Using Async

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Asynchronous shader compilation is a feature that, with the Vulkan rendering API, will enable Cemu to compile shaders and pipelines in the background.

This means that, rather than halting the game to wait for the shader or pipeline to compile, the shader or pipeline is skipped while Cemu waits for it to compile.

It’s a popular feature, as it reduces stuttering on first playthrough. However, as they’re compiled in the background, they won’t appear until they’re called again, causing temporary graphical issues.

This feature is still experimental and may cause other graphical issues and instabilities.

Asynchronous shader compilation in Cemu v1.19.2b

To continue, we need to know what GPU your system is using. If you don’t know what type of graphics processor you have, open the Settings app on Windows 10. Then navigate to System -> Display -> Advanced display settings.

Under your display name, it should say Display #: Connected to [GPU]. This should start with Intel, AMD or NVIDIA. That will tell you what brand of GPU you have.

Before enabling async, we need to first download new drivers that support Vulkan 1.2 features. This is already included with the latest stable AMD GPU drivers.

For NVIDIA and Intel iGPUs, a beta driver is required to be installed. You must have a 6th gen iGPU or later to use async.

Be aware that beta drivers can cause issues with other games and emulators using Vulkan. If you are experiencing issues with other Vulkan games on the beta drivers, please revert to the latest stable drivers.



  1. Download and install the relevant drivers
    • If you already have the latest AMD GPU drivers, you can skip this step
  2. Restart your PC
  3. Open the Cemu emulator
  4. On the top bar, click Options -> General Settings
  5. Navigate to the Graphics tab
  6. Change Graphics API to Vulkan
  7. Change Graphics Device to your primary GPU
  8. Exit the settings and return to the Cemu games list
  9. On the top bar, click Debug -> Experimental
  10. Enable Async compile (Vulkan)

Cemu should now start compiling shaders and pipelines asynchronously. If you have downloaded new drivers, you will have to recompile all pipelines again.