Installation und Fehlerbehebung

Lichii Emulator einrichten und Fehler beheben

Vom frischen Download bis zum ersten Start. Richte die Steuerung ein, füge deine Spiele hinzu und behebe Probleme, die dich am Start hindern.

Abnehmbare Controller, USB-C-Anschlüsse und eine illustrative Ansicht der Tastenbelegung beim Einrichten des Lichii Emulators
Illustration · Einrichtung des Lichii Emulators
Latest recorded build build-94 Pre-release Published November 7, 2026

Drei Plattformen

So installierst du den Lichii Emulator

Wähle deine Plattform für eine Schritt-für-Schritt-Anleitung.

Lichii unter Windows einrichten

  1. Lade die aktuellen Windows-Dateien (lichii-windows-x86_64.zip (x86_64)) aus dem offiziellen Release build-94 herunter und behalte die Originaldateinamen bei.
  2. Entpacke das Archiv in einen Ordner, in dem du Schreibrechte hast. Starte keine ausführbare Datei direkt aus dem komprimierten Archiv.
  3. Starte lichii.exe aus dem entpackten Ordner. Zeigt Windows eine Sicherheitsabfrage, prüfe vor dem Fortfahren, ob die Datei über den offiziellen Release-Link heruntergeladen wurde.

Hinweise zum Release

  • On Windows hybrid Intel CPUs with P/E cores, time-critical threads stay on performance cores by default; set EDEN_HYBRID_CORES=0 to turn this off.

Brauchst du ein anderes Paket? Downloads für windows ansehen.

Lichii unter Linux einrichten

  1. Wähle aus den veröffentlichten Linux-Dateien (lichii-linux-aarch64.AppImage (arm64), lichii-linux-aarch64.tar.gz (arm64), lichii-linux-x86_64.AppImage (x86_64), lichii-linux-x86_64.tar.gz (x86_64)) diejenige, deren Architektur zu deinem System passt, und lade sie aus dem verlinkten Release herunter.
  2. Führe für lichii-linux-aarch64.AppImage im Downloadordner chmod +x 'lichii-linux-aarch64.AppImage' aus und starte dann die AppImage.
  3. Entpacke lichii-linux-aarch64.tar.gz und starte die enthaltene ausführbare Datei aus dem entpackten Ordner. Wird eine fehlende glibc- oder Qt-Abhängigkeit gemeldet, prüfe in den Release-Hinweisen und im zugehörigen Issue, welche Version benötigt wird.
  4. Bewahre die Release-URL und den Build-Tag zusammen mit der installierten Datei auf. So kannst du spätere Kompatibilitätsergebnisse demselben Build zuordnen.

Hinweise zum Release

  • Linux AppImages require glibc 2.39 or newer.
  • Linux tar.gz packages use system libraries and require Qt 6 and the usual runtime libraries.

Brauchst du ein anderes Paket? Downloads für linux ansehen.

Lichii unter macOS einrichten

  1. Wähle aus den veröffentlichten macOS-Dateien (lichii-macos-arm64.dmg (arm64), lichii-macos-arm64.zip (arm64)) diejenige, deren Architektur zu deinem System passt, und lade sie aus dem verlinkten Release herunter.
  2. Öffne die DMG-Datei lichii-macos-arm64.dmg und verschiebe die Anwendung in einen Ordner, auf den du Zugriff hast, etwa „Programme“.
  3. Öffne die ZIP-Datei lichii-macos-arm64.zip und verschiebe die Anwendung in einen Ordner, auf den du Zugriff hast. Fragt macOS beim ersten Start nach einer Bestätigung, klicke mit der rechten Maustaste auf die Anwendung und wähle „Öffnen“.
  4. Zeigt macOS eine Sicherheitswarnung, gleiche den Download vor dem Fortfahren mit dem offiziellen Release ab. Lass die üblichen Systemschutzfunktionen aktiviert.
  5. Starte Lichii aus dem gewählten Anwendungsordner.

Hinweise zum Release

  • The macOS build requires macOS 15 or newer.

Brauchst du ein anderes Paket? Downloads für macos ansehen.

Erster Start

Ersteinrichtung

Richte Lichii beim ersten Start nach deinen Wünschen ein, mit einer passenden Controller-Belegung, den richtigen Grafikeinstellungen und deiner eigenen Spielebibliothek.

Grafik

Beginne mit den Grafikeinstellungen aus den Release-Hinweisen deines Builds. Ändere jeweils nur eine Einstellung und notiere bei jedem Testergebnis den Build-Tag.

Als Ausgangspunkt für ein bestimmtes Spiel dient dessen Kompatibilitätsbericht.

Eingabegeräte

Schließe deinen Controller an, belege die Tasten und speichere das Profil. Wenn eine Taste nicht funktioniert, suche in der Fehlerbehebung nach deinem Controller-Modell und deinem Lichii-Build.

