Release-Verlauf

Änderungsprotokoll des Lichii Emulators

Entdecke neue Lichii-Builds, sieh dir frühere Versionen erneut an und erfahre, was sich für deine Spiele geändert hat.

Handheld und drei Stadien einer illustrierten Spielszene als Darstellung des Release-Verlaufs des Lichii Emulators
Illustration · Release-Verlauf des Lichii Emulators
Neuester Release

Neuester Lichii-Build

Download auswählen
build-94 Vorabversion

Lichii nx2 build 95 (222877d)

Veröffentlicht am November 7, 2026 · Commit 222877d4f7c8945b2f31a87b76d09f0a92e4f1b8 · 7 Dateien

Ein Blick in den Release

Was hat sich im neuesten Build geändert?

Offizielle Release-Seite öffnen
Aktuell angezeigt: build-93

Ältere Version: Diese Hinweise gelten für build-93 und nicht für den neuesten Release. Zurück zu build-94.

Änderungen in build-93

7 allgemeine Build-Änderungen und 0 spielspezifische Neuerungen. Sieh dir unten die wichtigsten Änderungen an oder springe direkt zum Vergleich.

Build-Änderung

Improves AMD shader correctness and Vulkan synchronization, including fixes for misaligned storage-buffer access and synchronization barriers. The combined changes have not been verified in affected AMD gameplay; shader fallbacks and stronger synchronization may affect performance and frame times.

Vorher / nachher: AMD shader correctness and Vulkan synchronization issues described in the release notes. → Targeted shader and synchronization fixes; the notes do not claim all AMD rendering issues are resolved.

build-88 → build-93

Build-Änderung

Adds a MinGW x86-64 AV1 decoder fix for Switch 2 movies to the source. The release distributes only the standard MSVC Windows package, not a MinGW binary.

Vorher / nachher: Missing AV1 decoder used by Switch 2 movies. → Source includes the decoder fix; this release's Windows package is MSVC, not MinGW.

build-88 → build-93

Build-Änderung

Fixes a lost wake during worker cancellation, including shader-loading cancellation. It does not fix the separate initial Linux shader-loading stall, and in-flight driver calls must still return.

Vorher / nachher: Lost wake during worker cancellation. → Cancellation wake fix; initial Linux shader-loading stall remains.

build-88 → build-93

Build-Änderung

New desktop global configurations receive a seeded performance profile: FSR1 softer sharpening, Fast GPU mode, GPU video decoding, asynchronous presentation, and ordinary asynchronous shader compilation. Existing configurations and per-game settings retain their behavior.

Vorher / nachher: No seeded performance profile for newly created desktop global configurations. → New configurations use the listed profile settings; FSR3 frame generation and native asynchronous draw discard are not enabled.

build-88 → build-93

Build-Änderung

Adds opt-in native draw discard while pipelines compile. EDEN_NX2_ASYNC_DISCARD is off by default; enabling it can skip writes to persistent resources and leave missing effects.

Vorher / nachher: Native draw discard while pipelines compile was not available. → Optional draw discard is available but remains off by default and is not a general performance recommendation.

build-88 → build-93

Build-Änderung

Linux tar archives and AppImages include nx2_switches.txt defaults. The loader reads embedded defaults, then a file beside the resolved AppImage, then the user's configuration file; actual environment variables take precedence.

Vorher / nachher: Linux package switch defaults could be ignored. → Linux packages include switch defaults with the stated precedence; this does not fix the initial shader-loading hang.

build-88 → build-93

Build-Änderung

Adds opt-in desktop compatibility reports after playing and stopping a Switch 2 game. Submission requires selecting the matching catalog game, reviewing the public preview, and explicitly consenting; nothing is uploaded automatically.

Vorher / nachher: Desktop compatibility reporting was not available. → Users can explicitly submit an eligible latest session's report; the native v1 reporter does not read or upload logs or files.

build-88 → build-93

Build-Auswahl

Zwei Builds vergleichen

Wähle zwei Releases aus und vergleiche Änderungen an Spielen, Pakethinweise und offizielle Downloadmöglichkeiten.

Ausgewählt · build-93

Lichii nx2 build 93 (09b78bd)

November 6, 2026

Zusammenfassung

build-93 focuses on AMD shader correctness and Vulkan synchronization, adds several fixes and reporting features, and provides standard packages for Linux, Windows, and Apple Silicon macOS.

Änderungen (bis zu 5)

  • Improves AMD shader correctness and Vulkan synchronization, including fixes for misaligned storage-buffer access and synchronization barriers. The combined changes have not been verified in affected AMD gameplay; shader fallbacks and stronger synchronization may affect performance and frame times.
  • Adds a MinGW x86-64 AV1 decoder fix for Switch 2 movies to the source. The release distributes only the standard MSVC Windows package, not a MinGW binary.
  • Fixes a lost wake during worker cancellation, including shader-loading cancellation. It does not fix the separate initial Linux shader-loading stall, and in-flight driver calls must still return.
  • New desktop global configurations receive a seeded performance profile: FSR1 softer sharpening, Fast GPU mode, GPU video decoding, asynchronous presentation, and ordinary asynchronous shader compilation. Existing configurations and per-game settings retain their behavior.
  • Adds opt-in native draw discard while pipelines compile. EDEN_NX2_ASYNC_DISCARD is off by default; enabling it can skip writes to persistent resources and leave missing effects.

