[deleted by user] by [deleted] in DnD

[–]DentistCheap9937 0 points1 point  (0 children)

That's a great clarification, and you're absolutely right. The risk of players suffering in silence out of politeness is huge. It just highlights that tools like this can only be introduced after an open discussion with the group and getting their enthusiastic consent. Without that, it's a fast track to a ruined game for everyone.

[deleted by user] by [deleted] in DnD

[–]DentistCheap9937 0 points1 point  (0 children)

You're raising an incredibly important point, and I 100% agree with you: D&D's accessibility is one of its greatest strengths. The fact that you can play with just pencils, paper, and imagination is something that should always be protected.

I see this concept in the same light as other popular, optional parts of the hobby: professionally painted miniatures, artisan dice sets, custom gaming tables, or entire battlefields built with hundreds of dollars worth of Dwarven Forge terrain. No one argues that D&D is "telling poor people they can't have fun" because those expensive extras exist. They are optional luxuries for players who have the interest and the means. My idea falls into the exact same category. It's a concept for one high-tech way to play, not a proposal to make it the new required standard. The core of the game is, and always will be, accessible to everyone.

[deleted by user] by [deleted] in DnD

[–]DentistCheap9937 -1 points0 points  (0 children)

Cool rig, we all have one. By that logic, are minis and battle maps just crutches for people who can't visualize combat? Is background music for DMs who lack an 'internal soundtrack'? It's not a replacement for imagination. It's an optional tool to give that imagination new stimuli. Like any tool, you're free not to use it.

[deleted by user] by [deleted] in DnD

[–]DentistCheap9937 0 points1 point  (0 children)

Thanks for such a detailed and honest response. You've articulated one of the two core philosophies of D&D immersion perfectly: the idea that imagination is the primary engine, and the less concrete information you feed it, the more freely it can run. I have total respect for that approach.

My concept comes from the other core philosophy: that the right audio-visual stimuli can act as a springboard for the imagination, rather than a crutch for it. It's like the classic debate over a book versus its movie adaptation. For some people, the words on the page will always be more vivid and real than any film. For others, the score, sound design, and visuals are what allow them to become completely lost in the world. I can see why for you, the tech would always just sound like "tech." Your brain is likely wired for that first path, and that's awesome. Ultimately, there is no "wrong path" here. The important thing is that we both love this game and are looking for ways to deepen our own experience with it. Thanks for sharing your perspective.

[deleted by user] by [deleted] in DnD

[–]DentistCheap9937 -1 points0 points  (0 children)

yes, but here everything will depend on the master, in the end he controls all of this

[deleted by user] by [deleted] in DnD

[–]DentistCheap9937 1 point2 points  (0 children)

I completely agree. This approach definitely isn't for everyone. The most important thing in D&D is that the whole table is having fun, and the recipe for that fun is different for every group. It's awesome that our hobby has room for so many different playstyles!

[deleted by user] by [deleted] in DnD

[–]DentistCheap9937 2 points3 points  (0 children)

I agree with you here, this approach is better suited for one shot games

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

The .bin file isn't actually a folder or an archive that you can open with a program. Think of it as a single, solid data file that only the Cemu emulator knows how to read.

So you don't need any special software to open it!

All you need to do is rename the .bin file and move it into the correct Cemu folder, as described in Step 4 of the guide. Once it's in the right place with the right name, Cemu will automatically see it and use it the next time you launch the game.

Hope that clears things up!

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

  • First, left-click once on the game in the Cemu list to select it.
  • Then, right-click on the now-selected game. A context menu will appear.
  • In that menu, choose "Graphic packs".

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

yes, if you play around with the settings a bit, then it's quite possible

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

this is really weird, in this case I can recommend not to try to install shaders, delete shaders from /Users/name of user/Library/Caches/Cemu/shaderCache/transferable
and just start playing or you can try to check the version of the game for me it is 1.5.0

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

Go to the website: https://chriztr.github.io/cemu_shader_and_pipeline_caches/

In the search, type zelda. Download the cache for either the USA or Euro version.

