Telemetry
Breath of the Wild sends a significant amount of telemetry reports to Nintendo about in-game events and usage patterns.
On Switch
On the Nintendo Switch, the prepo system service is used to save these reports.
Common report fields
Version info
Field | Description |
---|---|
RomVer | Game version |
AocVer | Add-on content version |
Map info
Field | Description |
---|---|
IsHardMode | Is Master Mode |
MapType | MainField, AocField, CDungeon, MainFieldDungeon |
Play times
Field | Description |
---|---|
PlayTime | Current play time (since the game was launched) |
AllPlayTime | Cumulated play time (since the first launch) |
Position
Field | Description |
---|---|
PosX | Player's position on the map |
PosZ | Player's position on the map |
Reports
korok
Whenever a hidden Korok appears.
- Korok ID
- Map info
- Play times
- Position
dungeon
When the player enters a dungeon or divine beast or the Final Trial, leaves it or completes it.
- Map info
- Dungeon name
- Event
- "leave": every time a dungeon stage is exited. Triggered by GameScene.
- "enter": every time a dungeon stage is loaded. Triggered by GameScene.
- "first": first time a dungeon is entered. Triggered by AIDef:Action/SetEnterDungeonFlag (called from Demo008_2).
- "clear": when a dungeon is cleared. Triggered by AIDef:Action/SetCurrentDungeonClearFlag (called from Demo033_0).
- Play times
challenge
Quest event.
- Map info
- Id
- Name
- Step
- StepName
- Play times
gameover
When the player dies.
- Map info
- Reason (e.g. lightning)
- Killer (the name of the actor that killed you)
- Play times
- Position
- CRC32 of map name
bloodymoon
When a panic Blood Moon occurs.
- Version info
- Map info
- Reason
- RomWorkTime: time since game launch (in frames)
- SceneWorkTime: time since last GameScene scene load
- Map name
- Play times
- Position
Bit | Description |
---|---|
0 | Resource system: at least one of the following is true:
|
1 | PhysicsMemSys: Havok main heap is running out of memory (less than 5% free) |
2 | PlacementMgr: Actor spawning heap is running out of memory (less than 5% free) |
3 | ResourceSystem/OverlayArena: ForResourceS heap is running out of memory |
4 | ResourceSystem/OverlayArena: ForResourceL heap is running out of memory |
5 | ResourceSystem/OverlayArena: Audio heap is running out of memory |
6 | ResourceSystem/TextureHandleMgr: Last TextureHandleMgr::calc execution took more than 60 seconds |
getitem
When an item is received.
- Map info
- CRC32 of the item name
- Position
- Play times
options
- BalloonTextOnOff
- AutoSaveOnOff
- Options like CameraUpDownReverse, jump button change, ...
- Whether the player is playing in docked mode or not
- ControllerType
- PlayTimeHandheld, PlayTimeConsole, PlayTimeAll
- Audio mode (stereo, mono, surround)
- etc.
emergencyheap
Whenever a memory allocation is made using an emergency heap (for example ActorSystem's emergency heap because an actor's instSize is too low).
- Version info
- Heap name
- Play times
- Position
Debug reports
Debug versions send additional play reports for many common in-game events, such as enemy kills, inventory items the player receives or uses, etc.
Position tracker data
The PosTrackerUploader component can upload position tracker data (i.e. Hero's Path data). It is currently unknown whether this feature is actually enabled in the release version.[check]
On Wii U
The Wii U version also includes telemetry code, with fewer reports and slightly different names (e.g. bloodymoon is called bmoon).
It is currently unknown when or if these reports are actually sent.