build-83
lichii-linux-aarch64-pgo.AppImage
- System
- linux
- Architektur
- arm64
- Build-Typ
- pgo
- Paket
- AppImage
- DLSS
- Nicht angegeben
Keine weiteren Pakethinweise.
Den passenden Einstieg finden
Finde ein Lichii-Paket für deinen Rechner, prüfe seine Voraussetzungen und lies, welche Erfahrungen andere Spieler mit ähnlicher Hardware gemacht haben.
Unterstützte Systeme
Hinweise zu plattformspezifischen Abhängigkeiten findest du unten für Windows, Linux oder macOS. Die Compiler-Bezeichnungen erklärt der Abschnitt „PGO, MSVC und Standard im Vergleich“.
Manuell auswählen
Gib deine Systemdaten ein, um ein passendes Paket zum Ausprobieren zu finden.
Dateien aus build-83. 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.
Keine veröffentlichte Datei entspricht allen Filtern. Bei „Erforderlich“ erscheinen nur Dateien, für die DLSS-Unterstützung angegeben ist.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
build-83
Keine weiteren Pakethinweise.
Details zu Windows-Paketen
Ausgewählter Release: build-83
Verfügbare Formate: ZIP-Archiv.
Passende Windows-Dateien anzeigen · Installation unter Windows
Release-Hinweise zu build-83 lesen für weitere Paketdetails.
Details zu Linux-Paketen
Ausgewählter Release: build-83
Verfügbare Formate: AppImage, tar.gz-Archiv.
Passende Linux-Dateien anzeigen · Installation unter Linux
Release-Hinweise zu build-83 lesen für weitere Paketdetails.
Details zu macOS-Paketen
Ausgewählter Release: build-83
Verfügbare Formate: DMG, ZIP-Archiv.
Passende macOS-Dateien anzeigen · Installation unter macOS
Release-Hinweise zu build-83 lesen für weitere Paketdetails.
Bekannte Einschränkungen
Prüfe diese Spiel- und Grafikprobleme, bevor du die Grafikeinstellungen wählst. In der Diskussion findest du mögliche Umgehungslösungen und aktuelle Hinweise.
Build: build-117
Characters look too dark, there is a green tint, and FPS is lower than in earlier builds.
Build: build-116
AMD Radeon RX 6000 series and older on Windows crash while building shaders after boot. The release says this is fixed in build 117; RX 7000/9000 and NVIDIA are not affected.
Dokumentierte Lösung: Update to build 117.
Build: build-116
Characters look too dark, there is a green tint, and FPS is lower than in earlier builds. The issue is being investigated.
First-launch shader stall on Linux.
Build: build-93
AMD black textures, haze, HUD flicker, and cutscene audio remain open investigations; the release does not claim these symptoms are fixed.
Build: build-93
Initial Linux shader-loading stall remains an open investigation; the worker-cancellation fix does not address it.
Build: build-93
The combined AMD shader and Vulkan synchronization fixes have not been verified in affected AMD gameplay.
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.
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.
Build: build-70
Gameplay is capped at about 30 fps, even though the game asks for 60.
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.
Build: build-70
Some textures are still black, and the game can crash later in play.
Build: build-70
Some races still stall while shaders build.
Build: 116 and 117
The experimental NVIDIA DLSS replacement option is absent from Graphics settings on the Linux build, instead of appearing below RCAS Sharpness as it does in the Windows build.
Build: 117
Shaders are repeatedly rebuilt when revisiting areas, causing persistent stuttering.
Build: 117
On build 117, users report severe stuttering and low or variable FPS while shaders are building; comments also describe shader rebuilding when revisiting areas.
Build: 117
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.
Dokumentierte Lösung: Delete the shader cache and let it rebuild.
Build: Fritchii v4 (fork of Lichii), commit 18c6280
A user reports approximately 23–25 FPS in Kokiri Forest on Fritchii v4, with CPU and GPU not saturated.
Build: 4.1
Gameplay graphics remain black while UI and button prompts work; the cutscene and opening title display correctly.
Foliage, leaves, walls, doors, and other geometry can be missing on GPUs without VK_EXT_mesh_shader because task/mesh shader draws are skipped.
A draft compute-based task/mesh shader fallback rendered some foliage on GTX 1070 but produced flickering geometry and still missed canopies, grass, and house walls.
On Linux with NVIDIA GPUs, gameplay can lead to a GPU hang after roughly five minutes. Reports include Xid 109 CTX SWITCH TIMEOUT or a GPU stuck at 100% utilization without an Xid.
Build: nx2-build-93 and nx2-build-95; Fritchii v4.1 (hotfix/v4.1-f6d42b8715)
On the reported NVIDIA systems using driver 581.29, the game crashes with Vulkan device loss during shader and pipeline compilation after the intro cinematic; reports include repeated Unmapped Device ReadBlock errors and Windows nvlddmkm Event ID 153.
Dokumentierte Lösung: One user reports that updating to the official NVIDIA Game Ready 621.14 driver and rebooting resolved the issue on their system. Another comment says it started working after installing the latest Nvidia driver.
Build: build-117
Day-only garbage graphics in the Bombchu Bowling Alley: stones and ovens flash pink, yellow, red, or black, and the sign displays garbage, noise, and fragments of another image. It looks correct at night after leaving and returning, and was still present in build-117.
Build: nx2 a7a28175 + #292, local MSVC build
After outdoor play, the sky becomes flat yellow-white and water shimmers green until reboot, due to NaNs spreading through bloom. The report says the NaNs probably originate from fog/foliage probe reads beyond the 64 MiB graphics table-pointer cap.
Dokumentierte Lösung: Use NaN-safe min/max/clamp handling and fix table-pointer reads beyond the old 64 MiB cap; the reporter confirmed normal visuals after both fixes.
Build: 117
On macOS/MoltenVK with an Apple M1, the Switch 2 NSO version boots and plays audio but presents a black image from startup, with approximately 1 FPS and occasional red/green block artifacts.
Build: nx2-build-83, nx2-build-88, nx2-build-93, nx2-build-95, nx2-build-117
On AMD GPUs, Ocarina of Time's compute shaders can fail compilation with VK_ERROR_OUT_OF_HOST_MEMORY or cause the AMD driver to crash. The issue report describes missing intro video and an eventual process crash; a later user reports an access violation inside amdvlk64.dll.
Rejecting shader hashes before translation skips their dispatches and can result in missing output or a black screen; a user reports the environment switch did not affect the tested Vulkan compute-pipeline path.
Dokumentierte Lösung: For testing shader rejection, keep the disk shader cache off or delete it before each run; the maintainer says cached shaders are loaded without checking the rejection list.
Performance slows in crowded or busy areas, with front/back GPU-thread synchronization drains and waits; short freezes while attacking are also reported.
Shader compilation can cause freezes of about 3 seconds with each step, according to a user report.
On integrated AMD graphics, device-memory thresholds can keep the texture cache collector in aggressive mode even though deleting all images cannot reduce total usage below the threshold. This causes extensive image churn and GPU waits during gameplay.
Build: 95 Non-PGO
On Build 95 Non-PGO in Linux AMD RADV, the game remains black-screened while intro audio plays, even after shader compilation. The symptom persisted across the reported Wayland/XWayland and environment-variable tests, and after removing Vulkan Pipeline Cache and Cache Storage.
Build: 117
Build 117 renders again, but the user reports substantial FPS and frametime variability, including drops to 19 FPS.
Build: Lichi build 95
Severe performance, around 8 FPS (approximately 123 ms frame time), on macOS with Apple M5 using Vulkan / MoltenVK at 1x resolution; the report also says MoltenVK fallback warnings occur. A commenter reports the same issue on Mac M4.