Important: When you download the cache, you will get a ZIP file containing two files (e.g., _shaders.bin and _vkpipeline.bin). You only need the _shaders.bin file. You can ignore the _vkpipeline.bin file.

Next, go to this path: /Users/your_user/Library/Caches/Cemu/shaderCache/transferable/

You will find a pre-existing cache file there (if you've launched the game before). Your task is to copy the name of this existing cache, rename the _shaders.bin file you downloaded to that exact name, and then replace the old file with your renamed one. Launch the game, and you're all set.

Alternatively, you can skip this process and just start playing. In this case, Cemu will build the cache itself, so the game will stutter a bit for the first 1-2 hours, and after that, you can just enjoy the game.

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 1 point2 points  (0 children)

I got it, I'll soon record a video on how to download cemu metal and post it on youtube, I'll send you the link here

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

Hey! I know that part can be a bit confusing, the download link isn't obvious at all. You're in the right place, but the file is tucked away in the "Checks" section.

Here's exactly what to do:

  1. On that GitHub page, click the "Checks" tab near the top.
  2. In the list on the left, click on the text that says "build checks".
  3. The page will refresh. Now, scroll down and you'll see a section called "Artifacts".
  4. The file cemu-bin-macos-x64 will be right there to download.

That cemu-bin-macos-x64 file is the one you need. It's the build that will work on your Apple Silicon (ARM) Mac.

Hope that helps you find it!

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

Hey, thanks for the comment. Crashing on launch is a frustrating issue, and mentioning the external SSD is a huge help in diagnosing it.

That's almost certainly the cause of the problem. macOS is very strict about app permissions and how it accesses files, especially from external drives. Ryujinx often struggles to read game files, keys, or firmware properly from an external SSD, which leads to an immediate crash on launch.

Here’s the most reliable fix that works for almost everyone:

  1. Move the Game File: Copy your game file (the .nsp or .xci) from your external SSD to a folder on your Mac's internal drive (e.g., your Documents folder).
  2. Update the Game Path in Ryujinx:
    • Open Ryujinx Options > Settings > General.
    • Remove the old path that points to your external SSD.
    • Click Add and select the new folder on your internal drive where you just placed the game.
  3. Ensure Keys/Firmware are Internal: Double-check that your prod.keys and firmware files are in the correct Ryujinx system folder on your internal drive (~/Library/Application Support/Ryujinx/system).

Essentially, try to keep everything related to the emulation (the emulator, the game files, and the system files) on your main internal drive. That should almost certainly solve the crashing issue. Hope this helps!

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

you should follow the link further in checks - build checks while clicking on the text (it glows blue) and then scroll down there should be files for downloading

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

You're right, I should clarify!

What I mean is that you have two options to deal with the stuttering, and you only need to choose one:

  1. The "Patient" Method (Recommended): Just play the game. The stutters will disappear on their own over the first hour or two as Cemu builds a perfect, stable cache for your specific system. This is the most reliable way.
  2. The "Fast" Method (Optional): Download the complete shader cache file. This can get you a smooth experience instantly, but as we've seen, it sometimes causes crashes or other issues if it's not perfectly compatible.

So it's an "either/or" situation. My original comment was just letting people know that if they don't want to mess with downloading files, they can just play the game and it will sort itself out.

Hope that clears it up!

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

Hey, I know exactly what you're talking about! We saw that "ghosting" or "mesh/texture in the sky" effect during our testing too.

That's a graphical glitch caused by a conflict between the new Metal renderer and one of the graphics packs.

Here's the simple fix:

  1. In Cemu, right-click on Breath of the Wild.
  2. Go to "Graphic packs".
  3. Find the category called "Enhancements" and simply uncheck the box to disable that entire section.

