Spielekompatibilität

Spielekompatibilität des Lichii Emulators

Du hast ein bestimmtes Spiel im Sinn? Erfahre, wie es mit Lichii läuft, welche Probleme bekannt sind und welchen Build du ausprobieren kannst.

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
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

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.

nx2-build-93 report

Statusruns with issues
GPUAMD Radeon RX 6750 GRE 10GB (RDNA2)
CPURyzen 5 5600
DriverAdrenalin 32.0.21045.20006 (2026-10-28)
Recorded FPSNot provided

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).

nx2-build-117 report

Statusruns with issues
GPUNVIDIA RTX 40 series (RTX 4070 Ti Super)
CPURyzen 7 9800X3D
Driver621.14
Recorded FPSNot provided

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.

Related game issues

Compared with Previous Build

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

The Legend of Zelda: Ocarina of Time Reported platform: CachyOS Linux runs with issues 1 report

Also listed as: OoT

Lichii compatibility reports for The Legend of Zelda: Ocarina of Time
Build Status GPU / CPU FPS Details
Not provided runs with issues Nvidia RTX 4070 SUPER / Not provided Not provided Open report

Not provided report

Statusruns with issues
GPUNvidia RTX 4070 SUPER
CPUNot provided
DriverNot provided
Recorded FPSNot provided

Problems or notes: The 3D scene is black while subtitles and audio are present.

Related game issues

Compared with Previous Build

The Legend of Zelda: Ocarina of Time (Switch 2) Reported platform: Windows not booting runs with issues playable 11 reports

Also listed as: OoT, Ocarina of Time

Lichii compatibility reports for The Legend of Zelda: Ocarina of Time (Switch 2)
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

build-93 report

Statusruns with issues
GPURTX 5070 Laptop
CPUi7-13650HX
Driver621.14
Recorded FPSNot provided

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.

build-93 report

Statusruns with issues
GPURX 5700 (RDNA1)
CPUNot provided
DriverAMD proprietary 2.0.353
Recorded FPS14–24 FPS

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.

build-93 report

Statusruns with issues
GPURX 7900XT
CPURyzen 7 5700X3D
DriverAll drivers with their latest updates
Recorded FPS25–55 FPS

Problems or notes: Commenter reports stable 25–30 FPS and occasional indoor spikes around 55 FPS; no errors, crashes, or timeouts.

Related game issues

Compared with Previous Build

Current: build-93 (4 records); previous: build-88 (1 record).

Showing 101–110 of 142 reports

Known issues from Lichii sources

Known Game Issues

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.

The Legend of Zelda: Ocarina of Time

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.

Zelda: Ocarina of Time

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.

OoT

Cutscenes play in slow motion, lagging behind audio; the report describes them as locked to 49fps with 99% GPU usage.

OoT

The same slow-motion cutscene problem is reported.

OoT

The same slow-motion cutscene problem is reported.

The Legend of Zelda: Ocarina of Time

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.

Mario Kart World

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.

Ocarina of Time

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.

The Legend of Zelda: Ocarina of Time

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

Kompatibilitätsänderungen in den neuesten Builds

Den passenden Build finden

Welchen Build soll ich verwenden?

build-75 · Veröffentlicht am November 5, 2026

OOT

  • runs with issues · GPU NVIDIA RTX 50 series · CPU Nicht angegeben · Treiber Nicht angegeben

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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Warum kann dieselbe GPU unterschiedliche Ergebnisse liefern?

Treiberversion, Grafikeinstellungen, CPU-Auslastung und die getestete Spielszene können das Ergebnis beeinflussen. Vergleiche diese Details, bevor du deine Konfiguration änderst.

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