Build: nx2-build-117
A user reports that DLSS replacement does not detect the game's DLSS evaluation in Fire Emblem: Fortune's Weave: no Game DLSS network or NVIDIA DLSS (Streamline) line appears, while guest tensor operations run on cooperative matrices and GPU usage is high.
Build: Lichii build-117
Full-screen 2560x1440, 60 fps VP9 transition movies play at about 0.36–0.5x speed with choppy audio; the gameplay audio recovers after the movie. This was reported for Switch 2 titles generally, with no specific game identified.
Build: 117
Building mesh shaders can cause a hard crash on AMD 7000 series and some other AMD cards; on Linux this may freeze the system, while on Windows it crashes the emulator.
Dokumentierte Lösung: A commenter reports that setting EDEN_NX2_FORCE_MESH_FALLBACK = "1" allowed loading a save without a crash by using the compute fallback. Another commenter confirmed the setting worked and said they entered the game.
Build: build 117
On build 117, the game shows a black screen while background music plays and does not load, reported with an AMD RX 6000 series or older GPU on Windows 11.
AMD GPU users report Vulkan VK_ERROR_DEVICE_LOST crashes around the intro-to-gameplay transition or while loading a save. Reports include RX 7800 XT, RX 9070 XT, and RX 6900 XT systems; the issue is not universal across all reports or tested builds.
Some users report crashes or black screens after trying the EDEN_NX2_NO_MESH=1 workaround; results vary by GPU, operating system, and build.
Build: 117
An open report says build 117 crashes while loading into Castle Town, with graphics artifacts on Hyrule Field and occasional continued CPU and GPU activity after the client is closed. Reporter lists AMD RX 6000 series or older, Windows 11, AMD Ryzen 5 5500, and AMD RX5700 (8GB).
Build: Build 117
Water Temple walls have missing textures and appear invisible; a commenter confirmed that the reported ROM dump was missing data.
Dokumentierte Lösung: Use a clean game dump; one user reported that this resolved the issue.
A commenter reports white flashes or missing textures on Windows 11 with some RTX and AMD graphics cards, and another reports missing textures in the Deku Tree after loading a save.
Build: 95
Stutters or freezes and drops to 15 or fewer FPS while shaders are building.
First-visit shader stutter.
Build: Lichii build 88 (Linux AppImage)
Hard lag or freezes when shaders are being built, mostly on first visits to areas, as reported by the issue author.
Build: 117
In build 117, the reporter experienced pervasive shader stutter and repeated shader rewriting, instability and choppiness, and broken frame generation. A commenter separately reports freezes when entering new areas.
Build: Build 117
In Build 117, pre-rendered cutscenes reportedly run at 28 FPS in slow motion and fall out of sync with audio, while gameplay is unaffected.
Build: build 117
On Linux using a Steam Deck, the reporter describes a main-menu performance regression in build 117, from 60 FPS with some drops on the prior legacy build to 10 FPS, with audio out of sync. The non-PGO version reportedly had the same problem.
Shader stutter and multi-second freezes while shaders are being built, including during first visits.
Dokumentierte Lösung: A commenter reports the stutter was resolved for them on a fork built with PR #579 by running the one-time shader warm-up from the game files; it took about 23 minutes on their CPU.
Build: build-93
On build 93 with RX 9070 XT, gameplay is slow-motion at reported frame rates, with heavy bloom and overexposure in bright areas and the Great Deku Tree rendered as a dark silhouette in its intro scene.
Build: build-95 (the release tagged `build-94`)
On RX 5700 (RDNA1), Kokiri Forest performance is reported at 14–15 FPS, compared with 22–24 FPS indoors; build 95 is reported to have the same outdoor performance as build 93.
Build: Lichii-AMD 2026.11.07 (nauxph fork, f4e938f516)
On Lichii-AMD 2026.11.07 with RX 9070 XT using GPU Mode Fast, repeated rolling and jumping triggered black game frames while the HUD remained visible; the game continued running. Blackouts recurred in Kokiri Forest and were not accompanied by log output during the reported black periods.
Dokumentierte Lösung: Switching GPU Mode from Fast to Accurate at runtime restored the picture without restarting; the commenter reports stutter afterward. Accurate mode was also reported to avoid blackouts but cause heavy stutter.
Build: local clang-cl Release build of nx2 at 91d1aada6 (not PGO)
With an older configuration retaining GPU accuracy High, GPU thread splitting did not start, leaving work on one GPU thread. The commenter also reports long hitches while native pipelines were built, even with async shaders on.
Build: build-117 (PGO)
On RX 9070 XT with extracted base-game version 1.0.0, the commenter reports blackouts and a Native compute shader rejected (per-tap gather) log error. They report no blackouts or such error during about 70 minutes of play using version 2.0.0 from a .nup on build 117 PGO.
Build: BUILD 93
A user reports that room textures disappear inside the Water Temple. A commenter says a damaged game-data texture file may prevent its model from being built.
Dokumentierte Lösung: A commenter describes a workaround in PR #267 that serves the damaged file from a sibling file, but does not confirm that it fixes the Water Temple issue.
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.
Build: Lichii Development Build | nx2-build-88; Lichii Development Build | nx2-build-117 (89440b2)
Crashes during play with VK_ERROR_OUT_OF_DEVICE_MEMORY on 8 GB AMD GPUs; reports describe unhandled Vulkan exceptions.
Build: Frizti v3
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.
Build: c0a03141a4-nx2
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.
Build: build 95
A user reports performance of up to 6 FPS and a crash at Kokiri Tree after removing the pipeline cache.
Build: nx2-build-117
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.
Build: build 117
Frequent freezing is reported while running at about 30 FPS on Windows 10 with build 117.
Build: latest
The user reports very low FPS and rendering artifacts when running on an Intel Arc GPU under Windows 11 with Vulkan.
Build: build-75
On an AYN Thor with Adreno 740 and Turnip, large native compute shaders cause pipeline compilation to consume substantial memory and pin Vulkan pipeline-builder threads; reports include black output, GPU device loss, or out-of-memory termination.
Build: build-88 and build-94
On ARM hosts using NCE, the built-in Dynamic FPS by Dark and Max Resolution patches together were reported to trigger an early SIGILL on builds 88 and 94.
Dokumentierte Lösung: Disable both Dynamic FPS by Dark (built-in) and Max Resolution (built-in) in the game's Add-Ons.
Build: Lichii nx2 ~95
Long shader and pipeline hitches while exploring; the user also reports texture flashes or freezes when new pipelines compile.
Build: 117
Missing textures were reported on build 95; stuttering and long loading times were reported on build 117.
Build: build-117
On build-117, the user reports nonstop freezes or frame drops during gameplay. They report occasional hangs on older builds.
Build: Build 117 PGO
A system-wide GPU error and crash after playing for a few minutes, reported with AMD RX 6000 series or older on Linux in Build 117 PGO.
Build: Lichii Build 95
On Build 95, the user reports sound from the intro but no video and 0 FPS on Linux.
A commenter reports a loading-screen issue that they bypassed using specific memory layout, VRAM, and ASTC recompression settings, with reduced visual quality.
Build: Build 95
Build 95 hangs on a black screen at the intro video on reported Linux/NVIDIA systems, with GPU macro failures and semaphore waits; build 93 works in the reports.
Build: Build 116
A user reports that the shader cache from Build 95 is not compatible with Build 116 and asks whether it can be reused without recompiling more than 30,000 shaders.
Build: nx2-build-88 (55532f2)
A user reports heavy stutter when re-entering areas after graphics pipelines are evicted and rebuilt. The report attributes eviction to pipelines being unused for 9000 frames.
Build: nx2-build-117
A user reports frequent shader-building notifications and stutter, including when revisiting areas, on nx2-build-117. Their single capture showed substantial runtime pipeline creation but no eviction entries; persistence after a second launch is undetermined.
