The Legend of Zelda: Ocarina of Time
On Linux using a Steam Deck, the reporter describes a main-menu performance regression in build 117, from 60 FPS with some drops on the prior legacy build to 10 FPS, with audio out of sync. The non-PGO version reportedly had the same problem.
The Legend of Zelda: Ocarina of Time
Shader stutter and multi-second freezes while shaders are being built, including during first visits.
Recorded fix: A commenter reports the stutter was resolved for them on a fork built with PR #579 by running the one-time shader warm-up from the game files; it took about 23 minutes on their CPU.
The Legend of Zelda: Ocarina of Time
Gameplay performance is CPU-bound on the reported Ryzen 7 2700X; resolution scale changes and switching to Handheld did not improve performance.
The Legend of Zelda: Ocarina of Time (Switch 2)
On build 93 with RX 9070 XT, gameplay is slow-motion at reported frame rates, with heavy bloom and overexposure in bright areas and the Great Deku Tree rendered as a dark silhouette in its intro scene.
The Legend of Zelda: Ocarina of Time (Switch 2)
On RX 5700 (RDNA1), Kokiri Forest performance is reported at 14–15 FPS, compared with 22–24 FPS indoors; build 95 is reported to have the same outdoor performance as build 93.
The Legend of Zelda: Ocarina of Time (Switch 2)
On Lichii-AMD 2026.11.07 with RX 9070 XT using GPU Mode Fast, repeated rolling and jumping triggered black game frames while the HUD remained visible; the game continued running. Blackouts recurred in Kokiri Forest and were not accompanied by log output during the reported black periods.
Recorded fix: Switching GPU Mode from Fast to Accurate at runtime restored the picture without restarting; the commenter reports stutter afterward. Accurate mode was also reported to avoid blackouts but cause heavy stutter.
The Legend of Zelda: Ocarina of Time (Switch 2)
With an older configuration retaining GPU accuracy High, GPU thread splitting did not start, leaving work on one GPU thread. The commenter also reports long hitches while native pipelines were built, even with async shaders on.
The Legend of Zelda: Ocarina of Time (Switch 2)
On RX 9070 XT with extracted base-game version 1.0.0, the commenter reports blackouts and a Native compute shader rejected (per-tap gather) log error. They report no blackouts or such error during about 70 minutes of play using version 2.0.0 from a .nup on build 117 PGO.
Ocarina of Time
User reports random freezes after 5–15 minutes of play on Linux with an AMD RX 6000 series or older GPU, followed by I/O spikes up to 6GB/s, rising RAM use, and an out-of-memory emulator crash.
Ocarina of Time
Crashes during play with VK_ERROR_OUT_OF_DEVICE_MEMORY on 8 GB AMD GPUs; reports describe unhandled Vulkan exceptions.