| 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 |
Yuzu primarily utilizes two types of caches to manage this process: Transferable Shader Cache: shader cache yuzu
Don't chase "zero stutter" from the first boot—it doesn't exist. Chase progressive smoothness. | Game | Best Practice | Cache Size
Emulation → Configure → Graphics → Advanced → Enable Asynchronous Pipeline Compilation shader cache yuzu