Den passenden Einstieg finden

Systemanforderungen des Lichii Emulators

Finde ein Lichii-Paket für deinen Rechner, prüfe seine Voraussetzungen und lies, welche Erfahrungen andere Spieler mit ähnlicher Hardware gemacht haben.

Prozessor und Grafikkarte als Illustration zu den Systemanforderungen des Lichii Emulators
Illustration · Hinweise zu Prozessor und Grafikkarte
Latest recorded build build-94 Pre-release Published November 7, 2026

Unterstützte Systeme

Systemanforderungen im Überblick

  • Linux AppImage: glibc 2.39 or newer.
  • Linux tar.gz: Qt 6 and the usual system libraries.
  • macOS package: macOS 15 or newer.

Hinweise zu plattformspezifischen Abhängigkeiten findest du unten für Windows, Linux oder macOS. Die Compiler-Bezeichnungen erklärt der Abschnitt „PGO, MSVC und Standard im Vergleich“.

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Finde den passenden Build für dein System

Gib deine Systemdaten ein, um ein passendes Paket zum Ausprobieren zu finden.

Dateien aus build-70. Ältere Builds und alle veröffentlichten Dateien findest du im Downloadverlauf.

Wähle deine Hardware manuell aus. Die Optionen für GPU und DLSS beruhen auf den veröffentlichten Angaben der einzelnen Pakete.

build-70

lichii-linux-aarch64-pgo.AppImage

System
linux
Architektur
arm64
Build-Typ
pgo
Paket
AppImage
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-linux-aarch64-pgo.tar.gz

System
linux
Architektur
arm64
Build-Typ
pgo
Paket
tar.gz-Archiv
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-linux-aarch64.AppImage

System
linux
Architektur
arm64
Build-Typ
standard
Paket
AppImage
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-linux-aarch64.tar.gz

System
linux
Architektur
arm64
Build-Typ
standard
Paket
tar.gz-Archiv
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-linux-x86_64-pgo.AppImage

System
linux
Architektur
x86_64
Build-Typ
pgo
Paket
AppImage
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-linux-x86_64-pgo.tar.gz

System
linux
Architektur
x86_64
Build-Typ
pgo
Paket
tar.gz-Archiv
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-linux-x86_64.AppImage

System
linux
Architektur
x86_64
Build-Typ
standard
Paket
AppImage
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-linux-x86_64.tar.gz

System
linux
Architektur
x86_64
Build-Typ
standard
Paket
tar.gz-Archiv
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-macos-arm64.dmg

System
macos
Architektur
arm64
Build-Typ
standard
Paket
DMG
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-macos-arm64.zip

System
macos
Architektur
arm64
Build-Typ
standard
Paket
ZIP-Archiv
DLSS
Nicht angegeben

Keine weiteren Pakethinweise.

build-70

lichii-windows-x86_64-pgo.zip

System
windows
Architektur
x86_64
Build-Typ
pgo
Paket
ZIP-Archiv
DLSS
Nicht unterstützt

Keine weiteren Pakethinweise.

build-70

lichii-windows-x86_64.zip

System
windows
Architektur
x86_64
Build-Typ
msvc
Paket
ZIP-Archiv
DLSS
Unterstützt

Keine weiteren Pakethinweise.

Details zu Windows-Paketen

Anforderungen für Windows

Ausgewählter Release: build-70

Verfügbare Formate: ZIP-Archiv.

Passende Windows-Dateien anzeigen · Installation unter Windows

Release-Hinweise für Windows

  • Windows provides an MSVC zip and a PGO zip built with MinGW clang. The MSVC build is the only Windows build with NVIDIA DLSS and is also recommended if graphical issues occur on other builds. The PGO build bundles its own DLLs and does not require the Visual C++ redistributable; it does not include NVIDIA DLSS.

Release-Hinweise zu build-70 lesen für weitere Paketdetails.

Details zu Linux-Paketen

Anforderungen für Linux

Ausgewählter Release: build-70

Verfügbare Formate: AppImage, tar.gz-Archiv.

Passende Linux-Dateien anzeigen · Installation unter Linux

Release-Hinweise für Linux

  • Linux packages include AppImages and tar.gz archives for x86_64 and aarch64. AppImages require glibc 2.39 or newer; tar.gz packages use system libraries, including Qt 6 and the usual libraries.

Release-Hinweise zu build-70 lesen für weitere Paketdetails.

Details zu macOS-Paketen

Anforderungen für macOS

Ausgewählter Release: build-70

Verfügbare Formate: DMG, ZIP-Archiv.

Passende macOS-Dateien anzeigen · Installation unter macOS

Release-Hinweise für macOS

  • The macOS package targets arm64 Apple Silicon and requires macOS 15 or newer. It is not notarized.

Release-Hinweise zu build-70 lesen für weitere Paketdetails.

Bekannte Einschränkungen

GPU-Kompatibilität und bekannte Probleme

Prüfe diese Spiel- und Grafikprobleme, bevor du die Grafikeinstellungen wählst. In der Diskussion findest du mögliche Umgehungslösungen und aktuelle Hinweise.

Ocarina of Time

First-launch shader stall on Linux.