Deine Spieldateien

Füge deine legal erworbenen Spiele über die Bibliothek oder die Dateiauswahl von Lichii hinzu. Spiele, Schlüssel und Firmware musst du separat bereitstellen.

Aktuelle offizielle Einrichtungshinweise

  • Back up saves before testing experimental builds.
  • For issue reports, provide the exact build, game version, CPU, GPU, driver version, relevant settings, reproduction steps, and (if useful) a screenshot and session log checked for personal information. Do not upload game files, keys, firmware, or private account information.
  • Desktop compatibility reporting requires a build containing PR #303 and is unavailable in build 88. In supported builds, play and stop a Switch 2 game, then right-click it and select Submit compatibility report. Review the prefilled details and public preview, and explicitly consent before submission; nothing uploads automatically, and the native v1 reporter does not read or upload logs or files.
  • The handbook advises trying games with stock settings before changing options.

Zurück zum Spiel

Häufige Lichii-Fehler und Lösungen

276 Problemeinträge

GitHub issue · open

[VBug] black screen amd

Spiel: Zelda: Ocarina of Time Betriebssystem: Linux Build: 95

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

Vorgeschlagene 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.

GitHub issue · open

[VBug] black screen amd

Spiel: Zelda: Ocarina of Time Betriebssystem: CachyOS Build: 93

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

GitHub issue · open

[AMD RX 9070 XT] Tela preta com interface visível e tempo limite do driver da GPU (Build 88)

GitHub issue · open

[Regression][Linux RADV] Zelda Ocarina of Time black screen in build 95 (works in 93); native MME macro RAM errors

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: CachyOS Linux, KDE Wayland 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.

GitHub issue · open

[VBug] OCARINA OF TIME LOCKED AT 10FPS ON INTEL ARC B580 (and the game got the same Black screen as AMD)

Spiel: Other / not listed Betriebssystem: Windows 11 Build: build 95

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

GitHub issue · closed

[VBug] Flashing textures with GPU mode: FAST

Spiel: Ocarina of Time Betriebssystem: Windows 11 Build: Frizti v3, `oot-gather-fix-00ef0ea6cc`

A commenter reports white flickering throughout the 3D world in the Frizti fork.

GitHub issue · open

[GBug] Build 94: every split-front macro fails with "instruction outside uploaded RAM" and the GPU hangs on a black screen; EDEN_NX2_SPLIT=1 works around it

Spiel: Ocarina of Time Betriebssystem: Linux 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.

Vorgeschlagene 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.

GitHub issue · open

[Crash] Ocarina of Time (0400486024DEC000): VK_ERROR_DEVICE_LOST right after the intro cutscene on RX 7800 XT (build-88)

GitHub issue · open

[VBug] Ocarina of Time: Missing Foliage/Grass + Missing Textures/Objects on GTX 1070/1080. Mesh/task geometry is not drawn on GPUs without VK_EXT_mesh_shader (missing objects/foliage) [93+]

GitHub issue · open

[GBug] Ocarina of Time: Multi-second single-pipeline GPU-thread re-translation stutters & 579k OnCPURead traps with Reactive Flushing

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 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.

GitHub issue · open

[VBug] Ocarina of Time (0400486024DEC000): Blinding white bloom/flare streak in Kakariko Village (NVIDIA)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: Frizti v3 (tag: frizti-v3, based on Lichii nx2)

Blinding white bloom/flare streak in Kakariko Village; a commenter reports it also occurs in the well, later areas, and frozen Zora's domain.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): about half of boots run 20-25% slower; the game's job workers stay awake ~45% longer

Spiel: Ocarina of Time Betriebssystem: Windows 11 25H2

Performance varies by boot on the same build, save, and scene. Heavy boots run 20–25% slower in gameplay, and job workers stay awake about 45% longer.

GitHub issue · open

[GBug] Zelda: Ocarina of Time (0400486024DEC000): the audio plays a different part of the stream than the picture

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11

Clean audio from a different point of the game plays while the intro image is displayed; audio and picture are substantially out of sync.

GitHub issue · open

[Crash] Ocarina of Time Remake crash after intro cinematic

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 10 22H2 (build 19045.6456) 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.

GitHub issue · open

[Crash] Ocarina of Time Remake crash after intro cinematic

Spiel: The Legend of Zelda: Ocarina of Time

Commenters report similar crashes and audio desynchronization during the intro cutscene.