Build: build 88; builds 93, 94, and 95; nx2-588bfa611b; 9fc1a705b5-pr569
On Linux RADV systems, user reports describe GPU resets or device loss during mesh draws, sometimes with an illegal opcode in the command stream. EDEN_NX2_NO_MESH=1 avoided resets in several tests but caused missing terrain, plants, or other geometry.
Dokumentierte Lösung: Users reported that EDEN_NX2_NO_MESH=1 avoided resets, with missing geometry. Tests of PR #569 reported that EDEN_NX2_FORCE_MESH_FALLBACK=1 avoided resets on Navi 23 and Navi 31 and restored geometry; these are user reports, not maintainer-confirmed fixes.
Build: build 88
A user report says stock build 88 reset the GPU about 25 seconds after launch on Linux RADV.
Build: nx2-build-95 (222877d)
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines not used for 9000 frames are evicted, leading to runtime rebuilds and stutter when entering a new area.
Build: build 116 (PGO); build 117 reported to have the same behaviour
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines are evicted after 9000 frames, causing runtime builds, long held draws, and a reported freeze.
Build: nx2-build-83
Issue reports describe audio desynchronization and crashes or full-system freezes during early cutscenes on AMD graphics cards.
Build: 116
In build 116, a user reports frame generation rapidly switching between idle and auto flowstate, lower frame rates, stuttering, and the texture cache being overwritten. A commenter also reports white flashes on Windows 11.
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.
Dokumentierte Lösung: The source reports that EDEN_NX2_NO_COOP_MATRIX=1 avoids the crash. A later comment states that merged PR #657 fixes it.
Build: 116
A user reports that ground foliage, including 3D grass planes and flowers, is missing in build 116 on Linux with an NVIDIA RTX 30 series or older. They also report that frame generation is broken, with flow state switching between idle and auto.
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.
Dokumentierte Lösung: 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.
Build: build-88
Cutscenes play in slow motion, lagging behind audio; the report describes them as locked to 49fps with 99% GPU usage.
Build: build-95
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.
Build: build 95
Black screen when starting in build 95 on Linux; a commenter reports black screen with music. The commenter says build 93 loads normally on their system.
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.
Dokumentierte Lösung: 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.
Build: build 115
Graphics fail to load in the Water Temple; a commenter describes the area as unplayable.
Dokumentierte Lösung: A commenter reports resolving the issue by using a NUP containing the missing texture files, described as 23.8 GB rather than 23.3 GB.
Build: Build-93
Many Water Temple rooms are invisible, with transparent walls. A comment attributes this to a damaged texture file in the game dump; another user reports the issue was resolved by making a fresh dump with a NUP with a higher file size.
Build: build-83, build-88
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.
Dokumentierte Lösung: 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.
Build: build-93
On AMD RADV Mesa 26.2.4, task/mesh shader use can hang the GPU and cause device loss during 3D gameplay.
Dokumentierte Lösung: The reporter found that updating to Mesa RADV 26.2.6 avoided the hang on the same GPU with the same build. If using a distrobox in gamescope gaming mode, the reporter says to install the gamescope package in the container so its Vulkan WSI layer is present.
Build: build-95 (`nx2-build-95`)
On build-95, the user reports draws held while unbuilt pipelines are being built, causing multi-second stalls, even with async shaders enabled.
Build: build-95 (`nx2-build-95`)
The user reports that a fresh build-95 config starts with slow defaults, including High GPU accuracy, asynchronous shaders off, async presentation off, Handheld mode, 4 GB memory layout, and CPU NVDEC; the game ran at 10–15 fps with stalls up to 8.9 s and blurry/pixelated Handheld resolution.
Dokumentierte Lösung: The user reports that writing the six listed settings before launch helped: gpu_accuracy=0, use_asynchronous_shaders=true, async_presentation=true, nvdec_emulation=2, memory_layout_mode=2, and use_docked_mode=1; set each key's \default= line to false as well.
Build: nx2-build-95
User reports a black-screen stall after the first AV1 frame with async GPU emulation enabled on AMD Radeon RX 6800 XT; with async GPU emulation disabled, the game later froze during gameplay.
Build: Build 88, 93, and 95
Users report failure to start, black screens with 0 FPS, or emulator crashes in builds 88–95, including a build-95 Linux report with an unhandled SIGSEGV and null-pointer dereference. The comments caution that the reports may have different causes.
Build: build 92
The user reports performance remaining at 20 FPS with music glitches on macOS.
Build: build 95
A user reports a black screen and around 2 FPS on macOS with build 95 on an Apple M1 Pro; shader compilation eventually finishes, but no title screen or gameplay is visible.
Build: Lichii build-95
With skip_cpu_inner_invalidation enabled, some titles show pre-rendered movies as a black screen while audio and subtitles continue. The report attributes this to stale texture-cache data for decoded video planes uploaded by software DMA.
Dokumentierte Lösung: The reporter tested keeping texture-cache invalidation for accumulated ranges while continuing to skip buffer, query, and pipeline invalidation; the movie rendered correctly. The comments do not confirm that this change was merged.
Build: Build 95 (222877d); also reported on current main
On NVIDIA with Vulkan, a full-screen post-process compute using TLD4.F16 with mask 3 and one packed destination can fail native lowering, leaving the 3D scene black while UI, subtitles, audio, and the pause-menu background remain visible. The log reports “Native QMD failed: native shader dispatch required” every frame.
Dokumentierte Lösung: The issue report describes a tested code change that accepts fewer than four taps and emits only the existing pairs. A local build rendered the affected scene correctly at 30 FPS and the log error disappeared. This was not tested on other titles using four-tap TLD4.F16.
Build: build-93 (09b78bd)
In build-93 with GPU Accuracy set to Accurate, the emulator can hang randomly during loading or play when Channel 2 waits forever on a puller semaphore acquire. The issue attributes this to a data race on DmaPusher bitfields that can prevent a SET_REPORT_SEMAPHORE release from taking effect. A comment separately reports a similar semaphore hang affecting Channels 2 and 3 after about 100 minutes in a Switch 2 title.
Dokumentierte Lösung: The issue reports that separating the bitfields and making synced an atomic bool prevents the hang in testing with NVIDIA and Vulkan. A comment says the proposed change builds and passes the test suite but that the commenter could not reproduce the hang.
Build: BUILD 88; build 93; builds 94/95
Town vegetation and small clutter render at a distance but disappear when approached; reports also mention tree leaves vanishing up close and changing shadows.
Build: build 88
Translucent shaders, including water and garden windows, flicker.
Dokumentierte Lösung: A comment reports that PR #354 fixes the issue.
Build: build-95(or 94 whatever)
User reports pixelated, blurry graphics and somewhat slow FPS on integrated AMD graphics in Windows 11.
Build: 95
The user reports shader-cache compilation problems, stuttering, Hyrule Field visual bugs and frame-rate instability, and occasional cinematic cutscene audio bugs. A commenter reports that the shader pipeline cache does not persist across runs and that cutscene music is missing or mismatched.
Build: build-75
On an AMD RX 6750 XT, the emulator freezes at “Building 9 shaders” after launching; background audio continues and the game does not progress.
On an RX 6650 XT setup, asynchronous shader compilation on was associated with a black screen or a freeze while building shaders; asynchronous shader compilation off allowed the game to load and play on that setup.
Build: build 95
A commenter reports a freeze with background music on an AMD Ryzen 5 5500U with Radeon Graphics, regardless of the asynchronous shader compilation toggle.
An Intel arc gpu "B580" user reports 10 fps and artifacts on the top half of the screen.
