The Legend of Zelda: Ocarina of Time
A user reports a reproducible crash to desktop within a few seconds of entering the Guardhouse in Hyrule Castle Town.
The Legend of Zelda: Ocarina of Time
The game freezes or crashes in the Hyrule Castle Town guard house when moving deeper into the room, talking to the guard, or looking toward the windowed wall while panning the camera.
The Legend of Zelda: Ocarina of Time
On Frizti v3, performance in the guard house remains low after the freeze is addressed, with about 20 fps reported as the floor after additional texture-cache changes.
green-hat kid adventure
Black 3D content in docked mode on Linux, while the GUI overlay and main menu render; switching to handheld mode allows the game to render.
Ocarina of Time
A user reports performance of up to 6 FPS and a crash at Kokiri Tree after removing the pipeline cache.
The Legend of Zelda: Ocarina of Time
With Switch 2 draws with unbuilt pipelines set to Bounded and an 8 ms wait, the image washed out to white and orange and parts of the scene rendered as large flat polygons while pipelines were building.
Mario Tennis Fever
The user reports that characters have no shadows.
The Legend of Zelda: Ocarina of Time
With a Steam Controller (2026) connected through its wireless dongle, motion mapping via Configure → Controls does not detect shaking, and gyro/accelerometer input stops after the controller reconnects or after a few seconds with Steam running.
The Legend of Zelda: Ocarina of Time
On an AYN Thor with Adreno 740 and Turnip, large native compute shaders cause pipeline compilation to consume substantial memory and pin Vulkan pipeline-builder threads; reports include black output, GPU device loss, or out-of-memory termination.
The Legend of Zelda: Ocarina of Time
On ARM hosts using NCE, the built-in Dynamic FPS by Dark and Max Resolution patches together were reported to trigger an early SIGILL on builds 88 and 94.
Recorded fix: Disable both Dynamic FPS by Dark (built-in) and Max Resolution (built-in) in the game's Add-Ons.