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.
Spielekompatibilität
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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: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | runs with issues | AMD RX 6900 XT (RDNA2) / i7-9700K | 18–30 FPS | Open report |
Problems or notes: The user reports a driver crash after starting a new game and skipping a cutscene. With a local build using EDEN_NX2_NOOPT_SHADERS=all, they report no crash during 40+ minutes of play in Kokiri Forest, Deku Tree, cutscenes, and save load. The same setup was CPU-bound at 18-30 fps in Kokiri Forest.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Lichii Development Build | 1.0.0-sharkiix-3.1.1 | runs with issues | AMD Radeon RX 6700 XT 12 GB (Navi 22) / AMD Ryzen 5 5600G (6C/12T, Zen 3) | 20 FPS | Open report |
Problems or notes: Menus and pause screen run at 60 FPS, but gameplay is around 20 FPS with audio crackling below full speed. Forcing full GPU clock and performance EPP made gameplay smoother but did not raise the frame rate. The report attributes the limitation to synchronization between emulator threads. On Windows with the same PC, only subtitles rendered. The report also describes a device loss after about nine minutes with Mesa 25.0.7 and kernel 6.12.115; it was not seen again after updating to Mesa 26.1.6 and kernel 7.2.11.
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: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | runs with issues | RX 6650 XT (RDNA2) / i5-10400F | 16–27 FPS | Open report |
Problems or notes: In a fork build with the two compute shaders built unoptimized, the intro played and the game reached Kokiri Forest; cutscenes ran at about 25–27 FPS. With `EDEN_NX2_NOOPT_SHADERS=all`, performance dropped to about 16–17 FPS. In another setup, asynchronous shader compilation was associated with a black screen with audio or remaining at Loading Shaders at 0 FPS; the reporter did not wait long enough to determine whether it would eventually finish. A later session reported intermittent long graphics-pipeline stalls, including single-frame stalls and terrain flicker.
Showing 231–240 of 308 reports
Known issues from Lichii sources
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.
Crashes during play with VK_ERROR_OUT_OF_DEVICE_MEMORY on 8 GB AMD GPUs; reports describe unhandled Vulkan exceptions.
A user reports a reproducible crash to desktop within a few seconds of entering the Guardhouse in Hyrule Castle Town.
The game freezes or crashes in the Hyrule Castle Town guard house when moving deeper into the room, talking to the guard, or looking toward the windowed wall while panning the camera.
On Frizti v3, performance in the guard house remains low after the freeze is addressed, with about 20 fps reported as the floor after additional texture-cache changes.
Black 3D content in docked mode on Linux, while the GUI overlay and main menu render; switching to handheld mode allows the game to render.
A user reports performance of up to 6 FPS and a crash at Kokiri Tree after removing the pipeline cache.
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.
The user reports that characters have no shadows.
With a Steam Controller (2026) connected through its wireless dongle, motion mapping via Configure → Controls does not detect shaking, and gyro/accelerometer input stops after the controller reconnects or after a few seconds with Steam running.
Showing 71–80 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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