Build-Hinweise (bis zu 3)

  • build-93 distributes standard builds only. Linux packages are available for x86_64 and aarch64 as AppImage and tar.gz; Windows is x86_64 MSVC ZIP; macOS is Apple Silicon ZIP and DMG.
  • The release's standard platform build jobs passed; the workflow was canceled after an optional PGO job stalled during dependency installation.
Verglichen mit · build-88

Lichii nx2 build 88 (55532f2)

November 6, 2026

Zusammenfassung

build-88 adds performance and synchronization improvements, shader and pipeline caching updates, FSR3 frame-generation fixes, and an Ocarina of Time Dynamic FPS mod enabled by default. The fence-worker shutdown race remains unresolved.

Änderungen (bis zu 5)

  • Integrated performance and synchronization improvements, updated shader and pipeline caching, fixed several FSR3 frame-generation issues, and bundled the Dynamic FPS mod for Zelda: Ocarina of Time, enabled by default. Frame generation remains off by default.
  • Zelda: Ocarina of Time: Bundled Dark's Dynamic FPS mod from Frizti's integration and enabled it by default. It can be disabled independently in the game's Add-Ons settings. Automatic patching is restricted to the supported game build and checks for conflicts.

Build-Hinweise (bis zu 3)

  • Frame generation remains off by default.
  • Performance varies by hardware and scene; no universal FPS gain is promised.
  • The Vulkan cache is updated to v53, preserves compatible v52 caches, and retries interrupted migrations.
Vergleich mit dem vorherigen Build

Vergleiche die Pakethinweise direkt nebeneinander. Unten findest du Vorher-nachher-Hinweise zu den Änderungen zwischen build-93 und build-88.

Konkrete Änderungen für build-93 ↔ build-88

Build-Änderung · build-88 → build-93

Vorher / nachher: AMD shader correctness and Vulkan synchronization issues described in the release notes. → Targeted shader and synchronization fixes; the notes do not claim all AMD rendering issues are resolved.

Quelle: build-93

Build-Änderung · build-88 → build-93

Vorher / nachher: Missing AV1 decoder used by Switch 2 movies. → Source includes the decoder fix; this release's Windows package is MSVC, not MinGW.

Quelle: build-93

Build-Änderung · build-88 → build-93

Vorher / nachher: Lost wake during worker cancellation. → Cancellation wake fix; initial Linux shader-loading stall remains.

Quelle: build-93

Build-Änderung · build-88 → build-93

Vorher / nachher: No seeded performance profile for newly created desktop global configurations. → New configurations use the listed profile settings; FSR3 frame generation and native asynchronous draw discard are not enabled.

Quelle: build-93

Build-Änderung · build-88 → build-93

Vorher / nachher: Native draw discard while pipelines compile was not available. → Optional draw discard is available but remains off by default and is not a general performance recommendation.

Quelle: build-93

Build-Änderung · build-88 → build-93

Vorher / nachher: Linux package switch defaults could be ignored. → Linux packages include switch defaults with the stated precedence; this does not fix the initial shader-loading hang.

Quelle: build-93

Build-Änderung · build-88 → build-93

Vorher / nachher: Desktop compatibility reporting was not available. → Users can explicitly submit an eligible latest session's report; the native v1 reporter does not read or upload logs or files.

Quelle: build-93

All releases

Lichii Release History

build-94

November 7, 2026 · Commit 222877d4f7c8945b2f31a87b76d09f0a92e4f1b8 · 7 assets

build-93

November 6, 2026 · Commit not provided · 7 assets

build-88

November 6, 2026 · Commit 55532f2d814215aaf32a76c214cf129f2cb6282b · 7 assets

build-83

November 6, 2026 · Commit 5a50f50e0b7ea0cb0e71c4ae8e8e7425c8a3069c · 12 assets

build-75

November 5, 2026 · Commit c9ebb5c3af672a0472ca0811392f04fab10203ab · 12 assets

build-70

November 4, 2026 · Commit 286117c7e0d89ab0384e896489128fdd88a424f8 · 12 assets

build-65

November 2, 2026 · Commit 3bdd53d08adfd96b7e3e3f09344c514540ef1ce6 · 12 assets

nx2-build-34

November 1, 2026 · Commit 3140648a668aaebf87bae2dea17512fdca125ba0 · 5 assets

nx2-build-25

November 1, 2026 · Commit 9c34939757436d6e16bd079691fcad0199b379e0 · 5 assets

nx2-build-15

November 1, 2026 · Commit 2818f85a8f55079f687596b743996e34a12b36a7 · 5 assets

Showing 1–10 of 13 releases

Kompatibilität im Verlauf

Änderungen an der Spielekompatibilität

Für build-93 sind keine spielspezifischen Änderungen verfügbar.