Build: Lichii nx2 build 83
Reports describe audio/video desynchronization, audio stutter, hangs or stalls, low frame rates, and an in-game freeze.
Build: build-95
The stone tablet does not render in the Lost Woods to Zora River area, although grass particles render on it.
Build: build 95
Freezes while building shaders and does not start; the start menu theme sometimes starts and stops after about 10 seconds.
Build: nx2 @ 27226d2 plus two measurement-only commits
Skipping or batching Preflushable buffer downloads can cause the scene to be overexposed because guest reads may occur before downloaded GPU-written data is available. The issue also reports potentially stale exposure data with the no-preflush experiment.
A commenter reports that the per-fence download cost remains and describes an unmerged pull request that limits GPU-written marking to shader store extents.
Build: build-78
Audio plays from a different point in the game than the picture, including audio leading video in intro and other scenes. A bot comment says pull request #251 targets slow AV1 intro movies by skipping late frames, but it is not merged.
Build: Lichii nx2 build 95 (222877d)
On AMD Radeon RX 9070 XT with Vulkan, the daytime sky and distant scenery can appear white or washed out, and distant terrain and water can appear black at night.
Build: Build 94
On AMD, the sky appears white and fog or distant scenery is overbright. A bot comment attributes this to far-field light probe reads being cut off at 64 MiB and shader NaN handling.
Build: Lichii nx2 build 95 (222877d)
White sky in Hyrule, reported with an AMD RX 9000 series GPU.
Build: Lichii nx2 build 93 (09b78bd)
Black-screen hang after an unsupported native QMD release format leaves both GPU channels waiting on a semaphore.
Build: nx2 55532f2d81 (build-88)
On an AMD RX 7900 XTX, the distant Kokiri Forest canopy renders neon green and cyan.
Dokumentierte Lösung: #292 reportedly fixes the green; a commenter says #354 addresses the root cause. Another comment says a related fix was merged in PR #351 and was not in a published release at the time of the comment.
On AMD Radeon RX 9070 XT with driver 2.0.416, a dotted cyan/magenta line appeared along mountain and sky silhouettes in Hyrule Field.
Dokumentierte Lösung: Zero the color write mask of render targets the fragment shader does not store; the issue comment says this fix landed in build 95.
Build: build 83
On Linux with AMD RX 9000-series graphics using RADV, an invalid SPIR-V fragment shader can cause a segfault during Vulkan graphics-pipeline construction during gameplay.
Dokumentierte Lösung: Fixed in build 93 and later releases.
Build: Affected builds include `nx2-build-75`; the compute-shader change is stated to be in build 93 and later.
On AMD's proprietary Windows Vulkan driver, the intro could freeze while two compute shaders were optimized, taking 6–18 minutes; long graphics-pipeline builds can also cause substantial in-game stalls.
Dokumentierte Lösung: Build 93 and later build the two identified compute shaders without driver optimization on AMD's proprietary Vulkan driver. The source says long graphics-pipeline builds are a separate matter and are not covered.
On earlier builds, small details such as leaves, pebbles, and grass flickered or appeared black with Low GPU accuracy and the split GPU thread enabled.
Dokumentierte Lösung: Update to build 95 or later; the source attributes the fix to buffer usage tracking changes, with additional near-foliage fixes. EDEN_NX2_PERF_VERIFY=1 was an earlier workaround but was reported as no longer needed on build 95.
Build: build 93 (09b78bd); a comment reports the issue also occurs in build 95
On Linux with AMD graphics, Fire Emblem: Fortune's Weave can crash after a black screen with VK_ERROR_DEVICE_LOST and a GPU reset.
Build: Build 93
The Fairy Fountain in the Lost Woods does not render. A comment attributes this to a damaged game-data file, not an emulator rendering bug.
Dokumentierte Lösung: A comment says PR #267 adds a workaround that serves a closest sound sibling when a NUP .zs member has no zstd header; the comment asks the reporter to test whether it works.
Build: 09b78bd
A user reports a black screen with title music and unresponsive controls until shaders loaded; after entering gameplay, they reported severe glitches and lag, freezes lasting about 20 seconds during shader building, and a steady 18 FPS.
On an RX 6900 XT with AMD proprietary driver 2.0.353, the driver crashes while compiling shaders during gameplay; rejecting one shader hash does not prevent a subsequent crash at the same driver fault offset. The reject check may not help when the shader is already in the disk cache.
A user reports the frame rate drops to 2.5 FPS when shader loading begins, after the initial cutscene runs at 50–60 FPS.
With GPU Accuracy = Accurate and Vulkan, Switch 2 titles using the native MME macro path may hang the GPU or raise DEVICE_LOST when an Increasing run spans several macro registers. The report also describes wrong macro parameters and a garbled or black scene if the assertion is absent.
Dokumentierte Lösung: The report gives a tested code change: remove the slow-path assertion for macro-register writes and skip re-reading native MME parameters unless EDEN_NX2_MACRO_REFRESH=1 is set. The author reports that Accurate reached the main scene after the change on NVIDIA + Vulkan.
With GPU Accuracy set to Accurate on Vulkan, loading can hang when a channel waits for a semaphore release that remains queued until another fence is signalled.
Dokumentierte Lösung: The issue reports a tested code change that commits queued sync operations while polling for a semaphore acquire and before the GPU thread blocks on an empty queue. It also adds EDEN_NX2_ACQUIRE_COMMIT=0 to disable the polling commit.
Build: 93
A commenter reports reaching the main menu by starting with GPU accuracy set to Accurate, but reports audio issues and possible recurrence after changing settings.
Build: build 97
On Windows 11 with an AMD RX 9000 series GPU and proprietary driver 2.0.416, gameplay is around 20 FPS with large variance, light/haze artifacts, and desynchronized, stuttering audio.
Build: Lichii Development Build | 1.0.0-sharkiix-3.1.1
On Linux with an AMD Radeon RX 6700 XT, gameplay is around 20 FPS with audio crackling below full speed. On Windows with the same PC, only subtitles rendered.
Build: Lichii Development Build | 1.0.0-sharkiix-3.1.1
With Mesa 25.0.7 and kernel 6.12.115, gameplay was followed after about nine minutes by a Vulkan device loss and an unrecovered display; this was not seen again after updating Mesa and the kernel.
Dokumentierte Lösung: Update to Mesa 26.1.6 and kernel 7.2.11; the reporter did not see the device loss again afterward.
Build: latest(95)
Green bushes transform into distorted shapes when approached near Hyrule Castle or the Temple of Time; performance is reported at 10–20 FPS in Castle Town or the field. The reporter says the LOD problem appears solved.
Build: Lichii Development Build | nx2-build-99
On an AMD Radeon RX 6600 with Windows 11 25H2, the emulator crashed after a few minutes while moving between areas or entering a large open field. Logs showed VRAM budget warnings, fallback to unbacked sparse images, and an unimplemented texture-cache assertion. The issue body attributes the shutdown to the assertion after the sparse-image fallbacks.
Build: Lichii Development Build | nx2-build-99
Crash after a few minutes while moving between areas or entering a large open field, following VRAM budget exhaustion and fallback to unbacked sparse images; log ends with an unimplemented texture-cache assertion at texture_cache.h:2710.
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.
Build: Build 93
Walls and objects are missing/not rendered inside the Deku tree.
Build: Frizti v3
In a Windows AMD-driver follow-up on Frizti v3, performance was about 20 fps in a busy view and about 60 fps looking at the floor; the reporter said keeping float16 on improved the busy-view result from about 20 to 24-25 fps.
Dokumentierte Lösung: The reporter found that keeping float16 on improved the measured busy-view performance; this is a user-reported workaround.
Build: nx2 @ 09b78bd2df
On a GPU without VK_EXT_mesh_shader, mesh-shader draws may be skipped, resulting in missing scene geometry. The reported log labels skipped draws as "no pipeline" and caps the warning entries at 64.
