Spielekompatibilität

Spielekompatibilität des Lichii Emulators

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Ocarina of Time im Lichii Emulator, aus GitHub-Issue 201
Quelle: GitHub-Issue 201. Ocarina of Time · Spielaufnahme aus der Community.
Latest recorded build build-117 Published November 7, 2026

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Was die Statuswerte bedeuten: Unknown bedeutet, dass kein Ergebnis feststeht. Not booting heißt, dass das Spiel nicht startete. Boots steht dafür, dass nur der Start gelang. Runs with issues bezeichnet Probleme beim Spielen. Playable heißt, dass der Tester weiterspielen konnte.

Compatibility results

Game Compatibility Results

Recorded performance

Performance by Build and Hardware

Open a game for its test details. Start with a GPU and build close to your own, then explore the driver, FPS, and gameplay notes.

The Legend of Zelda: Ocarina of Time Reported platform: Windows runs with issues playable not booting 18 reports

Also listed as: Ocarina of Time, OoT

Lichii compatibility reports for The Legend of Zelda: Ocarina of Time
Build Status GPU / CPU FPS Details
official build88 (55532f2), standard MSVC package playable RTX 5090 / Ryzen 7 9800X3D 47.64–59.9 FPS Open report
95 playable NVIDIA RTX 3070 8 GB / Ryzen 7 5700X (8C/16T) 32.82–40.75 FPS Open report
Not provided runs with issues NVIDIA RTX 3060 12 GB / i5-13600KF Not provided Open report
Not provided runs with issues RTX 4080 SUPER / Not provided 20 FPS Open report
Not provided runs with issues RTX 5080 / Ryzen 9 9950X3D Not provided Open report
Not provided runs with issues RX 6700 XT / Not provided Not provided Open report
Not provided not booting RX 5700 / Not provided Not provided Open report
nx2-build-88 (55532f2) runs with issues NVIDIA GeForce RTX 5060 (8 GB VRAM) / AMD Ryzen 5 5600G (6C/12T) Not provided Open report
nx2-build-93 runs with issues RTX 2060 6 GB / Xeon E5-1620 v3 (4C/8T) Not provided Open report
nx2-build-117 runs with issues AMD Radeon RX 580 8 GB (Polaris, GCN 4) / i3-8100 Not provided Open report

official build88 (55532f2), standard MSVC package report

Statusplayable
GPURTX 5090
CPURyzen 7 9800X3D
Driver617.42
Recorded FPS47.64–59.9 FPS

Problems or notes: A user comment reports local native-present averages of 59.90 FPS at the Mido viewpoint at 1X, 49.53 FPS in a central village tree view at 1X, and 47.64 FPS in that view at 2X. New-area shader hitches occurred. The village/pond check retained three hearts, but the Training Grounds/maze transition and later game were not verified.

95 report

Statusplayable
GPUNVIDIA RTX 3070 8 GB
CPURyzen 7 5700X (8C/16T)
DriverNot provided
Recorded FPS32.82–40.75 FPS

Problems or notes: User reports 32.82 / 34.09 FPS with pinning disabled and 40.75 / 39.84 FPS with pinning enabled; no crash in 2,383 recorded intervals. The user reports that sustained 60 FPS was not achieved. Testing used Vulkan, Fast GPU accuracy, Docked, 1x resolution, and 100% speed.

Not provided report

Statusruns with issues
GPUNVIDIA RTX 3060 12 GB
CPUi5-13600KF
Driver621.14
Recorded FPSNot provided

Problems or notes: Freezes in the Hyrule Castle Town guard house when walking toward the guard or looking toward the wall with windows. The report reproduces on multiple builds and GPUs. A commenter reports that a texture pool patch in Frizti v3 stopped the freeze, but the room still had low performance after further texture-cache changes.

Not provided report

Statusruns with issues
GPURTX 4080 SUPER
CPUNot provided
DriverNot provided
Recorded FPS20 FPS

Problems or notes: A commenter reports the guard-house freeze on Frizti v3. A texture pool patch reportedly stopped the freeze, but the room's performance remained low, with a floor of about 20 fps after additional texture-cache changes.