Nicht angegeben

Build: build-93

AMD black textures, haze, HUD flicker, and cutscene audio remain open investigations; the release does not claim these symptoms are fixed.

Nicht angegeben

Build: build-93

Initial Linux shader-loading stall remains an open investigation; the worker-cancellation fix does not address it.

Nicht angegeben

Build: build-93

The combined AMD shader and Vulkan synchronization fixes have not been verified in affected AMD gameplay.

Zelda: Ocarina of Time

Build: build-75

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.

Star Fox

Build: build-75

On RTX 50-series GPUs, the GPU device can still be lost after a scene change.

Dokumentierte Lösung: Try NVIDIA driver 610.88.

Star Fox

Build: build-70

Gameplay is capped at about 30 fps, even though the game asks for 60.

Star Fox

Build: build-70

On RTX 50-series GPUs (5070 Ti, 5090), the GPU device can be lost shortly after a scene change.

Dokumentierte Lösung: Try NVIDIA driver 610.88.

Yoshi and the Mysterious Book (demo)

Build: build-70

Some textures are still black, and the game can crash later in play.

Kirby Air Riders

Build: build-70

Some races still stall while shaders build.

Zelda: Ocarina of Time

Build: 95

Black screen or no video output while audio works or appears to work.

Dokumentierte Lösung: A commenter reports that launching in Docked Mode with Accurate GPU loads the main menu; this is a user-reported workaround, not a confirmed fix.

Zelda: Ocarina of Time

Build: 93

Audio issues and occasional crash when launching another game without restarting after the game loads using Docked Mode and Accurate GPU.

The Legend of Zelda: Ocarina of Time

Build: 95

On build 95 on Linux with AMD RADV, the game stalls on a black screen at 0 FPS, with repeated native MME macro execution failures.

Other / not listed

Build: build 95

The game reportedly runs at 10 FPS on the menu and shows a black screen after the cutscene on Intel Arc.

Other / not listed

Build: build-93

Flashing textures when running with GPU Mode: Fast on Linux; the report says the issue does not occur with GPU Mode: Accurate.

Ocarina of Time

Build: build-94

On build 94 with GPU thread split enabled, split-front macros repeatedly fail with “instruction outside uploaded RAM,” leading to a black screen or stopped rendering.

Dokumentierte Lösung: Set EDEN_NX2_SPLIT=1 to keep macros on the back thread; both issue reporters say this avoids the macro errors, and the second reports that the game renders.

Other / not listed

Build: build 88

Translucent shaders flicker on water and garden windows.

Nicht angegeben

Build: build-93 (09b78bd); user comment also names nx2-build-93

GPU channels can wait indefinitely on a semaphore, leaving the emulator hung or Not Responding. The issue body attributes one hang to a data race that drops a `SET_REPORT_SEMAPHORE` release. A user separately reported an intermittent freeze after about 100 minutes on build 93; a second 98-minute run did not reproduce it.

Dokumentierte Lösung: The issue body gives a tested code change: replace the DMA pusher bitfields with separate boolean members, make `synced` an atomic boolean, and load it in the condition-variable predicate.

Zelda Ocarina remake

Build: BUILD 88; user reports also on build 93 and builds 94/95

Town vegetation and small clutter render at a distance but disappear when approached; a later report says flowers no longer disappear in builds 94/95, while tree leaves still do.

Nicht angegeben

Users report low FPS and frequent stuttering on their hardware; one user reports about 15 FPS.

The Legend of Zelda: Ocarina of Time

Build: nx2-build-88 (55532f2); follow-up reports nx2-build-93

User reports describe multi-second GPU-thread shader translation stalls, gameplay stuttering, and growing synchronous OnCPURead waits during long sessions.

Nicht angegeben

A user reports an instant GPU crash after the starting cutscene ends, with audio out of sync, on CachyOS with AMD graphics. The log records a Vulkan device loss.

Other / not listed

Build: 557d694581

Plants around the Castle render as dead; a commenter reports bushes render correctly at a distance.

The Legend of Zelda: Ocarina of Time

Build: nx2-build-93

User reports a crash after the intro cinematic when shader and pipeline compilation starts, with Vulkan device loss and NVIDIA driver errors.

Fire Emblem

Build: build 93 (09b78bd)

User reports that Fire Emblem: Fortune's Weave crashes on Linux with VK_ERROR_DEVICE_LOST and a GPU reset on AMD Radeon GPUs.

Other / not listed

Build: BUILD 93

User reports disappearing room textures inside the Water Temple, making walls and stairs difficult to see.

The Legend of Zelda: Ocarina of Time

Build: build-93

User reports textures not working properly, slow frame rate, and a shield glitch.

The Legend of Zelda: Ocarina of Time

Textures and surfaces flicker with Low GPU accuracy and EDEN_NX2_SPLIT=2 on Radeon RX 9070 XT; some surfaces remain white temporarily.

The Legend of Zelda: Ocarina of Time

A commenter reports being unable to load a save, with the PC hard-locking or freezing before recovering after a driver crash or timeout; same GPU, 32GB RAM, and i7 9700K.

