LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (2024)

LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (1)

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  • Authorsomerandompeople
  • Creation dateMay 1, 2023

OverviewUpdates (36)Reviews (384)History

Mod rewrite

  • May 30, 2023

I decided to rewrite the mod, and base it on exlaunch instead of Scarlet-Exlaunch-Base. Besides being build with hindsight, the only difference from the last version is that I fixed the mysterious Ryujinx crash. In any case, the new source lives here: https://bitbucket.org/totk-fpsplusplus/dynamicfps

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (2)

Reactions:

Rena_to84, Amylea, SMNFXCN and 12 others

Reintroduction of FPS++ (Now DynamicFPS++ by popular vote)

  • May 30, 2023

I was asked by one of the fps++ developers to rename fps++, so it's changed again (Sorry for the confusion that this will inevitably cause.) At the moment, DynamicFPS++ has feature parity with DynamicFPS1.5.1 (thanks to chuck for letting me know how he did the cutscene fix). Using one or the other shouldn't have particularly different results. But if there are differences, it will likely be the following:

  • My implementation of the cutscene fix is more naive, and may be worse
  • My timing method for the implementation of cutscene fix is more precise (us instead of ms), which may lead to differences in cutscene timing over DynamicFPS
  • My implementation of UltraHand fix is probably very different

Another thing of note, I removed the frametime averaging, and at this point, the only time I change the detected frame time is if I detect an unstable or hitched frame. This should prevent any and all cases of slow motion and super speed, but may result in microsutters being more noticeable.

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (3)
  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (4)

Reactions:

5h1z, systox, NaviNebula and 2 others

1.1.2 update

  • May 29, 2023

In this update, I have updated the collection of mods to be compatible with game version 1.1.2.

  • added 1.1.2 support to 20fps_stable_static
  • added 1.1.2 support to 30fps_stable_static
  • added 1.1.2 support to 60fps_stable_static
  • added 1.1.2 support to CutsceneFix_stable
  • replaced FPS++ with DynamicFPSv1.5.1, since it is now more complete. Note that an updated version of FPS++ is on the bitbucket repository.
  • added 1.1.2 support to VisualFixes_1008P_Chuck
  • updated VisualFixes_1008P_FXAA_Off/On_FSR_Off
  • added 1.1.2 support to VisualFixes_AnisotropicFix
  • added 1.1.2 support to VisualFixes_DisableDynamicResolution
  • added 1.0.0 support to VisualFixes_DisableFSR
  • added 1.1.2 support to VisualFixes_DisableFSR
  • removed VisualFixes_FSRShaderSkip (it seems redundant now)
  • updated VisualFixes_DisableFXAA
  • added 1.0.0 support to VisualFixes_DisableQualityReduction
  • added 1.1.2 support to VisualFixes_DisableQualityReduction
  • added 1.1.2 support to VisualFixes_DisableTargetingDOF
  • added 1.0.0 support to VisualFixes_ShadowResolution
  • added 1.1.2 support to VisualFixes_ShadowResolution

Sorry this took so long, I've spent all of my recent free time on the new ffxiv patch haha

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (5)
  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (6)
  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (7)

Reactions:

Melu, Beer0058, BilboSumkin and 19 others

fps++ changes

  • May 22, 2023

Some minor changes to the fps++.
- Number of frames used for averaging correlates to target framerate now (should make FPS++30 feel consistent with FPS++60)
- Some logic slightly simplified
- Avoid a potential divide by zero error (due to entropy)
- Add an extra safety check, where the dynamic timestep will be skipped if you hitch for an unusually long period of time
- Improve unlocked fps behavior
- Behavior while performance is improving is potentially smoother. Tell me how this feels!

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (8)
  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (9)

Reactions:

NaviNebula, Cednite, 3x3cut0r and 12 others

VisualFixes_1008P update

  • May 22, 2023

Update to use SweetMini's tweaks to the old mods. Should be more stable now. Have fun!

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (10)

Reactions:

J-OnceTV and NaviNebula

VisualFixes_DisableFXAA bugfix

  • May 21, 2023

Fixes the map icon and frox issue seen in the previous version. Note that inside the `VisualFixes_DisableFXAA` folder are separate versions of the mod for each patch version. Make sure to choose the one which corresponds to the version of the game that you are running.

