Here are a few ways to draft a proper text regarding "shader cache" in the context of the Yuzu emulator, depending on what specific information you need to convey:
| 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 | shader cache yuzu
Managing your cache correctly can significantly improve stability and FPS consistency. 1. Enabling Disk Shader Cache Here are a few ways to draft a