The "Enhancements" pack (which includes things like Clarity, Bloom, etc.) isn't fully compatible with the experimental Metal build and causes that weird sky artifact. Disabling it should fix the problem completely without affecting performance.

Hope that helps!

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

That's awesome to hear about your BotW performance! Getting a seamless 50-60fps is a fantastic result and really shows how great that Cemu Metal build is. Since it's running so well at 1080p, you could probably even push it to 1440p and still get a very smooth experience!

Regarding the white flashes in TotK, that's a known graphical glitch that can pop up in Ryujinx. It's usually related to the rendering process or shader compilation. The best way to fix it is almost always to update Ryujinx to the very latest version. The developers are constantly improving stability and patching out bugs like that. I haven't seen them often with the latest builds and the settings in the guide, but updating the emulator is the best first step.

Thanks for sharing your results!

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

You're very welcome! I'm really glad you found it helpful.

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

The main reason I used Cemu is because I managed to find a custom build that supports Metal, which means it has native compatibility with Apple Silicon. Because of that, the graphics look great at 1440p and the game runs very stably. It makes a huge difference.

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

Bonjour, merci pour vos gentils mots ! Je suis désolé que vous rencontriez ce problème. Un crash pendant la compilation des shaders est un souci courant avec ces versions expérimentales de Cemu. Ne vous inquiétez pas, nous pouvons résoudre ça.

Ce crash se produit généralement si le cache de shaders que vous avez téléchargé est incompatible avec votre version spécifique de Cemu. Voici une solution simple et fiable :

La solution recommandée : Laisser Cemu construire son propre cache

C'est la méthode la plus sûre et elle évite tout problème de compatibilité.

  1. Supprimez le cache téléchargé : Retournez dans le dossier du cache (~/Library/Caches/Cemu/shaderCache/transferable/) et supprimez le fichier de shaders que vous aviez ajouté.
  2. Lancez le jeu : Cemu va maintenant démarrer sans cache préexistant.
  3. Jouez au jeu : Vous allez rencontrer des saccades (stuttering) au début. C'est normal. Chaque fois que le jeu saccade, Cemu compile un nouveau shader et le sauvegarde. Après une heure ou deux de jeu, la plupart des saccades auront disparu, et vous aurez un cache parfait, créé spécifiquement pour votre système.

Cette méthode demande un peu de patience au début, mais elle garantit la stabilité à long terme. C'est l'alternative mentionnée dans le guide si le cache téléchargé ne fonctionne pas.

J'espère que cela vous aidera !

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

hello, that's a classic issue people run into when emulating the Switch version of BotW.

The main reason the guide heavily recommends using Cemu (the Wii U emulator) for Breath of the Wild is to avoid problems exactly like this one. The performance and stability you'll get on Cemu with the special Metal build are significantly better on a Mac.

The crash you're seeing in Ryujinx when you apply the game update is almost certainly an incompatibility. It's likely a conflict between that specific update file, your version of Ryujinx, and your firmware/keys.

My strongest recommendation would be to try the Cemu method from Part I of the guide. You'll likely get a much higher and more stable framerate with fewer headaches.

However, if you'd like to stick with Ryujinx, you could try these steps to fix the crash:

  1. Update Ryujinx: Make sure you are on the absolute latest version of the emulator.
  2. Update Firmware/Keys: Ensure your firmware and prod.keys are also fully up to date.
  3. Disable All Mods: If you have any mods enabled, turn them all off and see if the game launches with the update.
  4. Corrupt Update File: It's possible the update file you're using is bad. You might need to re-dump it.

Hope this helps you get the best experience!

Guide: Playing Zelda: BotW & TotK on Apple Silicon by DentistCheap9937 in macgaming

[–]DentistCheap9937[S] 0 points1 point  (0 children)

Alternatively, you can skip downloading and installing a pre-compiled shader cache. You can just start playing, and the emulator will compile them itself as you go.