The Legend of Zelda: Ocarina of Time
On Linux with AMD/RADV, AV1 intro cutscene video renders solid green while audio and subtitles work.
Spielekompatibilität
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Compatibility results
Recorded performance
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| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-75 | runs with issues | NVIDIA RTX 3050 Laptop / AMD Ryzen 7 5800H | 30 FPS | Open report |
Problems or notes: User report: The game boots and presents frames at a steady 30 FPS, but remains on a black screen after its AV1 video streams fail because FFmpeg has no decoder for "video/av1". NVDEC Off and Gpu reportedly make no difference; the same result was reported on an AMD Radeon iGPU. Vulkan was used.
Current: build-75 (1 record); previous: build-70 (0 records).
Also listed as: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | runs with issues | AMD Radeon RX 6900 XT / AMD Ryzen 9 5900X | 24–30 FPS | Open report |
| build-93 | runs with issues | RX 5700 (RDNA1) / Not provided | 10–24 FPS | Open report |
| build-93 | runs with issues | RX 7900XT / Ryzen 7 5700X3D | 25–55 FPS | Open report |
| build-93 | runs with issues | RX 9070 XT / Ryzen 7 9800X3D | 14–37 FPS | Open report |
| build-83 | runs with issues | RTX 5090 / Ryzen 7 9800X3D | 34.04–46.28 FPS | Open report |
| build-75 | runs with issues | AMD RX 7000 series / AMD Ryzen 5 5600G with Radeon Graphics | Not provided | Open report |
| Not provided | runs with issues | Radeon RX 9070 XT 16 GB / Ryzen 7 7700X | Not provided | Open report |
| chuppatricky-amd-testbuild-v13 | not booting | AMD Radeon RX 6700 XT (12 GB) / AMD Ryzen 9 5900X | Not provided | Open report |
| Lichii-AMD 2026.11.07 (nauxph fork, f4e938f516) | runs with issues | RX 9070 XT / Ryzen 7 9800X3D | 50–80 FPS | Open report |
Problems or notes: Severe lighting flickering and overexposure or corrupted lighting effects; significant slowdowns in some sequences; audio desynchronization during cinematics; initial shader compilation takes considerable time. The user reports approximately 24 FPS in Kokiri Forest and approximately 30 FPS in menus and some cinematics.
Problems or notes: User comment reports rendering and gameplay from the tree interior into Link's house without crashes, device loss, or fence timeouts. Reports 23–24 FPS in the first rooms and 14–15 FPS in Kokiri Forest; another session reports 22–24 FPS in the Deku Tree interior and Link's house. User characterizes performance as playable but not comfortable.
Problems or notes: User comment reports stable 25–30 FPS generally and spikes around 55 FPS indoors in close environments; no errors, crashes, or timeouts reported.
Problems or notes: User reports title-screen boot and gameplay through the intro into Kokiri Forest without crashes or driver timeouts. Reports slow motion because gameplay speed follows frame rate; heavy bloom and overexposure in bright areas, and the Great Deku Tree renders as a dark silhouette in its intro scene. FPS: approximately 18 by default, 17 with async shaders on and GPU accuracy Normal, 14 with async shaders on and GPU accuracy High, approximately 29 with logging filtered to errors, high process priority, and Xbox Game Bar capture off; intro cutscenes run 32–37 FPS.
Problems or notes: User report: Native gameplay remained below 60 FPS after shader warmup. Measurements varied by scene and settings; walking, camera movement, ladder climbing, NPC dialogue, autosave, and loading an outdoor save worked in a limited test. Audio was not assessed.
Problems or notes: User reports audio and video desynchronization on the title screen and intro. A commenter reports title-screen video in heavy slow motion, audio leading by approximately 3 seconds and the gap increasing by the initial dream cutscene; changing Frame Pacing (30/60/Auto) or reducing Anisotropic Filtering to 2x did not resolve it.
Problems or notes: With Low GPU accuracy and EDEN_NX2_SPLIT=2, textures and surfaces flicker and some surfaces remain white; reported frame time was 29–44 ms per frame, up to about 20 ms in lighter areas. High accuracy removes the flicker but disables the split and results in 9–14 fps. Accurate GPU fence behavior hangs after about 45 seconds; enabling buffer downloads does not resolve the flicker. Outdoor haze and a dark river surface are also reported.
Problems or notes: User reports the emulator closes without an error message after about 9–10 minutes of shader rebuilding on first launch. Windows reports exception code 0xc0000005 in amdvlk64.dll. The user says the same fault offset occurred across several launches.
Problems or notes: User reports about 50–80 FPS in Kokiri Forest on GPU Mode Fast, but repeated rolling and jumping triggers blackouts in which the world goes black while the HUD remains visible and the game continues running. Switching GPU Mode from Fast to Accurate at runtime restores the picture without restarting; Accurate reportedly avoids blackouts but causes heavy stutter. A follow-up reports blackouts cycling in Fast mode and no errors logged during the blackouts.
Current: build-93 (4 records); previous: build-88 (0 records).
Showing 1–10 of 23 reports
Known issues from Lichii sources
On Linux with AMD/RADV, AV1 intro cutscene video renders solid green while audio and subtitles work.
On Windows 10 with AMD, the intro AV1 cutscene shows a black video layer with working audio and subtitles, then the emulator hangs indefinitely.
Issue reporter says Zelda Ocarina Of Time Remake stays on "Launching..." indefinitely; the log records an emulated program break with error F001. Other reports mention an infinite launch screen.
A user reports severe shader problems with white visuals; handheld mode shows a black screen.
A user reports a black screen past the title screen.
FMVs and pre-rendered videos are skipped, including the opening cut-scene.
On build 70 (286117c), the MSVC zip aborts after 133.8 seconds of gameplay with 0xC0000409 at lichii.exe+0x2ecd3bd. The MinGW PGO zip reportedly aborts on the intro screen at the same offset.
Grass, vegetation, and pebbles may disappear during sword attacks; one user reports grass vanished permanently after clearing the shader cache.
Recorded fix: A user reports that disabling "use persistent pipeline cache" fixed the issue for them.
User reports the game crashes when the loading screen appears on Windows 10 with an AMD RX 6000 series or older graphics card.
PGO artifact crashes in dynarmic with Unhandled SIGSEGV after 2–10 minutes on the reported machine.
Showing 81–90 of 188 issues
Aktuelle Release-Hinweise
Build build-94 · Ocarina of Time
Build build-94 · Nicht angegeben
Build build-94 · Nicht angegeben
Build build-94 · Nicht angegeben
Build build-94 · Nicht angegeben
Den passenden Build finden
build-88 · Veröffentlicht am November 6, 2026
7 veröffentlichte Downloaddateien für diesen Build.
Probiere den neuesten verfügbaren Release aus: build-94. Behalte beim Testen einen funktionierenden Build, zu dem du zurückkehren kannst.
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