The Legend of Zelda: Ocarina of Time
Issue reports describe audio desynchronization and crashes or full-system freezes during early cutscenes on AMD graphics cards.
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Compatibility results
Recorded performance
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Also listed as: Ocarina of Time, OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| 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 |
| nx2-build-93 | runs with issues | AMD Radeon RX 6750 GRE 10GB (RDNA2) / Ryzen 5 5600 | Not provided | Open report |
| nx2-build-117 | runs with issues | NVIDIA RTX 40 series (RTX 4070 Ti Super) / Ryzen 7 9800X3D | Not provided | Open report |
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.
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.
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.
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.
Problems or notes: On Vulkan, the AV1 intro audio plays and decoding starts, but no video image is presented; eight compute shaders fail with VK_ERROR_OUT_OF_HOST_MEMORY and the process eventually aborts with 0xc0000409. The issue says the same crash signature also occurred on nx2-build-88 and nx2-build-83 (MSVC).
Problems or notes: 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. Switching to Wait produced a normal picture with the usual stutter while pipelines built.
Current: build-93 (1 record); previous: build-88 (2 records).
Also listed as: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | runs with issues | Nvidia RTX 4070 SUPER / Not provided | Not provided | Open report |
Problems or notes: The 3D scene is black while subtitles and audio are present.
Also listed as: OoT, Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | runs with issues | RTX 5070 Laptop / i7-13650HX | Not provided | Open report |
| build-93 | runs with issues | RX 5700 (RDNA1) / Not provided | 14–24 FPS | Open report |
| build-93 | runs with issues | RX 7900XT / Ryzen 7 5700X3D | 25–55 FPS | Open report |
Problems or notes: Local clang-cl Release nx2 build at 91d1aada6, not PGO. GPU accuracy High prevented GPU thread splitting and ran the work on one busy GPU thread. With GPU mode Fast, async shaders and async presentation on, and NVDEC GPU, splitting was enabled; the reporter notes the second run had a warmer shader cache, so the performance difference is not directly comparable. Profiling also showed GPU idle waits and long hitches while native pipelines were built.
Problems or notes: Renders and runs without crash, device loss, or fence timeouts. Commenter reports 22–24 FPS indoors and 14–15 FPS in Kokiri Forest, with outdoor performance described as uncomfortable.
Problems or notes: Commenter reports stable 25–30 FPS and occasional indoor spikes around 55 FPS; no errors, crashes, or timeouts.
Current: build-93 (4 records); previous: build-88 (1 record).
Showing 101–110 of 142 reports
Known issues from Lichii sources
Issue reports describe audio desynchronization and crashes or full-system freezes during early cutscenes on AMD graphics cards.
On AMD RDNA2 GPUs, the 16x16x16 VK_KHR_cooperative_matrix HMMA pipeline path can cause an access violation in amdvlk64.dll during shader or pipeline compilation, typically 30–90 seconds after game startup.
Recorded fix: The source reports that EDEN_NX2_NO_COOP_MATRIX=1 avoids the crash. A later comment states that merged PR #657 fixes it.
On Linux, a black screen can occur with the Native MME error "instruction outside uploaded RAM". One report says shaders load and menu music is audible; another says the game opens, reaches 0 FPS, and freezes.
Recorded fix: A comment reports that setting DMA accuracy to Safe works as a workaround. Another comment attributes the error to a GCC 13 miscompile and says a fix was merged but was not yet in a published release.
Cutscenes play in slow motion, lagging behind audio; the report describes them as locked to 49fps with 99% GPU usage.
The same slow-motion cutscene problem is reported.
The same slow-motion cutscene problem is reported.
After the Kaepora Gaebora cutscene near Hyrule Castle, the scene appears empty and foggy and Link repeatedly falls through the world and voids out, preventing progression.
User reports 17–23.8 FPS in 3D races on build-95, compared with 40.0–54.1 FPS on build-93 under the same reported test conditions.
When fastmem could not be created, guest code ran about 1.4x slower; Kokiri Forest ran at 22.2–26.6 FPS rather than 28.5–33.8 FPS. The report attributes the slow boots to failure to allocate 14336 MiB of backing memory.
Recorded fix: Change #645 retries the section after a private commit that grows the page file; in eight back-to-back boots, all three initial failures recovered on the second attempt and none ran slowly.
On AMD Windows proprietary drivers, older builds can lose the GPU device when gameplay or a save starts; build-83 and build-88 reports include this problem.
Recorded fix: A Windows RX 9060 XT report found the issue absent in build-93. A Windows RX 7900 XTX report also found it absent in the CI build at 18cfe85.
Showing 91–100 of 287 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-75 · Veröffentlicht am November 5, 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.
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