The Legend of Zelda: Ocarina of Time

Build: build 97

A user reports bright light/haze-like artifacts, roughly 20 FPS with large variance, and desynced, stuttering audio during gameplay on an AMD RX 9070 XT.

Nicht angegeben

Build: 93

On nx2 / build 93, normal launches without EDEN_NX2_TC_LOG can keep texture debug bookkeeping enabled for the entire session, causing unnecessary per-image map operations and retaining distinct shape keys.

Other / not listed

Build: Build 93

The Fairy Fountain before meeting Saria in the Lost Woods does not render.

The Legend of Zelda: Ocarina of Time

Build: 93

Severe lighting flickering, excessively bright or visually corrupted lighting effects, performance slowdowns, audio desynchronization during cinematics, and lengthy initial shader compilation.

Nicht angegeben

Build: 93

Build 93 crashes the GPU on an AMD 7800xt, according to a user comment.

Other / not listed

Build: build-93

Rainbow-colored artifacts on mountain edges above the castle, excessive bloom in Hyrule Field, and intermittent severe FPS drops during gameplay.

Other / not listed

Build: build 93

Cannot go further than the DekuTree cutscene; a commenter reports a black screen after getting past the title screen with OpenGL.

The Legend of Zelda: Ocarina of Time

Build: build 93

In crowded scenes, the front GPU thread spends substantial time draining the back thread while the back thread waits, resulting in serialized work, about 31 FPS on average (down to about 19 FPS), and short freezes while attacking.

Ocarina of Time

Build: Build-93 MSVC 19.44.352995.0

User reports intermittent audio loss, brief frame-rate drops, an excessively bright missing sky, and a missing map.

Zelda Ocarina of Time

Build: 75

Black screen after boot; some reports say sound and the title/logo work.

Zelda Ocarina of Time

Build: nx2-build-83

On build-83, one user reports a solid-green displayed image although a screen capture shows the game rendering correctly.

The Legend of Zelda: Ocarina of Time

Build: nx2-build-93

On the Vulkan backend with an AMD RX 6750 GRE, eight compute shaders are reported rejected with VK_ERROR_OUT_OF_HOST_MEMORY; the AV1 intro video is not presented and the process later aborts with 0xc0000409.

Other / not listed

Build: 0.93

The screen has visual noise ("nieve") and lag when entering the game.

The Legend of Zelda: Ocarina of Time

User reports GPU driver timeout or device loss when gameplay starts on AMD Windows systems, including RX 7900 XTX and RX 9060 XT. Reports associate the issue with #150 pointer-binding changes, but this is an unconfirmed hypothesis.

The Legend of Zelda: Ocarina of Time

Build: build-93

On build-93, reported low FPS causes gameplay to run in slow motion; users also report heavy bloom and overexposure in bright areas and a dark-silhouette rendering of the Great Deku Tree in its intro scene.

The Legend of Zelda: Ocarina of Time

Build: Lichii-AMD 2026.11.07 (nauxph fork, f4e938f516)

On the Lichii-AMD 2026.11.07 (nauxph fork, f4e938f516), GPU Mode Fast reportedly causes recurring blackouts of the game world while the HUD remains visible; the game continues running.

Dokumentierte Lösung: Switching GPU Mode from Fast to Accurate at runtime restores the picture without restarting; the user reports Accurate avoids blackouts but causes heavy stutter.

Zelda Ocarina Of Time Remake

Build: build 93

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.

Other / not listed

Build: 3.1.1

User reports a crash at the first cutscene and emulator shutdown after compiling existing shaders on reboot.

Other / not listed

Build: 09b78bd

Much of Gerudo does not render correctly, appearing like the skybox; resetting shaders reportedly changes it to physical forms and shapes with skybox textures.

Other / not listed

Build: 75

The emulator closes while loading shaders before a game is opened; the report says it used 20GB of RAM. Reports mention Windows 11 and Linux, and AMD GPUs.

Mario Kart World

Build: Lichii nx2-build-75

On Radeon RX 580, hangs at a black screen at 0 FPS while building compute pipelines as the intro video starts.

The Legend of Zelda: Ocarina of Time

Build: Build 75

With use_disk_shader_cache = true, subsequent boots hang indefinitely at Loading Shaders 25 / 27.

Dokumentierte Lösung: Delete cache/shader/0400486024dec000 and set use_disk_shader_cache = false; the reporter says this resolves the startup freeze.

The Legend of Zelda: Ocarina of Time

Build: build 75

Black screen after the intro on AMD RX 9070 XT; the game's 1080p upscaler shader is rejected.

Dokumentierte Lösung: Comment reports that #112 fixes the shader rejection; its CI build is fix/oot-upscaler-gathers / 7459f10 (build-80), and the fix is on nx2, but not in a release yet.

The Legend of Zelda: Ocarina of Time

Build: build 75

Texture flicker with Low GPU accuracy and GPU thread split on AMD RX 9070 XT.

The Legend of Zelda: Ocarina of Time

Build: b8c812b18

A local ClangCL build of b8c812b18 stalled at max present 8 and showed no frames; a local MSVC build of the same commit stalled at max present 8 and died within a minute, unlike the reported build-75 release.