Auf der Kompatibilitätsseite findest du Spielergebnisse für bestimmte Builds und Hardware.

Bekannte Einschränkungen

Bekannte Probleme im aktuellen Build

Hier stehen die Hinweise zu build-93. Probleme ohne Build-Tag findest du in der Anleitung zur Fehlerbehebung.

Allgemein

AMD black textures, haze, HUD flicker, and cutscene audio remain open investigations; the release does not claim these symptoms are fixed.

Es ist keine Lösung angegeben.

Release-Hinweise
Allgemein · Linux

Initial Linux shader-loading stall remains an open investigation; the worker-cancellation fix does not address it.

Es ist keine Lösung angegeben.

Release-Hinweise
Allgemein

The combined AMD shader and Vulkan synchronization fixes have not been verified in affected AMD gameplay.

Es ist keine Lösung angegeben.

Release-Hinweise
Allgemein

Native draw discard can skip writes to persistent resources and leave missing effects when enabled.

Es ist keine Lösung angegeben.

Release-Hinweise
Other / not listed · Linux

Flashing textures when running with GPU Mode: Fast on Linux; the report says the issue does not occur with GPU Mode: Accurate.

Es ist keine Lösung angegeben.

GitHub-Issue #364
The Legend of Zelda: Ocarina of Time · Windows 11

User reports textures not working properly, slow frame rate, and a shield glitch.

Es ist keine Lösung angegeben.

GitHub-Issue #486
Other / not listed · Windows 11

Rainbow-colored artifacts on mountain edges above the castle, excessive bloom in Hyrule Field, and intermittent severe FPS drops during gameplay.

Es ist keine Lösung angegeben.

GitHub-Issue #472
The Legend of Zelda: Ocarina of Time · Windows 11

On build-93, reported low FPS causes gameplay to run in slow motion; users also report heavy bloom and overexposure in bright areas and a dark-silhouette rendering of the Great Deku Tree in its intro scene.

Es ist keine Lösung angegeben.

GitHub-Issue #403
The Legend of Zelda: Ocarina of Time

A user reports that gpu_accuracy, scaling_filter, and anti_aliasing values edited in qt-config.ini are rewritten at startup and says these settings must be changed through the GUI.

Es ist keine Lösung angegeben.

GitHub-Issue #403
green-hat child game · Windows 11

Many water temple rooms are not visible; walls are completely transparent.

Es ist keine Lösung angegeben.

GitHub-Issue #453
The Legend of Zelda: Ocarina of Time Remake · Windows 11

User reports missing geometry, walls, buildings, and caves in the Great Deku Tree on a GTX 1070 Ti; the issue worsens deeper into the area.

Es ist keine Lösung angegeben.

GitHub-Issue #447
Other / not listed · Windows 11

Grass, vegetation, and pebbles may disappear during sword attacks; one user reports grass vanished permanently after clearing the shader cache.

Vorgeschlagene Lösung: A user reports that disabling "use persistent pipeline cache" fixed the issue for them.

GitHub-Issue #396
Ocarina of Time Remake · Linux

User reports the emulator hangs and crashes at 11/14 shaders loaded on Linux with AMD graphics when booting the game in Build-88 or Build-93.

Es ist keine Lösung angegeben.

GitHub-Issue #406
Other / not listed · Windows 11 25H2 (build 26200)

A user reports a freeze about 40 seconds after boot, with texture rendering failure and overbright world brightness beforehand. A dump showed GPUBack waiting on the guest page table lock while in the texture garbage collector; the user suspects a lock cycle.

Es ist keine Lösung angegeben.

GitHub-Issue #379
Find an older file

Download Previous Versions

Showing 1–10 of 13 releases

Fragen zum Änderungsprotokoll

Häufige Fragen zum Änderungsprotokoll

Kann ich einen Vergleich zweier Builds teilen?

Wähle beide Tags aus, klicke auf „Builds vergleichen“ und kopiere die Adresse aus dem Browser. Der Link speichert beide Auswahlen.

Muss ich alle Builds dazwischen installieren?

Im Downloadverlauf kannst du einen bestimmten Release direkt auswählen. In den Pakethinweisen stehen die Installationsschritte für diese Version.

Was sollte ich vor einem Update sichern?

Behalte den Installer oder das Archiv deines funktionierenden Builds und sichere deine Spielstände und Einstellungen. So kannst du zurückwechseln, falls dein Spiel danach schlechter läuft.

Wo finde ich den zugehörigen Quellcode-Commit?

Öffne den offiziellen GitHub-Release des Builds. Dort findest du den Tag und den zugehörigen Quellcode-Commit.

Keep moving

Choose your next step