Mario Kart World
A user report says stock build 88 reset the GPU about 25 seconds after launch on Linux RADV.
Spielekompatibilität
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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
Recorded performance
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.
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Also listed as: OoT, Ocarina of Time, OOT REMAKE
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| a7a281757da390ce45070e772784e0333831bb25 | runs with issues | NVIDIA GeForce GTX 1080 / AMD Ryzen 9 3900X | Not provided | Open report |
| build-95 | runs with issues | RTX 4070 Ti SUPER / Not provided | Not provided | Open report |
| 95 | not booting | AMD Radeon RX 7900 XTX (RADV) / Intel Core i7-11700K | 0 FPS | Open report |
| Build 95 | not booting | AMD Radeon RX 5700 XT (RADV NAVI10) / AMD Ryzen 5 3600 6-Core Processor | Not provided | Open report |
| Build 95 | not booting | NVIDIA GeForce RTX 3050 Laptop GPU / i5-12500H | Not provided | Open report |
| nx2 @ 89440b29a9 | runs with issues | Not provided / Not provided | Not provided | Open report |
Problems or notes: Missing leaves, foliage, walls, textures, and other geometry. The report says attempted recompilation and builds 78, 88, 92, Fritzi v2, and perf/Fritzi-Intergrated did not resolve the issue; comments report that #395, #434, and #430 did not restore the geometry.
Problems or notes: Large flat red patches appear across the wet stream bed by the road from Castle Town Market to Hyrule Castle. Another user later reported that stream as clean with their build, attributing the earlier difference possibly to missing #432 and #351; this report's setup used build-95.
Problems or notes: Stalls at a black screen; repeated native MME macro execution failures are reported. Enabling compute pipelines, clearing pipeline caches, and disabling implicit Vulkan layers did not resolve the issue.
Problems or notes: A user-provided build-95 log shows the game loading, followed by a compute pipeline compilation error and an unhandled SIGSEGV. The user later supplied crash details indicating a null-pointer dereference. The log identifies KDE neon User Edition as the host OS.
Problems or notes: Black screen at the intro video after the loading shaders screen; music continues, FPS counter stays at 0, and GPU channels wait on unreleased semaphores. Build 93 reaches gameplay on the same machine. Two other users report the same build 95 hang on Linux with NVIDIA RTX 3060 and RTX 3090 systems. Two users say EDEN_NX2_SPLIT=1 makes the game work.
Problems or notes: User reports that motion controls are affected: Motion 1/Motion 2 mapping does not detect shaking, and gyro/accelerometer input stops after the controller reconnects or after a few seconds with Steam running.
Current: build-93 (3 records); previous: build-88 (0 records).
Also listed as: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | Adreno 740 / Snapdragon 8 Gen 2 | Not provided | Open report |
| build-75 | runs with issues | Adreno 740 / Snapdragon 8 Gen 2 | Not provided | Open report |
Problems or notes: User reports NCE SIGILL about 5 seconds after launch; with Dynarmic there was no crash, but memory use rose substantially and the run stalled. A later comment says the SIGILL occurs when both built-in Dynamic FPS by Dark and Max Resolution patches are enabled; disabling both avoids it, but the run remains unplayable due to memory pressure and sparse frame captures.
Problems or notes: User reports that the game boots but remains black on this device. Large compute-shader compilation pins pipeline-builder threads and drives memory use toward exhaustion. Some runs have audio; others do not. Later comments report title-screen and intro progress on other builds, but black gameplay frames, memory pressure, intermittent crashes, or freezes remain.
Current: build-88 (1 record); previous: build-83 (0 records).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| 75 (`nx2-build-75`) | runs with issues | AMD RX 7000 series (Radeon RX 7600, RADV 26.2.5, Vulkan 1.4.354) / Not provided | Not provided | Open report |
Problems or notes: During the AV1 intro cutscene, the video area is solid green while audio and subtitles work. The report says frames decode at 60 fps, but this is not a gameplay FPS measurement.
Also listed as: OoT, Zelda, Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | boots | RX 9060XT 16GB / Ryzen 5 7600 | Not provided | Open report |
Problems or notes: A commenter reports that starting with Accurate GPU enabled loaded the main menu; audio had issues. They say settings could sometimes be changed back, but the issue could recur.
Current: build-93 (1 record); previous: build-88 (0 records).
Showing 11–20 of 24 reports
Known issues from Lichii sources
A user report says stock build 88 reset the GPU about 25 seconds after launch on Linux RADV.
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines not used for 9000 frames are evicted, leading to runtime rebuilds and stutter when entering a new area.
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines are evicted after 9000 frames, causing runtime builds, long held draws, and a reported freeze.
Grass and pebbles disappear or flicker during sword attacks; disabling persistent pipeline cache was reported to make grass disappear permanently, while enabling it left flickering.
Recorded fix: A commenter reports the issue was fixed in build-116.
User reports significantly worse performance and that parts of the game are broken in build 117 compared with build 93 on NVIDIA RTX 30 series or older.
Walls, environmental geometry, and some interactive objects are invisible; occasional stuttering is also reported.
A commenter reports invisible push blocks.
A commenter reports that objects and doors do not appear.
Issue reports describe audio desynchronization and crashes or full-system freezes during early cutscenes on AMD graphics cards.
In build 116, a user reports frame generation rapidly switching between idle and auto flowstate, lower frame rates, stuttering, and the texture cache being overwritten. A commenter also reports white flashes on Windows 11.
Showing 101–110 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
build-117 · Veröffentlicht am November 7, 2026
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.
Fragen zur Kompatibilität
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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.