Build: 557d694581
Plants and bushes in the Castle appear dead up close, while bushes render correctly at a distance.
Build: Build 93
User reports a GPU and emulator crash with VK_ERROR_DEVICE_LOST within seconds of starting Green Hat Kid on Linux using an AMD RX 9000 series card with Build 93.
Dokumentierte Lösung: The user reports that setting EDEN_NX2_NO_MESH=1 avoids the crash.
Build: build-94
On build 94, split-front macros fail with “instruction outside uploaded RAM”; the emulator can hang on a black screen. Reports include NVIDIA RTX 5070 and AMD Radeon RX 7800 XT systems.
Dokumentierte Lösung: Set EDEN_NX2_SPLIT=1 to keep macros on the back thread; reported to avoid macro errors and restore rendering.
Build: 95
On Linux with AMD RADV, the game stalls at a black screen at 0 FPS on build 95; the report describes repeated native MME macro execution failures.
Build: Build 88
Black or missing 3D rendering; some reports also describe driver timeouts or crashes. Reports include AMD GPUs and one Nvidia RTX 4070 SUPER.
Build: v93
One user reports FPS between 15 and 30 with constant drops in v93.
Build: build 95
The game reportedly runs at 10 FPS on the menu and shows a black screen after the cutscene on Intel Arc.
Build: build-95
On Intel UHD integrated graphics, the game reportedly boots with no rendering or textures; later, some textures appeared gray. The reporter also reports crashes when teleporting during free roam.
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.
Build: Lichii Development Build | nx2-build-95
On the reported Windows 11 setup with an AMD Radeon RX 6600, Vulkan logs VRAM memory-budget warnings and an unimplemented-path assertion before a crash after a few minutes of gameplay.
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.
Build: build-93
User reports textures not working properly, slow frame rate, and a shield glitch.
Build: build -88
On Linux Mint with Intel(R) HD Graphics 620, Vulkan and OpenGL GLSL show audio without video; the introductory sequence eventually freezes when using OpenGL GLSL.
Build: nx2-build-88
A commenter reports that OpenGL (GLSL) shows menus but a black in-game scene, while Vulkan displays the scene.
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.
Build: 93
Severe lighting flickering, excessively bright or visually corrupted lighting effects, performance slowdowns, audio desynchronization during cinematics, and lengthy initial shader compilation.
Build: 93
Build 93 crashes the GPU on an AMD 7800xt, according to a user comment.
Build: build-93
Rainbow-colored artifacts on mountain edges above the castle, excessive bloom in Hyrule Field, and intermittent severe FPS drops during gameplay.
Build: build 93
Cannot go further than the DekuTree cutscene; a commenter reports a black screen after getting past the title screen with OpenGL.
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.
Build: 75
Black screen after boot on AMD GPUs; reports describe working sound and title logo, but no game image.
Build: nx2-build-83
On build 83 with an RX 6800, the game was reported to render correctly in a capture while the display showed a solid green image.
Build: 93
On build 93, white flashes were reported with async_presentation=true; frame_gen and game_dlss_network enabled were associated with a near-white presented frame.
Dokumentierte Lösung: The reporter says setting frame_gen and game_dlss_network to false produced a correct image; setting async_presentation to false reduced white pixels in a 40-frame capture to 0.2%.
Build: 0.93
The screen has visual noise ("nieve") and lag when entering the game.
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.
Build: 3.1.1
User reports a crash at the first cutscene and emulator shutdown after compiling existing shaders on reboot.
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.
Build: 75
Users report the emulator closing or crashing while loading shaders on AMD GPUs. Reports include an RX 580 on Windows 11 and AMD GPUs on Linux.
Build: build 88
Crashes after the intro sequence on an AMD GPU; another report describes a persistent driver crash with an RX 9070 XT.
Build: nx2-build-92
Heavy stuttering during shader compilation, sometimes dropping to 0 FPS, with poor reported performance.
Build: Lichii nx2-build-75
On Radeon RX 580 (Polaris / GCN4), the game hangs at 0 FPS with a black screen while building compute pipelines as the intro video starts.
Build: Build 75
A commenter reports subsequent boots hang at Loading Shaders 25 / 27 with use_disk_shader_cache = true.
Dokumentierte Lösung: Delete cache/shader/0400486024dec000 and set use_disk_shader_cache = false.
Build: build 75
A commenter reports a black screen after the intro on AMD, attributed in the comment to rejection of the game's 1080p upscaler shader.
Build: Build 75
A commenter reports that 3D rendering remains black on AMD, while the start menu and 2D UI render.
Build: b8c812b18
A user reported that local ClangCL and MSVC builds stalled with no frames, while the compared build-75 release presented frames. The cause was not determined; a maintainer noted the report came from an old commit and may no longer happen.
Build: build 80 (Lichii Development Build | fix/oot-upscaler-gathers-build-80)
On the reported Windows 11 system with a Radeon RX 9070, the world rendered almost entirely black after entering gameplay, with only lit areas and some white shapes visible; multi-second stalls were also reported during pipeline building and ASTC decodes.
Build: build 75
Black screen or missing video during the intro or gameplay, sometimes with audio or UI still visible; user reports also mention low FPS and graphics artifacts.
Dokumentierte Lösung: A user reports shared MSVC-build settings resolved the black screen for them; another reports switching from handheld to docked mode resolved it on their setup. These are user-reported steps, not maintainer-confirmed fixes.
Build: build 75
The intro video fails with a black screen; a user log reports that FFmpeg has no decoder for video/av1.
Build: Build - 75
A user reports the emulator closes about a minute after gameplay begins on Build 75 with an NVIDIA RTX 50 series GPU and Windows 11.
Build: nx2-build-75
On nx2-build-75, AV1 video streams fail to decode and the game remains on a black screen despite booting and presenting frames.
Build: 75 (`nx2-build-75`)
On AMD/RADV under Linux, AV1 intro-cutscene video renders as a solid green area while audio and subtitles work.
Build: build-70; build-75 non-PGO is also mentioned
A user reports that the linux-aarch64 PGO AppImage fails ZBIC NSO decompression for a game whose NSOs use ZBIC, leaving it stuck without presenting a frame; the same-commit non-PGO AppImage does not show the decompression assertions.
Build: build 70; commenters also mention release-binaries #75, R75 MSVC, and R75 PGO
User reports include indefinite launching, white graphics, and a black screen in handheld mode or past the title screen. A separate report says it boots past the intro FMV in docked mode.
Build: 70
A user reported that Fortunes Weave skips pre-rendered videos, including the opening cut-scene.
A user reports a crash after brief rendering while loading on Windows 10.
Build: nx2-3bdd53d08a
A user reported GPU crashes when booting on Bazzite with Mesa 26.2.4; the report was later said to concern an older nx2 build.
Build: Eglantine nx2 build 34 (3140648)
On macOS, the graphics UI did not fit the screen correctly or was clipped.
User reports the game crashes when the loading screen appears on Windows 10 with an AMD RX 6000 series or older graphics card.
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.
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.
Build: Build 75
A user reports severe performance regression after updating from Build 70 to Build 75 on Linux, with around 10 FPS on the title screen, barely reaching 15 FPS, constant stuttering, and RAM usage increasing nonstop.
A commenter reports darker, heavily shaded characters and a frame-rate drop of about 5 to 10 FPS in builds after 72, and associates the onset in their tests with commit 3aa89d1c.
Build: 75
Black rendering after starting a new game, with audio and UI visible; user comments also report black screens on a PGO build.
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.
Build: build 93
Poor frame rates; the issue says performance is worse than on most other forks.