OoT

Build: build 80 (Lichii Development Build | fix/oot-upscaler-gathers-build-80)

In gameplay, the world renders almost entirely black, with only the HUD and some areas near light sources visible; some shapes appear blown out with heavy bloom.

Zelda Ocarine of time

Build: build 75

Black screen after starting a new game, with audio continuing; a commenter also reports an FFmpeg error stating there is no decoder for video/av1.

Dokumentierte Lösung: A commenter reports that using the MSVC build instead of the PGO build worked for them. Other commenters report that shared settings resolved the black screen, and one reports that switching from handheld to docked mode resolved it.

Zelda Ocarine of time

Build: build 75

Very low FPS and graphics problems, including missing textures, lighting or ambient occlusion issues, and a blown-out white image.

Star Fox

Build: 75

The emulator closes about a minute after gameplay begins on Windows 11 with an NVIDIA RTX 50 series GPU.

The Legend of Zelda: Ocarina of Time

Build: 75

User reports a black screen after the game's AV1 video streams fail to decode; FFmpeg reports no decoder for "video/av1". The game idles indefinitely on a black frame.

The Legend of Zelda: Ocarina of Time

Build: 75 (`nx2-build-75`, Linux x86_64 PGO AppImage)

On Linux with AMD/RADV, AV1 intro cutscene video renders solid green while audio and subtitles work.

Nicht angegeben

On linux-aarch64, the PGO AppImage logs `assert r > 0` during ZBIC NSO decompression and does not present a frame for the reported game. The non-PGO AppImage of the same commit has no such assertions and decompresses the same game without errors. The issue report does not identify the game by name.

The Legend of Zelda: Ocarina of Time

Build: release-binaries #75

A user reports severe shader problems with white visuals; handheld mode shows a black screen.

The Legend of Zelda: Ocarina of Time

Build: R75 PGO

A user reports a black screen past the title screen.

Fire Emblem

Build: 70

FMVs and pre-rendered videos are skipped, including the opening cut-scene.

Other / not listed

Build: build-93

Grass, vegetation, and pebbles may disappear during sword attacks; one user reports grass vanished permanently after clearing the shader cache.

Dokumentierte Lösung: A user reports that disabling "use persistent pipeline cache" fixed the issue for them.

Donkey Kong Bananza

User reports the game crashes when the loading screen appears on Windows 10 with an AMD RX 6000 series or older graphics card.

Other / not listed

Build: 93

Deku has black textures on some parts during the cinematic, with stuttering, bloom and artifacts when jumping. Dynamic FPS makes the game run too fast (about 2x speed); without it, gameplay is almost in slow motion.

Ocarina of Time Remake

Build: Build-93

User reports the emulator hangs and crashes at 11/14 shaders loaded on Linux with AMD graphics when booting the game in Build-88 or Build-93.

Mario Kart World

Build: Build 75

User reports a performance regression in Build 75 on Linux with an AMD RX 6000 series or older GPU: around 10 FPS on the title screen, barely reaching 15 FPS with constant stuttering, GPU usage at 100%, and RAM usage increasing nonstop.

Orbitals

Build: Lichii nx2 build 93 (09b78bd)

Black screen and GPU deadlock after an unsupported native QMD compute dispatch; GPU channels wait on the semaphore the QMD was supposed to release.

Nicht angegeben

Build: 75

A user reports black visuals except for the UI after starting a new game, while audio is audible.

Nicht angegeben

Build: 88

A commenter reports that the PGO build produces a black screen in both docked and handheld modes.

The Legend of Zelda: Ocarina of Time

Build: chuppatricky-amd-testbuild-v13

On Windows 11 with an AMD Radeon RX 6700 XT and AMD Software (Adrenalin) 26.10.2, Lichii closes during shader rebuilding with an access violation in amdvlk64.dll.

Mario Kart World

Build: build 93

Poor frame rates; the issue says performance is worse than on most other forks.

Zelda: Ocarina of Time

Conflicting reports of low and high frame rates on an RX 9070 XT, with one comment suggesting Windows performance may be worse than Linux.

Donkey Kong Bananza

The issue says FPS is worse than on most other forks.

Ocarina of Time

Build: 09b78bd

A black screen with title music and unresponsive controls; after waiting for shaders to load, the game worked but was extremely glitchy and laggy.

Dokumentierte Lösung: Waiting for shaders to load resolved the reported black screen, according to the user; gameplay remained unplayable.

Other / not listed

Build: Lichii nx2 build 93 (09b78bd)

The source refers to the game as OOT but does not clearly identify which listed Ocarina of Time game it is. On AMD RX 9070XT under SteamOS/Linux, loading a save reportedly led to a black screen and system crash. After trying EDEN_NX2_NO_MESH=1, rendering and shading issues remained.

Other / not listed

Build: Build 93

Walls and objects are missing/not rendered inside the Deku tree.

The Legend of Zelda: Ocarina of Time

Build: 75

User reports audio/video desynchronization on the title screen and intro; a commenter reports slow-motion live-rendered title-screen video with audio leading by approximately three seconds, worsening by the initial dream cutscene.