Not provided report

Statusruns with issues
GPURTX 5080
CPURyzen 9 9950X3D
Driver621.14
Recorded FPSNot provided

Problems or notes: A commenter reports the same guard-house freeze, both while talking to the guard and while moving around inside.

Not provided report

Statusruns with issues
GPURX 6700 XT
CPUNot provided
DriverNot provided
Recorded FPSNot provided

Problems or notes: A commenter reports crashes in the guard house, reproduced 5/5 times while looking toward the wall with windows and panning the camera. A reported VRAM allocation burst preceded the crashes; whether memory pressure caused them was unclear.

Not provided report

Statusnot booting
GPURX 5700
CPUNot provided
DriverAMD proprietary driver
Recorded FPSNot provided

Problems or notes: A commenter reports black 3D graphics with working UI and attributes this to a possible DemoteCombinationPass issue; this is a user-provided analysis, not a confirmed fix.

nx2-build-88 (55532f2) report

Statusruns with issues
GPUNVIDIA GeForce RTX 5060 (8 GB VRAM)
CPUAMD Ryzen 5 5600G (6C/12T)
DriverNot provided
Recorded FPSNot provided

Problems or notes: In a 1h 49m gameplay session, the reporter observed severe 1.3–6.59 second freezes, continuous frame-time micro-stutters, repeated GPU-thread shader translation stalls, and 579,265+ synchronous OnCPURead waits. The session had 0 crashes. Vulkan, 1x, GPU Mode Accurate, Async GPU and async shader compilation enabled, and Enable Reactive Flushing enabled.

nx2-build-93 report

Statusruns with issues
GPURTX 2060 6 GB
CPUXeon E5-1620 v3 (4C/8T)
DriverNot provided
Recorded FPSNot provided

Problems or notes: A user follow-up reports FPS averages falling from 53 in the first 10-minute bucket to about 23 in the 80–90-minute bucket during a 98-minute session with Reactive Flushing enabled, alongside 365,889 OnCPURead events and stalls over 2 seconds. In additional roughly 100-minute sessions, OnCPURead growth occurred with Reactive Flushing both on and off; with it off, FPS averages were 16–33 after the first 10 minutes and stalls reached 12 seconds, with one around 49 seconds. The reporter notes the comparison is not conclusive.

nx2-build-117 report

Statusruns with issues
GPUAMD Radeon RX 580 8 GB (Polaris, GCN 4)
CPUi3-8100
DriverAMD driver 26.5.2 for Polaris and Vega; amdvlk64.dll 31.0.21925.1001, Vulkan 2.0.279
Recorded FPSNot provided

Problems or notes: A user reports the AMD Vulkan driver faults with exception 0xc0000005 during compute-pipeline compilation. Two shader pipelines repeatedly fail to finish; the same was reproduced on nx2-build-95. OpenGL was also reported to fail because GLSL task and mesh programs are not implemented.

Related game issues

Compared with Previous Build

Current: build-93 (1 record); previous: build-88 (2 records).

Showing 121–130 of 194 reports

Known issues from Lichii sources

Known Game Issues

The Legend of Zelda: Ocarina of Time

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.

The Legend of Zelda: Ocarina of Time

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.

The Legend of Zelda: Ocarina of Time

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.

Ocarina of Time

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.

The Legend of Zelda: Ocarina of Time

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.

The Legend of Zelda: Ocarina of Time

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.

The Legend of Zelda: Ocarina of Time

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.

The Legend of Zelda: Ocarina of Time

Performance slows in crowded or busy areas, with front/back GPU-thread synchronization drains and waits; short freezes while attacking are also reported.

The Legend of Zelda: Ocarina of Time

Shader compilation can cause freezes of about 3 seconds with each step, according to a user report.

The Legend of Zelda: Ocarina of Time

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

Kompatibilitätsänderungen in den neuesten Builds

Den passenden Build finden

Welchen Build soll ich verwenden?

build-117 · Veröffentlicht am November 7, 2026

Ocarina of Time

  • runs with issues · GPU Other · CPU Apple M1 · Treiber Vulkan through MoltenVK

12 veröffentlichte Downloaddateien für diesen Build.

Probiere den neuesten verfügbaren Release aus: build-117. Behalte beim Testen einen funktionierenden Build, zu dem du zurückkehren kannst.

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