Conflicting reports of low and high frame rates on an RX 9070 XT, with one comment suggesting Windows performance may be worse than Linux.
The issue says FPS is worse than on most other forks.
Build: Build 83
AMD graphics-driver TDR or crash and a black screen when the game transitions from the introductory scene to gameplay; some users also report crashes while loading a save and visual bugs during gameplay.
Build: Build 93
Users report mixed results on Build 93: an AMD GPU crash without the environment variable, successful play through Kokiri Forest, and persistent visual bugs.
Build: build-88
An AMD Linux report describes GPU/display blackout and VK_ERROR_DEVICE_LOST on entering gameplay without EDEN_NX2_NO_MESH=1; the user reports at least five minutes of gameplay with the option enabled. Another AMD Linux report describes intermittent SIGSEGV crashes that occur with or without the option.
Build: 55532f2d81-nx2
Random dynarec crashes during gameplay, reported on Linux with AMD graphics cards; one report specifies an AMD RX 7000 series GPU.
Build: 75
Audio and video become desynchronized on the title screen, intro, and initial dream cutscene; a commenter reports slow-motion live-rendered video and an audio lead of approximately 3 seconds.
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.
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.
Build: build 93
Constant 4 FPS in-game on AMD Radeon RX 570 4GB.
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.
Build: Lichii nx2 build 93 (09b78bd)
A user reports sound glitches and improper rendering after booting Mario tennis.
Build: 91
The game start cutscene renders only in the bottom half on an RX 6800.
Build: Build-88
User reports the game is locked at 20 FPS, including menus and title screen, on Windows 11.
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.
Build: build 83
AMD GPUs may show a black screen or crash the graphics driver after loading, the intro, or a cutscene.
On a local nx2 build, white or yellow haze outdoors and black water or foliage after an area change were reported as remaining graphics issues.
Build: Lichii nx2 build 88 (55532f2)
A user reports that the game speeds up when Dynamic FPS reaches 30 FPS, while running at normal speed around 20 FPS.
Build: build-83
On build-83, repeated graphics-pipeline builds on the GPU thread across boots cause a visible gameplay hitch.
Dokumentierte Lösung: A user reported that build-88 (MSVC), which includes #194, fixed the issue for them; this is not a maintainer-confirmed fix.
Build: build 83
A user reported repeated GPU-thread pipeline builds and tessellation-related warnings in one Linux session; recurrence across launches was not confirmed.
Build: nx2 at 8813b44 and 5a50f50
On macOS arm64 with Vulkan via MoltenVK, the Metal device may be lost with a GPU address fault or device error during intro video playback, or the GPU thread may hang at the video-to-gameplay transition in fence waiting or buffer download.
On Apple GPUs, attachment-less framebuffer draws using a 32768×32768 surface clip can exceed device framebuffer limits and cause GPU failure/device loss. A user also reports a stream-buffer constant-buffer tail read issue on Metal.
Build: Local nx2 builds 27226d2 and 55532f2 with user patches
User reports that rejecting shader programs containing native opcode 0x4a4 avoids a Metal page fault, but may leave the run stalled at the end of the video with semaphore waits and GPU-thread abort.
Build: Build 88
Dynamic FPS does not maintain normal game speed at 30-40 FPS; another report says gameplay speeds up at 30 FPS when CPU Clocks is set to Boost.
Dokumentierte Lösung: Set CPU Clocks to Normal to resolve the sped-up gameplay reported with Boost enabled.
Build: Lichii nx2 build 88 (55532f2)
With an AMD RX 9000 series graphics card on Windows 11, the game crashes as the Great Deku Tree cutscene is about to begin, showing a black screen and an AMD driver timeout. A commenter reports a similar crash with AMD graphics on Linux.
Build: Lichii nx2 build 88
Users report very low frame rates in the main menu and opening cutscene on Intel Arc GPUs; a Linux user also reports a prolonged shader stall on first boot and a frozen Kokiri intro cutscene.
A user reported that using a sword unloaded the grass in Kak village, then said the issue was resolved for them by clearing shaders.
Dokumentierte Lösung: Clear shaders.
Build: build-83
With GPU Mode: Accurate, gameplay runs at about 30 fps and in slow motion; the commenter attributes this to the GPU thread split not starting at high GPU accuracy. Shader pipeline builds can also cause stutter on new content.
Dokumentierte Lösung: The commenter reports that changing GPU Mode to Fast resolved the slow-motion speed issue for them. For shader-build stutter, they report that an opt-in EDEN_NX2_ASYNC_DISCARD=1 skips draws while pipelines build.
Build: 83
A commenter reports crashes with AMD graphics cards related to mesh shaders and says a similar issue occurs on Windows and Linux.
Build: nx2 55532f2d81 (build-88); Valhalla build 1d7575e0
Dialogue box background panel and hint strip flicker in about half of presented frames with EDEN_NX2_FRAMES_AHEAD=1; other HUD elements may also flicker.
Dokumentierte Lösung: Set EDEN_NX2_FRAMES_AHEAD=0. The reporter found this stopped the dialogue panel flicker, with a frame-rate cost; another reporter said the remaining occasional flicker was rare and could not be reproduced on demand.
Build: 80
Black screen with visible UI during gameplay in stages past the first one, while the world renders in the background when paused.
Build: nx2-build-88
User reports a permanent Vulkan startup freeze during shader compilation on AMD RX 6600-series hardware, at “Building: 13 shader(s)” with 0 FPS; a second user reports it on an RX 6600M.
Build: BUILD 83
Crashes after about 15 to 20 minutes on Windows 11 with an NVIDIA RTX 50 series GPU; the reporter states they have 16GB of RAM.
Build: release-binaries #80
User reports a maximum of 23–24 FPS on an NVIDIA RTX 50 series under Windows 11.
Build: release-binaries #80
The emulator force-quit after remaining on the "Loading Shaders" screen for about 2 seconds.
Build: build 75
Audio randomly cuts in and out while the game runs at 20 fps on macOS.
Build: build-80
Crashes while building shaders after the title card fades in The Legend of Zelda: Ocarina of Time remake for Switch 2, version 1.1.1.
Build: 75
Black screen during cinematic after the main menu appears.
Build: Build 65
A user reports a constant black screen after booting and loading the game on Build 65.
Build: commit 4285e58d06c8744a884af3ab207e60f94752fa35, compiled locally
A user reported rapidly increasing VRAM usage after starting the game, followed by low framerate.
Build: main
Fortune's Weave boots with sound and interaction but displays a black screen with no visuals.
Build: 83
User reports fluctuating performance of approximately 10–30 FPS, bushes disappearing when approached or changing shape, and intermittent lighting and shading glitches.
Docked mode may show a black screen except for captions or HUD, while handheld mode may appear excessively bright, low resolution, or vaseline-like.
A commenter says many crashes with AMD graphics cards are related to mesh shaders.
Build: Lichii nx2 build 75
In build 75 on Windows x86_64, gameplay settles at 28–29 FPS while menus and loading screens run at 53–59 FPS; the reporter characterizes the gameplay performance as CPU-bound.
Build: Lichii nx2 build 75
Handheld mode gives a black 3D screen; Docked mode renders. A user also reports flicker/line artifacts at 2X resolution.
Dokumentierte Lösung: Switching to Docked mode resolved the black 3D screen in the user's report.
Build: official build88 (55532f2)
A user reports new-area shader hitches in build88.
Build: 5a50f50
On Linux with an AMD GPU, the game crashes in Deku Tree and may then remain stuck during shader compilation when booting.
Dokumentierte Lösung: A commenter reports that starting Lichii with EDEN_NX2_NO_MESH=1 usually fixes the problem.
Build: Build 83
On AMD graphics cards, Vulkan can fail while initializing the video core; OpenGL can launch to a black screen with audio working. A commenter also reports a similar crash on Linux.