Donkey Kong Bananza

Build: build 93

On build 93, FPS fluctuates approximately between 20 and 60, with frequent periods around 30 and drops to 25–28 FPS in the Dragon Layer; GameSir G7 Pro rumble can be excessive, occur without an obvious trigger, or continue longer than expected.

The Legend of Zelda: Ocarina of Time

On an AMD Radeon RX 6700 XT with AMD Software (Adrenalin) 26.10.2, Lichii closes during the first shader rebuild after about 9-10 minutes; Event Viewer reports an access violation in amdvlk64.dll.

Zelda: OoT Remake

Build: build 93

Constant 4 FPS in-game on AMD Radeon RX 570 4GB.

Other / not listed

Build: build-93

A user reports a freeze about 40 seconds after boot, with texture rendering failure and overbright world brightness beforehand. A dump showed GPUBack waiting on the guest page table lock while in the texture garbage collector; the user suspects a lock cycle.

The Legend of Zelda: Ocarina of Time

Build: nx2 @ 09b78bd2df

On a GPU without VK_EXT_mesh_shader, the user reports missing scene geometry during gameplay; mesh/task draws may be skipped and logged only as "Draw skipped (no pipeline)". The cause of the reported missing geometry was not confirmed on screen.

Other / not listed

Build: Lichii nx2 build 93 (09b78bd)

A user reports sound glitches and improper rendering after booting Mario tennis.

Nicht angegeben

Build: build 92

Game remains at 20 fps with music glitches on macOS; the issue has continued since build 75, with a small regression in build 83/88.

Other / not listed

Build: Build 93

User reports a GPU and emulator crash within seconds of starting Green Hat Kid on Linux with an AMD RX 9000 series graphics card, producing VK_ERROR_DEVICE_LOST.

Dokumentierte Lösung: User reports that running with EDEN_NX2_NO_MESH=1 avoids the crash.

Zelda: Ocarina of Time

A commenter reports that an experimental compute storage write-extent analysis reduced marked GPU-written data and fence copies while preserving correct auto-exposure. It was described as code on a user's branch, not as an upstream or validated release fix.

Zelda: Ocarina of Time

Static review and a separate research comment describe read-trap bookkeeping and dirty-state issues that can leave stale GPU-written data when per-fence downloads are disabled; proposed corrections and batching remain untested or local experiments.

Donkey Kong Bananza

Build: Build-88

User reports the game is locked at 20 FPS, including menus and title screen, on Windows 11.

Yoshi and the Mysterious Book (demo)

Build: nx2-build-88

The game reaches responsive gameplay with a correctly rendered HUD, but the 3D scene is black. Graphics programs are rejected and draws are skipped.

Zelda: Ocarina of Time

Build: nx2 `27226d256`; also official `nx2-build-75`

On AMD's proprietary Windows driver, two compute pipelines can take 6 to 18 minutes to compile during the intro, leaving the game at 0 FPS while audio continues. Rejecting the shader hashes avoids the wait but causes black areas in the intro, title, and castle scenes.

Dokumentierte Lösung: Leave the game at the intro for about 20 minutes once so both pipelines finish and are cached; later boots reportedly pass the intro immediately until the driver or Lichii is updated. Alternatively, set `EDEN_NX2_REJECT_HASH=eff3ccbe1438679d,f9ea14a22394f5b1`; this avoids the wait but leaves parts of the picture black.

Ocarina of Time

Build: Lichii Development Build | nx2-build-88

User reports an unhandled Vulkan::vk::Exception and emulator crash shortly after the first cutscene when texture allocation fails with VK_ERROR_OUT_OF_DEVICE_MEMORY on an AMD Radeon RX 9060 XT 8 GB.

Zelda: Ocarina of Time

Build: build 83

The issue reporter using an AMD RX 6600 8GB on Windows 10 reports that the emulator starts loading and then remains on a black screen.

Zelda: Ocarina of Time

Commenters report rendering failures, black screens, and AMD driver crashes; one reports that audio continues while rendering is crashed.

Zelda: Ocarina of Time

Build: build-83 (PGO, Windows x86_64)

Persistent graphics pipeline cache entries are reportedly rebuilt on the GPU thread during gameplay on repeated boots, causing a visible hitch.

Zelda: Ocarina of Time

On macOS arm64 through MoltenVK, the Metal device may be lost or the GPU thread may hang at the intro-video/gameplay boundary. A commenter attributes the device loss to an attachment-less framebuffer reaching 32768×32768, above the stated Apple GPU limit of 16384.

Zelda: Ocarina of Time

Build: build-83

With GPU Mode: Accurate (High), gameplay may run in slow motion at about 30 FPS; shader compilation can cause stutter on new content.

Dokumentierte Lösung: Set GPU Mode to Fast; the commenter reports this resolved the slow gameplay for their setup.

Hyrule Warriors

Build: 80

In stages past the first one, the gameplay screen is black while the UI remains visible; pausing shows the world rendered in the background.

Kirby Air Riders

Build: release-binaries #80

The emulator force quits after being stuck on the "Loading Shaders" screen for about 2 seconds.

Other / not listed

Build: build-80

The game crashes while building shaders after the title card fades.

Other / not listed

Build: 75

Black screen during cinematic after the main menu appears; reported on Windows 11 with an AMD RX 6000 series or older GPU.

