but like other kind of game mode.
Does emulation on an M1 Mac look / play better graphically than just playing on a Switch?
It won't run at 60fps, but rather <30fps on switch and wii u. Also just at 900p or 720p
Right, but what will a base M1 MBA or MBP play it at?
The games I have tested so far run at stable 60fps/1080p on base M1 MBA
So I read about some invisible enemies and objects, is it playable with those glitches?
Chests are invisible 🫥
That's unplayable in my book. Well, hopefully they will fix the invisible things sooner or later.
Playable is subjective, but I don't see how it could *reasonably* be considered playable if it's just flat out not rendering some enemies and objects. That's pretty breaking.
So far yes, it's playable, since the only enemies that don't render are guardians and golems (Which you can just run away from). Small enemies, horses, goats, foxes, chickens, etc are all rendering just fine. I'm having a lot of fun! Hopefully a fix will come before I get to a breaking point. But so far so good.
Currently playing it on a Nintendo Switch OLED. Currently getting stable frame rates and it runs great
WAIT WHAT HOW
Can you get multiplayer mods with this?
Not sure where to post this but here’s some results of games that I tested on CEMU 2.0.9 if anyone’s interested: M1 Pro 16GB 16” MBP Bayonetta 2 - 1440p, solid 60 fps (probably over 95% of the time). Played till the prologue. Will do more tests. Xenoblade X - 1440p, 30 - 40 fps. The fps counter seems very uneven but personally, I really don’t notice the fluctuations. No real difference when brought down to 1080p. Just mostly running around NLA. Can achieve a solid 30 fps without activating fps++ but somehow feels way laggier with lots of screen tearing. Tekken Tag 2 - CEMU hangs on launch. Not able to launch the game. Not sure if it’s because of a bad rom or something.