Is the problem low FPS, stutter or a crash?
These symptoms lead to different next steps. Sustained low FPS means a scene stays slow over time. Stutter is a brief interruption, sometimes around new rendering or shader work. A crash or driver reset is a separate failure and should not be treated as a simple performance setting.
The Ocarina low-FPS report #622 is an example of why the exact setup matters: it describes a particular build, hardware and cache conditions. It is not a universal benchmark or a minimum specification.
If you fail after the intro, start with the crash guide. If your screen is corrupted rather than slow, use graphics and audio.
Establish one repeatable scene
Record your game version, emulator build, CPU, GPU, graphics driver and settings. Choose the same save and location for comparisons. Note whether it is the first visit after a build change or a later run.
Do not clear caches automatically as a speed tweak. A cold run may have to rebuild data, which can change your comparison. Save a log and note whether shader work coincides with the stall. A warmed-up scene is not proof that every later area will be smooth.
Compare the appropriate builds
Build 125 offers PGO and standard packages for Windows and Linux. Its release notes say the Windows PGO profile was trained on Ocarina of Time, while Linux uses an Eglantine profile. PGO vs standard explains what this does and what it does not prove.
Compare the same release first, keeping the rest of the setup fixed. If you change releases, read the notes for both fixes and regressions. Newer is a reasonable thing to investigate; it is not an explanation by itself.
Should you copy DLSS or FSR settings from a video?
Only after matching the build, GPU and described feature. A setting written for NVIDIA RTX cards is not automatically relevant to AMD, Linux or Apple Silicon. A faster-looking output can also contain visual errors, so check motion, foliage and text alongside any frame-rate number.
The build 117 notes include known Ocarina visual issues around a DLSS replacement. That is a reason to read the exact release notes, not to toggle every upscaler at once.
A controlled comparison checklist
- Keep the same game version, save, scene and driver.
- Record the original settings before changing one option.
- Separate the first run from repeated visits to the scene.
- Note sustained frame rate, interruptions, audio synchronization and obvious rendering problems.
- If the change does not help, restore the recorded setting before the next test.
The reviewed documentation does not establish one guaranteed “60 FPS settings” list. Use matching compatibility reports and maintain a backup before experimenting. When hardware reports disagree, keep the difference visible instead of averaging incompatible conditions into a promised result.