Pokémon Pokopia

Build: Build 65

User reports a black screen while loading in Build 65.

The Legend of Zelda: Ocarina of Time

Build: build-75

On Adreno 740 with Turnip, large native compute-shader pipelines can keep Vulkan pipeline-builder workers busy, consume substantial memory, and result in a black screen; some tests also reported GPU hangs or device loss.

Ocarina of Time

Build: 75

Black screen or intermittent black-screen flashes during gameplay and GDT; additional reports describe distorted docked rendering, overly bright and low-resolution handheld rendering, and intro audio ahead of video.

The Legend of Zelda: Ocarina of Time

User reports describe gameplay performance below 60 FPS on multiple systems and builds. One report also describes a black 3D screen in Handheld mode; switching to Docked allowed rendering.

Nicht angegeben

Build: 5a50f50

User reports repeated crashes around Deku Tree, followed by booting getting stuck compiling shaders; deleting the shader cache allows booting again. Another user reports the problem only with RADV.

Dokumentierte Lösung: Deleting the shader cache allows booting again, according to the user report.

Zelda: Ocarina of Time

Build: build 83 (clang 23.1.6)

User reports a segfault during gameplay on Linux with an AMD RX 9000-series GPU and RADV, when a graphics pipeline is built for an invalid fragment shader.

Nicht angegeben

Build: Build 83

While booting an unidentified "little green hat adventure game," the emulator reports an error initializing the video core, suggesting outdated GPU drivers. On OpenGL, the game launches but shows a black screen while sound works. The reporter says their RX 9070XT drivers are updated; a commenter reports the same problem with a 7000 series GPU.

Zelda: Ocarina of Time

Build: nx2-build-83

User reports audio/video desynchronization during the opening cutscene and a system freeze at the Deku Tree cutscene on Vulkan with an AMD RX 9000 series GPU. Comments report crashes on AMD GPUs, including while building shaders. One commenter reports that OpenGL GLSL stops the crashes but leaves only the UI visible.

Zelda: Ocarina of Time

On some AMD GPUs, the UI may remain visible while the 3D world is black; reports also describe AMD driver timeouts or crashes.

Mario Kart World

Build: build-83

A user reports missing textures and buggy visuals after booting, occasional startup crashes, and crashes when playing the Grand Prix race on build-83 with Intel integrated graphics on Windows 11.

The Legend of Zelda: Ocarina of Time

Build: Lichii build 75

A commenter reported stuttering, FPS drops, and overexposure after switching to Docked mode.

Ocarina of Time

A half-resolution layer drawn by pixel shader c72b6ea746c00433 causes dark blotches and translucent patches over objects in reported scenes. Users traced the issue to an occlusion-depth copy being wiped by deferred clears before the layer samples it.

Dokumentierte Lösung: A user-reported workaround is EDEN_NX2_REJECT_HASH=c72b6ea746c00433; it removes the blotches in tested scenes but removes the river's visible water surface. Another user described PR #185 as fixing the ordering issue, but did not provide a tested result for that fix.

Ocarina of Time

Build: build-80

The Deku Tree exterior cutscene can render black except for a small area around Navi; a user also reported an AMD graphics-driver crash while building graphics pipelines in that scene.

Ocarina of Time

Users reported missing grass, ferns, and broadleaf vegetation, with associated haze or overexposure in Kokiri Forest. A user reported that a local build with listed rendering commits restored grass and ferns and removed heavy haze in one location; a later comment proposed PR #204 for stale occlusion-query reads, but did not report a test result for that PR.

Ocarina of Time

Build: nx2 with extra PRs

A user reported zero-format texture assertions, Unmapped Device ReadBlock errors, and flickering terrain and subtitles; causation was not established.

The Legend of Zelda: Ocarina of Time

Build: build-75

On AMD RDNA2 GPUs, the game may freeze during shader or pipeline building, sometimes with background audio continuing. A commenter also reports black-screen or shader-building hangs with asynchronous shader compilation enabled.

Legend of Green hat boy

Build: 83

The emulator crashes after 5 to 10 minutes of gameplay on Linux with an AMD RX 9000 series GPU.

The Legend of Zelda: Ocarina of Time

Build: build-75

On build-75, user reports over-bright bloom/glow, overly dense fog, incorrect lighting, and some textures decoded as garbage; logs include macro-parameter assertions and an unknown texture format 100.

Donkey Kong Bananza

Build: 70 and 75

On Windows builds 70 and 75, terrain/world renders solid white while the HUD and characters still render. On build 75, EDEN_NX2_RESETFIX=0 changes the ground to black with no texture or lighting.

Other / not listed

Build: 75

Black screen after the first cutscene in handheld mode and VHS-like visual filter in docked mode.

Other / not listed

Build: build 75

Boots to a black screen with audio on macOS.

Dokumentierte Lösung: Clear the cache and launch again.

Other / not listed

Build: build-75

User reports a black background at the title screen and a black screen after starting a new game, with sound still audible.

The Legend of Zelda: Ocarina of Time

Build: Lichii Development Build — nx2-build-75

The 3D gameplay scene is black while HUD elements remain visible; menus and item preview can render correctly.