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (11)

Reactions:

Blond_in_Blood, J-OnceTV, gouki99 and 1 other person

Extremely low fps and hitch tweaks

  • May 20, 2023

Small update which should help users with extremely low fps run slightly smoother. Additionally, I improved the behavior of dynamic fps in response to macrostutters.

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (12)

Reactions:

Blond_in_Blood, alejankof, J-OnceTV and 2 others

Reintroduce theboy181's cutscene fix for stable

  • May 20, 2023

Hey folks, in this update I am just reintroducing the cutscene fix for those who are using `static + dynamic + cutscene fix` , over testing fps++. I have back-and-forward ported it to work on all versions of the game. Keep in mind that if you don't want to use the cutscene fix, you just need to re-add the lines which are notes at the bottom of the static 60 fps files. Have fun!

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (13)

Reactions:

Blond_in_Blood, J-OnceTV and crees77

Unlocked FPS Adjustments

  • May 20, 2023

Just a small update which has corrected averaging behavior when you are using unlocked FPS.

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (14)

Reactions:

Blond_in_Blood, J-OnceTV, crees77 and 5 others

Resolution mods update and 30fps fps++

  • May 20, 2023

Updated the 1026p mod to it's new, more stable 1008p version. Looks like Zeikken went in a cirlce lol. With this change I renamed Chuck's 1008p patch in the collection to `VisualFixes_1008p_Chuck`.
Additionally, I have added a 30fps version of fps++.

  • LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (15)

Reactions:

J-OnceTV, crees77, samandhi and 2 others
LOZ: Tears of the Kingdom Dynamic fps, static fps, and visual fixes patch collection - Updates (2024)

FAQs

What is the dynamic resolution of Tears of the Kingdom? ›

Tears of the Kingdom's dynamic resolution scaling seems to 'flip' from a circa-720p resolution to 900p - when docked.

Is Tears of the Kingdom 60 fps? ›

The Legend of Zelda: Tears of the Kingdom

So BoTW and ToTK have mods to run at 60fps. ALBW and Triforce Heros have native 60fps.

What FPS does Zelda Totk run at? ›

Like Breath of the Wild, Tears of the Kingdom targets 30 frames per second, and Digital Foundry's John Linneman says that the "game that holds very closely to its 30 FPS target.

Who is the corpse in Tears of the Kingdom? ›

The corpse is that of Ganondorfs. The seal or whatever breaks. He uses the Malice to attack Link. The Master Sword and Link's arm are severely damaged.

What is the FPS cap in Tears of the Kingdom? ›

The Legend of Zelda: Tears of the Kingdom is designed with a 30 fps cap, and mods have already been able to remove that cap and trick the game into running at 60 fps… if your PC can handle it.

Is 30 FPS smoother than 60? ›

30 FPS vs 60 FPS Video Recording

Generally speaking, 60 FPS video recording has better quality and watching experience than 30 FPS video recording. However, 60fps videos require more while recording and they take much more storage space than 30fps videos.

Is 60 FPS laggy? ›

30fps or 60fps will feel less smooth than 240fps though. Low frame rates will always be laggy more because of GPU latency, not display latency.

What resolution is Tears of the Kingdom Switch? ›

According to Nintendo World Report, this build of Tears of the Kingdom ran at 30fps with a resolution of 1600 x 900 (900p) in docked mode. It was also mentioned how the game was "consistently" running at this frame rate in most cases, but there were drops during more heated moments.

What is the resolution of the new Zelda? ›

So, Switch runs both Breath of the Wild and Tears of the Kingdom at 30 frames per second, with a maximum resolution of 900p (1600 by 900 pixels) in docked mode.

Does Tears of the Kingdom use FSR? ›

The Legend of Zelda: Tears of the Kingdom

FSR is an uoscaling technology that upscales rendered resolution using little resources, allowing the game to look like it is at a higher resolution despite rendering at a low one.

Why is Tears of the Kingdom 70? ›

Bowser goes on to say that the price "reflects the type of experience fans can expect" in that specific game. That implies that Tears of the Kingdom will be an especially large and content-filled game. That'll actually be a change from Breath of the Wild, which was extremely large, but not particularly deep.

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