PGO builds use profile-guided optimization. Linux uses clang with Eglantine's profile; Windows uses clang-cl and ThinLTO with a profile trained in Lichii on Ocarina of Time, so other games gain less. Prefer PGO builds when the CPU supports it.
The faster matrix path now runs only on RDNA3 and newer. RX 7000/9000 and NVIDIA are unchanged.
build-116 recommends the PGO build as the most stable option, with the standard build available if PGO does not work. It highlights improved Zelda: Ocarina of Time stability and graphics, full Mario Tennis Fever operation, and several performance, stability, and setup changes.
Änderungen (bis zu 5)
Zelda: Ocarina of Time: Ocarina of Time is described as very stable; foliage and Hyrule Field grass rendering are fixed, and many users get 60+ fps.
Zelda: Ocarina of Time: NVIDIA DLSS Super Resolution can replace the game's own upscaler on RTX cards; the setting is experimental.
Zelda: Ocarina of Time: A new option turns off the game's sharpening anti-aliasing; the default Game setting behaves as before, and DLSS takes priority if both are enabled.
Mario Tennis Fever: The game runs fully at 60 fps, and texture glitches are fixed.
GPUs without mesh shaders can draw mesh-shader scenes through compute, including GPUs such as NVIDIA GTX 10-series (Pascal), AMD RX 5000 (RDNA1), and MoltenVK.
Build-Hinweise (bis zu 3)
PGO is recommended as the most stable build for this release; use the standard build if PGO does not work. PGO builds use profile-guided optimization. Linux uses clang with Eglantine's profile; Windows uses clang-cl and ThinLTO with a profile trained in Lichii on Ocarina of Time, so other games gain less. Prefer PGO when the CPU supports it.
Linux packages are available for x86_64 and aarch64 as AppImage and tar.gz; Windows packages are available for x86_64 as standard and PGO zip files; macOS has a standard arm64 package. The macOS package requires macOS 15 or newer and is not notarized.
Linux AppImages require glibc 2.39 or newer. The Linux tar.gz uses system libraries, so Qt 6 and the usual libraries must be installed.
Fixed a crash during shader building on Windows drivers for RX 6000 (RDNA2), RX 5000 (RDNA1), Vega, and Polaris cards. The faster matrix path now runs only on RDNA3 and newer.
White streaks or trails at night, including around Navi, fireflies, and smoke.
Vorgeschlagene Lösung: Turn off Emulation → Configure → Graphics → Use NVIDIA DLSS in place of a game's DLSS. The source attributes the issue to DLSS and says a fix is being tested.
Day-only garbage graphics in the Bombchu Bowling Alley: stones and ovens flash pink, yellow, red, or black, and the sign displays garbage, noise, and fragments of another image. It looks correct at night after leaving and returning, and was still present in build-117.
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Muss ich alle Builds dazwischen installieren?
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Was sollte ich vor einem Update sichern?
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Wo finde ich den zugehörigen Quellcode-Commit?
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