Dokumentierte Beispiele

Leistungsbeispiele aus der Praxis

Vergleiche echte Spielsitzungen mit deiner Konfiguration. Jeder FPS-Wert gilt für das in der jeweiligen Zeile genannte Spiel, den Build, die Hardware und den Treiber.

Gespeicherte Leistungsbeispiele für Lichii
SpielBuildGPU / CPUTreiberFPSStatusQuelle
Other / not listed build-93 Nicht angegeben / AMD Ryzen 7 4800H with Radeon Graphics Nicht angegeben 0–15 runs with issues
Zelda: OoT Remake build-93 AMD Radeon RX 570 4GB / Intel Core i5-8500 Latest Adrenalin Drivers 4–4 runs with issues
Donkey Kong Bananza build-93 NVIDIA RTX 50 series / Nicht angegeben Nicht angegeben 20–60 runs with issues
The Legend of Zelda: Ocarina of Time build-93 AMD Radeon RX 6900 XT / AMD Ryzen 9 5900X Nicht angegeben 24–30 runs with issues
The Legend of Zelda: Ocarina of Time build-93 RX 5700 (RDNA1) / Nicht angegeben AMD proprietary 2.0.353 10–24 runs with issues
The Legend of Zelda: Ocarina of Time build-93 RX 7900XT / Ryzen 7 5700X3D All drivers with their latest updates 25–55 runs with issues
The Legend of Zelda: Ocarina of Time build-93 RX 9070 XT / Ryzen 7 9800X3D AMD Software 26.10.1 14–37 runs with issues
The Legend of Zelda: Ocarina of Time build-93 RTX 3060 Ti / Intel Core i7-12700 621.14 19–31 runs with issues
Other / not listed build-93 AMD RX 9000 series / Nicht angegeben Nicht angegeben 0–40 runs with issues
Other / not listed build-88 Other / Nicht angegeben Nicht angegeben 20–20 unknown
Donkey Kong Bananza build-88 RTX 4070 / i7 13700k Nicht angegeben 20–20 unknown
The Legend of Zelda: Ocarina of Time build-83 RTX 5090 / Ryzen 7 9800X3D 617.42 34.04–46.28 runs with issues
Zelda: Ocarina of Time build-83 RTX 4070 SUPER 12 GB / i5-14600KF 621.14 30–30 runs with issues
Mario Kart World build-75 AMD RX 6000 series or older / Nicht angegeben Nicht angegeben 10–15 runs with issues
The Legend of Zelda: Ocarina of Time build-75 NVIDIA RTX 3050 Laptop / AMD Ryzen 7 5800H 591.74 30–30 runs with issues
The Legend of Zelda: Ocarina of Time build-75 NVIDIA GeForce RTX 5080 (16 GB) / Intel Core Ultra 7 270K Plus (24 threads) 621.14 28–29 runs with issues
The Legend of Zelda: Ocarina of Time build-75 RX 5700 / Nicht angegeben amdvlk 32.0.21045.16010 32–32 runs with issues
Other / not listed build-75 Other / Nicht angegeben Nicht angegeben 20–20 runs with issues
The Legend of Zelda: Ocarina of Time build-75 AMD Radeon RX 7900 XTX / Nicht angegeben AMD proprietary driver 2.0.416 12–12 runs with issues
Donkey Kong Bananza build-75 NVIDIA GeForce RTX 4060 Laptop, 8 GB / Intel Core i7-13650HX 32.0.16.2101 20–20 runs with issues
Star Fox build-75 Nicht angegeben / Nicht angegeben Nicht angegeben 60–60 runs with issues
Zelda: Ocarina of Time build-75 RTX 3080 / Ryzen 5900X Nicht angegeben 12–22 runs with issues
Donkey Kong Bananza build-70 NVIDIA GeForce RTX 4060 Laptop, 8 GB / Intel Core i7-13650HX 32.0.16.2101 20–20 runs with issues
Star Fox build-70 Nicht angegeben / Nicht angegeben Nicht angegeben ?–30 runs with issues
Mario Kart World build-70 Nicht angegeben / M4 Pro Nicht angegeben 30–38 playable
Donkey Kong Bananza build-65 NVIDIA GeForce RTX 4060 Laptop, 8 GB / Intel Core i7-13650HX 32.0.16.2101 10–30 playable
Donkey Kong Bananza build 70 (286117c) AMD RX 6000 series or older / Nicht angegeben Nicht angegeben 57–57 runs with issues
Ocarina of Time 62ba83427e Radeon 8060S / Ryzen AI MAX+ 395 RADV 31–37 runs with issues
Ocarina of Time 3724db9a5c RTX 4070 / i9-12400F Nicht angegeben 16–16 playable
Ocarina of Time 99ac3d595 plus listed cherry-picked commits RTX 5070 Ti / Nicht angegeben Nicht angegeben 38–38 playable
The Legend of Zelda: Ocarina of Time build 83 (MSVC) NVIDIA GeForce GTX 1070 / Intel Core i7-7700 Nicht angegeben 18–18 runs with issues
The Legend of Zelda: Ocarina of Time Nicht angegeben RTX 5090 / Ryzen 9800X3D Nicht angegeben 53.66–53.66 runs with issues
Zelda Ocarina of Time nx2-build-83 Radeon RX 6800 / Nicht angegeben AMD 2.0.353 (AMDVLK 9.2.10.353) 43–47 runs with issues
Zelda Ocarina of Time Lichii build-75 (nx2-build-75) RTX 5080 / Nicht angegeben 621.14 60–60 not booting
The Legend of Zelda: Ocarina of Time Nicht angegeben RX 6650 XT / i5-10400F 2.0.353 22–27 playable
The Legend of Zelda: Ocarina of Time Nicht angegeben RTX 4070 SUPER / Nicht angegeben 615.78.08 59.3–60 playable
Zelda: Ocarina of Time Nicht angegeben RTX 3080 Ti / i9-12900K 615.78 46–47.8 unknown
Fast Fusion release-binaries #80 NVIDIA RTX 50 series / Nicht angegeben Nicht angegeben 23–24 unknown
Zelda: Ocarina of Time Nicht angegeben AMD Radeon RX 6600 XT 8 GB / Ryzen 5 5600X AMD proprietary driver 2.0.353 (`amdvlk64.dll` 32.0.21045.16010) 25–33 runs with issues
Zelda: Ocarina of Time Nicht angegeben RX 6650 XT (RDNA2) / i5-10400F AMD proprietary driver 2.0.353 (`amdvlk64.dll` 32.0.21045.16010) 25–27 runs with issues
Legend of Zelda Ocarine of Time (remake) Lichii build 83 (MSVC) NVIDIA GeForce GTX 1070 / Intel Core i7-7700 Nicht angegeben 18–18 runs with issues
Zelda: Ocarina of Time nx2 `5a50f50e0b` (official PGO artifact of build-80 and local non-PGO build of nx2-latest) AMD RX 9070 XT (RDNA4, 16 GB) / Ryzen 7 5800X3D (8C/16T), 32 GB RAM Mesa 26.x RADV 28–35 runs with issues
Zelda: Ocarina of Time Nicht angegeben RTX 5090 / Nicht angegeben Nicht angegeben 40–60 playable
Zelda: Ocarina of Time Nicht angegeben Nicht angegeben / Apple M6 (arm64) MoltenVK 1.4.1 (bundled `v1.4.1-ryujinx`) 12–14 runs with issues
Zelda: Ocarina of Time nx2-build-83 AMD RX 9000 series / Nicht angegeben Nicht angegeben 41–41 runs with issues
Yoshi and the Mysterious Book (demo) nx2-build-88 AMD BC-250 (Oberon APU) — RADV GFX1013 / Nicht angegeben radv 26.2.4, Vulkan 1.4.354 37–37 runs with issues
Zelda: Ocarina of Time Nicht angegeben RX 9070 XT / Nicht angegeben Nicht angegeben 10–60 runs with issues
Zelda: Ocarina of Time Nicht angegeben intel arc b580 / Nicht angegeben Nicht angegeben 10–10 unknown
The Legend of Zelda: Ocarina of Time Lichii-AMD 2026.11.07 (nauxph fork, f4e938f516) RX 9070 XT / Ryzen 7 9800X3D AMD Software 26.10.1 50–80 runs with issues
Ocarina of Time Build-93 MSVC 19.44.352995.0 RX 9060XT 16GB / Ryzen 7 5700X Nicht angegeben 1–30 runs with issues
The Legend of Zelda: Ocarina of Time build 97 AMD RX 9000 series / Nicht angegeben proprietary driver 2.0.416, Vulkan 20–20 runs with issues
The Legend of Zelda: Ocarina of Time 95 AMD Radeon RX 7900 XTX (RADV) / Intel Core i7-11700K Nicht angegeben 0–0 not booting