Build: build -88 MSVC 19.44.35229.0
The user reports audio delays after scenes followed by a black screen and emulator crash on Windows 11 with AMD graphics. A commenter reports a similar crash on Linux with AMD graphics.
Build: Build 88
On an AMD Radeon RX 9070 XT, the logo, text, and UI are visible while the 3D environment remains black; audio continues and AMD driver timeouts or crashes sometimes occur.
A commenter reports AMD graphics-card crashes related to mesh shaders.
Dokumentierte Lösung: A commenter says starting the Linux AppImage with EDEN_NX2_NO_MESH=1 usually fixes the problem.
Build: build-83
The user reports missing textures and buggy visuals, occasional startup crashes, and crashes during Grand Prix races on Intel integrated graphics.
Build: b4716fc
The Deku Tree exterior cutscene can render black except for a small circle around Navi, even when the title screen, intro, and earlier cinematics render correctly. A later report also observed a deterministic AMD driver crash while building graphics pipelines in the same scene.
Build: nx2
Texture-format and texture-index assertions were reported during gameplay; a separate report associated a period of such assertions with terrain and subtitle flickering, without establishing causation.
Build: 83
The emulator crashes after 5 to 10 minutes of gameplay on Linux with an AMD RX 9000 series GPU.
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.
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.
Build: 75
Black screen after the first cutscene in handheld mode and VHS-like visual filter in docked mode.
Build: build 75
Boots to a black screen with audio on macOS.
Dokumentierte Lösung: Clear the cache and launch again.
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.
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
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.
| Spiel | Build | GPU / CPU | Treiber | FPS | Status | Quelle |
|---|---|---|---|---|---|---|
| The Legend of Zelda: Ocarina of Time | build-117 | NVIDIA 4070 Super / AMD 9850x3d | Nicht angegeben | 0–50 | runs with issues | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | build-117 | Radeon RX 9070 XT / AMD Ryzen 7 5700X | AMD RADV | 19–65 | playable | |
| Other / not listed | build-117 | 1080ti / i7 7700k | Nicht angegeben | 30–30 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build-117 | Nicht angegeben / Nicht angegeben | Nicht angegeben | 10–10 | runs with issues | |
| Ocarina of Time | build-117 | Other / Apple M1 | Vulkan through MoltenVK | 1–1 | runs with issues | |
| Zelda: Ocarina of Time | build-116 | Nicht angegeben / Nicht angegeben | Nicht angegeben | 60–? | playable | |
| Mario Tennis Fever | build-116 | Nicht angegeben / Nicht angegeben | Nicht angegeben | 60–60 | playable | |
| Zelda Ocarina of Time | build-93 | RX 9060 XT 16 GB / i7-9700K | 32.0.32015.7029 | 19–36 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build-93 | AMD Radeon RX 7900 XT (Navi 31) / i9-13900K | Mesa RADV 26.2.4 | 60–60 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build-93 | AMD Radeon RX 9060 XT 16 GB / Intel i7-9700K | AMD proprietary driver 32.0.32015.7029 | 36–36 | playable | |
| 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 (Switch 2) | build-93 | RX 5700 (RDNA1) / Nicht angegeben | AMD proprietary 2.0.353 | 14–24 | runs with issues | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | 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 (Switch 2) | 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 | |
| Zelda: Ocarina of Time | build-93 | Nicht angegeben / Nicht angegeben | Nicht angegeben | 10–25 | playable | |
| The Legend of Zelda: Ocarina of Time | build-88 | AMD Radeon RX 7900 XTX / Ryzen 9 3950X | AMD proprietary driver 2.0.416 | 24–44 | playable | |
| 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 | |
| Legend of Green hat boy | build-83 | RTX 4070 SUPER 12 GB / i5-14600KF | 621.14 | 30–60 | runs with issues | |
| Zelda Ocarine of time | build-75 | Rtx 4070 Mobile 8g / i9 13900hx | Nicht angegeben | 14–14 | runs with issues | |
| Zelda Ocarine of time | build-75 | RTX 5080 / Nicht angegeben | 621.14 | 60–60 | not booting | |
| 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 | |
| Other / not listed | build-75 | Other / Nicht angegeben | Nicht angegeben | 20–20 | 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 | |
| Fire Emblem | build-65 | RTX 4060 (8gb) / AMD Ryzen 5 5600 6-Core Processor (3.50 GHz) | Nicht angegeben | 30–30 | runs with issues | |
| Donkey Kong Bananza | build-65 | NVIDIA GeForce RTX 4060 Laptop, 8 GB / Intel Core i7-13650HX | 32.0.16.2101 | 10–30 | playable | |
| Mario Kart World | tag/build-65 | Other / Nicht angegeben | Nicht angegeben | 10–10 | not booting | |
| 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 / i9-12900F | Nicht angegeben | 16–16 | playable | |
| Ocarina of Time | 55532f2d814215aaf32a76c214cf129f2cb6282b | RTX 5060 Ti / Ryzen 7 7800X3D | 616.92.0.0 | 15–51 | runs with issues | |
| Mario Kart World | Nicht angegeben | AMD RX 6000 series or older / Nicht angegeben | Nicht angegeben | 10–15 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Lichii 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 | Lichii nx2 build 75 | NVIDIA GeForce RTX 5080 (16 GB) / Intel Core Ultra 7 270K Plus | 621.14 | 28–29 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Frizti v2 (765659af4) | RTX 5090 / Ryzen 9800X3D | Nicht angegeben | 53.66–53.66 | playable | |
| The Legend of Zelda: Ocarina of Time | official build88 (55532f2), standard MSVC package | RTX 5090 / Ryzen 7 9800X3D | 617.42 | 47.64–59.9 | playable | |
| 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 | |
| Ocarina of Time | build 95 | RX 7600 (RADV) / Ryzen 7 7700 | Nicht angegeben | 15–20 | runs with issues | |
| Ocarina of Time | build 95 | RX 7900 XTX / Ryzen 7 9800X3D | AMD driver 2.0.416 / 32.0.32015.7029 | 60–60 | playable | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | Lichii nx2-build-75 | Radeon RX 580 (Polaris / GCN4), 8 GB / Intel Xeon E5-2667 v4 (8C/16T, AVX2) | AMD Adrenalin 26.5.2 (Polaris/Vega legacy branch), Vulkan driver 2.0.279, Vulkan 1.3.260 | 0–0 | not booting | |
| Ocarina of Time | nx2 c9bdbaa | RX 6600 XT / Nicht angegeben | AMD proprietary driver 2.0.353 | 24–48 | runs with issues | |
| Fast Fusion | release-binaries #80 | NVIDIA RTX 50 series / Nicht angegeben | Nicht angegeben | 23–24 | unknown | |
| The Legend of Zelda: Ocarina of Time | Nicht angegeben | RX 6650 XT (RDNA2) / i5-10400F | AMD proprietary driver 2.0.353 (`amdvlk64.dll` 32.0.21045.16010) | 16–27 | 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 | |
| Legend of Zelda Ocarine of Time (remake) | Nicht angegeben | NVIDIA GeForce GTX 1650 / Nicht angegeben | Nicht angegeben | 7–7 | runs with issues | |
