After: Dynamic FPS mod enabled by default; Max Resolution remains a separate Add-On.
build-83 → build-88
Spielekompatibilität
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108 Einträge zu Spielen und Testumgebungen sowie 308 Lichii-Berichte sind derzeit erfasst.
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Compatibility results
Recorded performance
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| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | unknown | RTX 4070 / i7 13700k | 20 FPS | Open report |
Problems or notes: User report: locked at 20 FPS, including menus and title screen. The user says they do not know whether this is a regression.
Current: build-88 (1 record); previous: build-83 (0 records).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | nvidia rtx 40 series / Not provided | Not provided | Open report |
Problems or notes: A commenter reports the same bug at the start.
Current: build-88 (1 record); previous: build-83 (0 records).
Also listed as: MKW
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | not booting | AMD RX 7000 series / AMD Custom CPU 1772 | Not provided | Open report |
Problems or notes: One user report says the GPU reset about 25 seconds after launch on stock build 88, before gameplay was reported. The setup included an audio-only LayeredFS mod, a thread-pinning script, EDEN_NX2_AUTO_STUB=1, and GPU accuracy High.
Current: build-88 (1 record); previous: build-83 (1 record).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | unknown | Other / Not provided | Not provided | Open report |
| build-88 | unknown | Other / Not provided | 20 FPS | Open report |
Problems or notes: User reports a crash when booting the game.
Problems or notes: The issue title reports 20 fps.
Current: build-88 (2 records); previous: build-83 (0 records).
Also listed as: green-hat kid adventure, green-hat kid game
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | RX 9070 XT / Not provided | Not provided | Open report |
Problems or notes: One user reported GPU/display blackout and VK_ERROR_DEVICE_LOST when entering gameplay without EDEN_NX2_NO_MESH=1; with that option, gameplay ran for at least five minutes. The report does not establish long-term stability or the precise failing shader or command.
Current: build-88 (1 record); previous: build-83 (1 record).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | Intel(R) Iris(R) Xe Graphics / 12th Gen Intel(R) Core(TM) i7-1255U | Not provided | Open report |
Problems or notes: Only character outlines and UI are visible; the user reports a black-screen-like graphics issue.
Current: build-88 (1 record); previous: build-83 (0 records).
Also listed as: Ocarina of Time, Zelda: Ocarina of Time, OoT, Zelda OoT, TLoZ: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | 7800xt / Ryzen 7 5700X | Not provided | Open report |
| build-88 | not booting | AMD Radeon RX 9070 XT / AMD Ryzen 7 7800X3D | Not provided | Open report |
| build-88 | runs with issues | AMD Radeon RX 9070 XT 16GB / AMD Ryzen 7 7800X3D | Not provided | Open report |
Problems or notes: A commenter using CachyOS and Linux 7.2.9-2-cachyos reports severe audio/video delay during the initial cutscene, then black screens on both monitors and a GPU crash and reset when character control begins. They report the same issue with a fork.
Problems or notes: User reports the logo, text, and UI are visible but the 3D environment remains black; audio continues, and the AMD driver sometimes times out or crashes. The issue reportedly persists after updating or rolling back the driver and restarting.
Problems or notes: The game launches with logo, text, and UI visible, but the 3D environment remains black. Audio continues. AMD driver TDR errors or crashes are also reported.
From build-83 to build-88: follow the gameplay changes described for these two builds.
After: Dynamic FPS mod enabled by default; Max Resolution remains a separate Add-On.
build-83 → build-88
Showing 1–10 of 16 reports
Known issues from Lichii sources
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.
After outdoor play, the sky becomes flat yellow-white and water shimmers green until reboot, due to NaNs spreading through bloom. The report says the NaNs probably originate from fog/foliage probe reads beyond the 64 MiB graphics table-pointer cap.
Recorded fix: Use NaN-safe min/max/clamp handling and fix table-pointer reads beyond the old 64 MiB cap; the reporter confirmed normal visuals after both fixes.
Foliage and vegetation near the player may turn into dead-looking variants or lose leaves up close, including hedges and plants in Hyrule Castle; reports also mention trees, Kokiri Forest bushes, Castle Town hedges, and Hyrule Field grass. One user describes the behavior as an inverted LOD.
On macOS/MoltenVK with an Apple M1, the Switch 2 NSO version boots and plays audio but presents a black image from startup, with approximately 1 FPS and occasional red/green block artifacts.
On AMD GPUs, Ocarina of Time's compute shaders can fail compilation with VK_ERROR_OUT_OF_HOST_MEMORY or cause the AMD driver to crash. The issue report describes missing intro video and an eventual process crash; a later user reports an access violation inside amdvlk64.dll.
OpenGL is reported not to work for this game because GLSL task and mesh programs are not implemented, resulting in repeated errors and an emulator hang.
Rejecting shader hashes before translation skips their dispatches and can result in missing output or a black screen; a user reports the environment switch did not affect the tested Vulkan compute-pipeline path.
Recorded fix: For testing shader rejection, keep the disk shader cache off or delete it before each run; the maintainer says cached shaders are loaded without checking the rejection list.
Performance slows in crowded or busy areas, with front/back GPU-thread synchronization drains and waits; short freezes while attacking are also reported.
Shader compilation can cause freezes of about 3 seconds with each step, according to a user report.
On integrated AMD graphics, device-memory thresholds can keep the texture cache collector in aggressive mode even though deleting all images cannot reduce total usage below the threshold. This causes extensive image churn and GPU waits during gameplay.
Showing 31–40 of 361 issues
Aktuelle Release-Hinweise
Build build-117 · Ocarina of Time
Build build-116 · Zelda: Ocarina of Time
Build build-116 · Zelda: Ocarina of Time
Build build-116 · Zelda: Ocarina of Time
Build build-116 · Mario Tennis Fever
Den passenden Build finden
Wähle oben ein Spiel aus, um zu sehen, welche getesteten Builds zum Download verfügbar sind. Bis dahin kannst du den neuesten veröffentlichten Build verwenden und seine Release-Hinweise lesen.
Probiere den neuesten verfügbaren Release aus: build-117. Behalte beim Testen einen funktionierenden Build, zu dem du zurückkehren kannst.
Fragen zur Kompatibilität
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Prüfe in anderen Berichten, ob das Spiel bis zum Menü oder ins Spielgeschehen gelangt. Notiere Treiber und Renderer und suche nach dem Spiel oder dem Fehler in der Anleitung zur Fehlerbehebung.
Treiberversion, Grafikeinstellungen, CPU-Auslastung und die getestete Spielszene können das Ergebnis beeinflussen. Vergleiche diese Details, bevor du deine Konfiguration änderst.
Nutze den offiziellen Issue-Tracker von Lichii. Nenne das Spiel, den Build-Tag, Hardware, Treiber, Einstellungen und die Schritte, mit denen sich deine Beobachtung reproduzieren lässt.