Fragen zu den Anforderungen

Häufige Fragen zu den Systemanforderungen

Wie viel RAM oder welche CPU brauche ich?

Die Anforderungen an CPU und RAM hängen vom Spiel ab. Prüfe zuerst die Anforderungen des Builds und suche dann nach Berichten zu ähnlicher Hardware.

Wie vergleiche ich meinen Rechner mit einem FPS-Beispiel?

Suche die ähnlichste Kombination aus GPU und CPU und prüfe dann den Treiber und die Spieleinstellungen im verlinkten Bericht. Eine schnellere GPU allein liefert womöglich nicht dasselbe Ergebnis.

Warum verschwindet ein Paket, wenn ich DLSS voraussetze?

Der Filter zeigt nur Dateien, deren Paketdetails DLSS-Unterstützung ausweisen. Wähle „Keine Präferenz“, um die übrigen verfügbaren Dateien zu sehen.

Was ist, wenn meine GPU nicht aufgeführt ist?

Wähle „Unbekannt / nicht aufgeführt“, lass DLSS auf „Keine Präferenz“ und sieh dir die Pakethinweise und Spielberichte für deine Konfiguration an.

Wo finde ich die Anforderungen eines älteren Builds?

Öffne seinen Eintrag im Release-Verlaufund folge dem passenden Link zum Download oder zu den Systemanforderungen. Ältere Builds behalten ihre eigenen Release-Hinweise.