Zelda: Ocarina of Time
Outdoor areas have far too much fog and glow compared with console; performance is about 12–22 fps on a Ryzen 5900X with an RTX 3080, and three rare shaders remain unsupported.
Spielekompatibilität
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Compatibility results
Recorded performance
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Also listed as: OoT, Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-116 | playable | Not provided / Not provided | 60–? FPS | Open report |
| build-93 | playable | Not provided / Not provided | 10–25 FPS | Open report |
| build-83 | unknown | Not provided / Not provided | Not provided | Open report |
| build-75 | runs with issues | RTX 3080 / Ryzen 5900X | 12–22 FPS | Open report |
| Not provided | runs with issues | RX 9070 XT / Not provided | 10–60 FPS | Open report |
| Not provided | unknown | intel arc b580 / Not provided | 10 FPS | Open report |
| Lichii nx2 ~95 | runs with issues | AMD Radeon RX 7900 GRE / Not provided | 21–32 FPS | Open report |
Problems or notes: The release says many users get 60+ fps. With DLSS on, Navi, fireflies, and smoke can leave trails at night. AMD Radeon RX 6000 series and older on Windows crash while building shaders after boot; the release says this is fixed in build 117.
Problems or notes: The issue title says it was playable at 10–25 FPS; a commenter says it runs almost perfectly.
Problems or notes: The release says the perf9 build was tested successfully in Ocarina of Time, but provides no gameplay duration or specific tested hardware.
Problems or notes: Outdoor areas have excessive fog and glow, performance is about 12–22 fps, and three rare shaders remain unsupported.
Problems or notes: Comments conflict: one reports 50–60 FPS in Kokiri Forest and Deku Tree on Linux using default/auto/safe/accurate/normal settings, Docked mode, and 1x resolution; another reports at most 25 FPS in open areas and 60 FPS in dungeons, and says performance is poor. A further comment says open areas are generally below 45 FPS while shaders are not loading and suggests Windows performance may be worse.
Problems or notes: User reports the game runs at 10 FPS.
Problems or notes: Before the local patches, the user reports frequent texture flashes and freezes while new pipelines compile, including long shader/pipeline hitches during exploration. With the patches, hitching was largely gone in Kokiri and early areas, but FPS was not locked at 30. When async discard is enabled, some objects may appear one or more frames late.
Current: build-116 (1 record); previous: build-94 (0 records).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | runs with issues | RX 5700 XT 8GB / Ryzen 5 5600 | Not provided | Open report |
| build-93 | runs with issues | AMD Radeon 9070XT / Intel Core I5 | Not provided | Open report |
| Not provided | unknown | GTX 1070 8GB / Ryzen 5 5500 | Not provided | Open report |
Problems or notes: User reports excessive bloom outside the Great Deku Tree, returning to normal after defeating Gohma, and invisible boxes and walls inside it. Windows 10.
Problems or notes: Shaders load slowly and significantly slow gameplay, rebuilding when entering the same area. In the Kokiri Sword area, Link and most surroundings turn solid black; white flickers also occur.
Problems or notes: Commenter reports the same issue; Windows and build are not stated.
Current: build-93 (2 records); previous: build-88 (0 records).
Showing 291–300 of 308 reports
Known issues from Lichii sources
Outdoor areas have far too much fog and glow compared with console; performance is about 12–22 fps on a Ryzen 5900X with an RTX 3080, and three rare shaders remain unsupported.
On RTX 50-series GPUs, the GPU device can still be lost after a scene change.
Recorded fix: Try NVIDIA driver 610.88.
Gameplay is capped at about 30 fps, even though the game asks for 60.
On RTX 50-series GPUs (5070 Ti, 5090), the GPU device can be lost shortly after a scene change.
Recorded fix: Try NVIDIA driver 610.88.
Some textures are still black, and the game can crash later in play.
Some races still stall while shaders build.
On build 117, users report severe stuttering and low or variable FPS while shaders are building; comments also describe shader rebuilding when revisiting areas.
The suggested setting “switch 2 draws with unbuilt pipelines to skip” reportedly reduced stuttering, but introduced graphical and lighting issues.
A user reports that shader-cache rebuilding may contribute to stuttering and that deleting the cache and letting it rebuild helped, though performance was still slower than build 93.
Recorded fix: Delete the shader cache and let it rebuild.
Bright burnout in Kokiri Forest may occur.
Showing 11–20 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
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Probiere den neuesten verfügbaren Release aus: build-117. Behalte beim Testen einen funktionierenden Build, zu dem du zurückkehren kannst.
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