| Ocarina of Time | nx2 5a50f50e0b; official PGO artifact of build-80 and local non-PGO nx2-latest | AMD RX 9070 XT (RDNA4, 16 GB) / Ryzen 7 5800X3D (8C/16T) | Mesa 26.x RADV | 28–35 | runs with issues | |
| Ocarina of Time | Lichii nx2 build 93, Windows release | RX 9070 XT 16 GB / Ryzen 7 7800X3D (8C/16T) | AMD proprietary driver, Vulkan 2.0.416, Adrenalin 32.0.32015.12012 | 18–18 | runs with issues | |
| Ocarina of Time | Lichii nx2-build-83 non-PGO AppImage | RX 9070 XT 16 GB (RADV GFX1201) / Ryzen 7 5700X (AM4, 8C/16T, non-X3D) | Mesa/RADV 26.2.5-1 | 20–35 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | 95 | NVIDIA RTX 3070 8 GB / Ryzen 7 5700X (8C/16T) | Nicht angegeben | 32.82–40.75 | playable | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | nx2 at 8813b44 and 5a50f50; other user tests cite 75 (c9ebb5c), 27226d2, 55532f2, and b06d181 | Nicht angegeben / Apple M6 (arm64) | Vulkan via MoltenVK 1.4.1 (bundled v1.4.1-ryujinx) | 12–14 | runs with issues | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | nx2 b06d181 | Nicht angegeben / Nicht angegeben | MoltenVK | 12–14 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | nx2-build-83 | AMD RX 9000 series / Nicht angegeben | Nicht angegeben | 41–41 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Nicht angegeben | RTX 4080 SUPER / Nicht angegeben | Nicht angegeben | 20–20 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | nx2-build-88 | AMD Radeon RX 6600 / AMD Ryzen 5 5600 6-Core Processor | AMD proprietary driver 2.0.353 / Vulkan 1.4.315 | 0–0 | not booting | |
| Ocarina of Time | Lichii nx2 build 88 | Intel Arc / Nicht angegeben | Nicht angegeben | 1–1 | boots | |
| Ocarina of Time | nx2-build-88 | Intel Arc B580 (BMG G21) / Ryzen 5 5600X | Mesa 26.2.6 (ANV) | 8–8 | runs with issues | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | nx2-build-92 | RX 7800 XT (RADV) / Ryzen 7 7700X | Mesa 26.0.8 | 35–59 | runs with issues | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | Nicht angegeben | RX 9070 XT 16 GB / Ryzen 7 5800X3D | 2.0.416 | 17–20 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | v93 | RX 9070 XT and RX 5700 / Nicht angegeben | Nicht angegeben | 15–30 | 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 | Lichii nx2 build 93 (09b78bd) | AMD RX 9070XT / Nicht angegeben | Nicht angegeben | 30–40 | runs with issues | |
| Zelda: Ocarina of Time | Nicht angegeben | RX 9070 XT / Nicht angegeben | Nicht angegeben | 10–60 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build 95 | Apple M1 Pro (14-core GPU) / Apple M1 Pro (14-core GPU) | AppleClang 17.0.0.17000013 | 2–2 | not booting | |
| Zelda: Ocarina of Time | Nicht angegeben | intel arc b580 / Nicht angegeben | Nicht angegeben | 10–10 | unknown | |
| The Legend of Zelda: Ocarina of Time (Switch 2) | build-95 (the release tagged `build-94`) | RX 5700 / Nicht angegeben | AMD 2.0.353 | 14–24 | runs with issues | |
| The Legend of Zelda: Ocarina of Time Remake | nx2-build-95 | AMD Radeon RX 6800 XT / AMD Ryzen 5 5600 | AMD Adrenalin 26.10.1 | 15–29 | 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 | Nicht angegeben | Radeon 860M / Ryzen AI 7 350 | RADV | 22–22 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | bf4c42e223 | RX 9070 XT / Ryzen 9 9950X | Mesa 26.2.6 RADV | 26–57 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Lichii Development Build | 1.0.0-sharkiix-3.1.1 | AMD Radeon RX 6700 XT 12 GB (Navi 22) / AMD Ryzen 5 5600G (6C/12T, Zen 3) | Mesa 26.1.6 (RADV) | 20–20 | 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 | 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 | |
| Ocarina of Time | build 116 (PGO) | RX 9070 XT / Nicht angegeben | AMD 2.0.395 | 60–60 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Nicht angegeben | AMD RX 6900 XT (RDNA2) / i7-9700K | AMD proprietary driver 2.0.353 (amdvlk64.dll 32.0.21045.16010) | 18–30 | runs with issues | |
| Ocarina of time SW2 | 95 | RTX2060 / Nicht angegeben | Nicht angegeben | 15–22 | runs with issues | |
| green-hat kid adventure | c0a03141a4-nx2 | NVIDIA GeForce RTX 4060 Ti / Intel(R) Core(TM) i5-4690K CPU @ 3.50GHz | Nicht angegeben | 20–20 | runs with issues | |
| Ocarina of Time Remake | 95 | NVIDIA RTX 30 series or older; 3080TI / 9800X3D | Nicht angegeben | ?–60 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Nicht angegeben | GTX 1050 Ti / 7th gen i5 | Nicht angegeben | 18–27 | runs with issues | |
| Ocarina of Time | nx2-9fa4a71fa0-nx2 | AMD Radeon RX 7600, 8 GB / AMD Ryzen 5 5500 | 32.0.32015.7029 (Vulkan 2.0.416) | 15–15 | runs with issues | |
| Legend of Green hat boy | Nicht angegeben | NVIDIA GeForce RTX 4070 SUPER / Intel Core i5-14600KF | 621.14 | 90–130 | playable | |
| The Legend of Zelda: Ocarina of Time | build-95 (`nx2-build-95`) | RTX 4060 Laptop, 8 GB, 45 W max power limit / Intel Core i7-12650H (6P+4E, 16 threads) | 610.78 | 9.4–51.4 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Nicht angegeben | AMD Radeon RX 6750 XT (RDNA2) / Ryzen 9 5900X | 32.0.21045.16010 | 26–26 | playable | |
| The Legend of Zelda: Ocarina of Time | build-95 | NVIDIA RTX 3070 Ti 8 GB / AMD Ryzen 7 2700X (8C/16T, 3.7 GHz) | Nicht angegeben | 10–60 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build 95 | Radeon 890M / Ryzen AI Z2 Extreme | 32.0.32015.5008 | 23–25 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build 117 (PGO) | Radeon 890M / Ryzen AI Z2 Extreme | 32.0.32015.5008 | 42–44 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Lichi build 95 | Nicht angegeben / Apple M5 | MoltenVK | 8–8 | runs with issues | |
| Ocarina of Time | Lichii Build 95 | RTX 3050 6GB / i7-13620H | Nicht angegeben | 0–0 | not booting | |
| Zelda: Ocarina of Time | Lichii nx2 ~95 | AMD Radeon RX 7900 GRE / Nicht angegeben | Nicht angegeben | 21–32 | runs with issues | |
| Other / not listed | build-117 Clang 22.1.8 | AMD RX 9000 series; RX 9060XT 16GB / Ryzen 7 5700X | Nicht angegeben | 0–15 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Nicht angegeben | Integrated graphics AMD (Radeon 860M, Ryzen AI 7 350, RADV / Mesa) / Ryzen AI 7 350 | RADV / Mesa | 22–23 | runs with issues |
Fragen zu den Anforderungen
Die Anforderungen an CPU und RAM hängen vom Spiel ab. Prüfe zuerst die Anforderungen des Builds und suche dann nach Berichten zu ähnlicher Hardware.
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.
Der Filter zeigt nur Dateien, deren Paketdetails DLSS-Unterstützung ausweisen. Wähle „Keine Präferenz“, um die übrigen verfügbaren Dateien zu sehen.
Wähle „Unbekannt / nicht aufgeführt“, lass DLSS auf „Keine Präferenz“ und sieh dir die Pakethinweise und Spielberichte für deine Konfiguration an.
Öffne seinen Eintrag im Release-Verlaufund folge dem passenden Link zum Download oder zu den Systemanforderungen. Ältere Builds behalten ihre eigenen Release-Hinweise.