GitHub issue · open

[GBug] Textures not working properly, slow frame rate and shield glitch in The Legend of Zelda Ocarina of Time remake

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: build-93

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

GitHub issue · open

[VBug] OoT (0400486024DEC000): textures flicker with Low GPU accuracy + EDEN_NX2_SPLIT=2 on AMD RX 9070 XT; High fixes it but turns the split off (~9 fps)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11

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

GitHub issue · open

[VBug] OoT (0400486024DEC000): textures flicker with Low GPU accuracy + EDEN_NX2_SPLIT=2 on AMD RX 9070 XT; High fixes it but turns the split off (~9 fps)

Spiel: The Legend of Zelda: Ocarina of Time

Outdoor haze is very strong, and the river surface can appear dark or black.

GitHub issue · open

[VBug] OoT (0400486024DEC000): textures flicker with Low GPU accuracy + EDEN_NX2_SPLIT=2 on AMD RX 9070 XT; High fixes it but turns the split off (~9 fps)

Spiel: 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.

GitHub issue · open

[Crash] black screen when starting Zelda: Ocarina of Time on the latest build - Intel(R) HD Graphics 620 with vulkan and OpenGL GLS

GitHub issue · open

[VBug] [AMD RX 9070 XT] Ocarina of Time (0400486024DEC000): ~20 FPS, light/haze artifacts, audio desync

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · closed

[Crash] Ocarina of Time Remake crashes after first cutscene

Spiel: Ocarina of Time Remake Betriebssystem: Windows 11 Build: 93

Crashes immediately after the first cutscene.

GitHub issue · open

[GBug] Lichii Build 93 – Significant AMD Progress, but Lighting Flickering and Performance Issues Remain

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: 93

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

GitHub issue · open

[GBug] Lichii Build 93 – Significant AMD Progress, but Lighting Flickering and Performance Issues Remain

Spiel: The Legend of Zelda: Ocarina of Time

Eglantine crashes at the end of the intro with VK_ERROR_DEVICE_LOST on an Apple Silicon Mac, according to a user comment.

GitHub issue · open

[Crash] 100% reproducible crash inside Guardhouse in Hyrule Castle Town (OoT)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11; Linux 7.3.1 also reported Build: Lichii nx2 build 93 (09b78bd)

The emulator crashes shortly after entering the Guardhouse (Pot Room) in Hyrule Castle Town.

GitHub issue · open

[GBug] Ocarina of Time: ~31 FPS in crowded scenes, front GPU thread stalls waiting for back thread

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · open

[AMD RX 9070 XT] Rainbow-colored graphical artifacts along mountain edges in Zelda OoT (Build 93)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: Build 93

Severe rainbow-colored graphical artifacts along mountain edges in Kakariko Village on an AMD Radeon RX 9070 XT.

GitHub issue · open

[VBug]

Spiel: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · open

[GBug] Black Screen In AMD - Zelda Ocarina Of Time

Spiel: Zelda Ocarina of Time Betriebssystem: Windows 11; comments also report Windows 10 and Linux Build: 75

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

GitHub issue · open

[GBug] Black Screen In AMD - Zelda Ocarina Of Time

Spiel: Zelda Ocarina of Time Betriebssystem: Windows 11 24H2 Build: nx2-build-83

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

GitHub issue · open

[GBug] Black Screen In AMD - Zelda Ocarina Of Time

Spiel: Zelda Ocarina of Time Betriebssystem: Windows Build: build 83

On build 83, a user reports device loss at gameplay start with VK_ERROR_DEVICE_LOST.

GitHub issue · open

[Crash] OoT (0400486024DEC000): 8 compute shaders rejected on RX 6750 GRE, unoptimized table only covers 2

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · open

[Crash] Ocarina of Time: AMD RX 7900 XTX driver timeout / device lost at gameplay start, gone with #150 reverted

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows

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.

GitHub issue · open

[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · open

[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

Vorgeschlagene 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.

GitHub issue · open

[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%

Spiel: The Legend of Zelda: Ocarina of Time Build: build-93

A user reports that gpu_accuracy, scaling_filter, and anti_aliasing values edited in qt-config.ini are rewritten at startup and says these settings must be changed through the GUI.

GitHub issue · open

[GBug]

Spiel: Zelda Ocarina Of Time Remake Betriebssystem: Windows 10 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.

GitHub issue · open

[Crash] Ocarina of time crash

Spiel: Other / not listed Betriebssystem: Windows 11 Build: 3.1.1

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

GitHub issue · open

[Crash/AMD] Ocarina of Time Remake - Userspace PANIC / Memory assert on RX 6800 XT

Spiel: The Legend of Zelda: Ocarina of Time Remake Betriebssystem: Windows 11 Build: build 93

On AMD Radeon RX 6800 XT, opening the game leaves the screen black with no video output and unresponsive controls; music eventually stops.

GitHub issue · open

[VBug] Ocarina remake: Missing mesh geometry on Pascal (GTX 1070 Ti, no mesh shaders), Deku Tree invisible

Spiel: The Legend of Zelda: Ocarina of Time Remake Betriebssystem: Windows 11 Build: build-93

User reports missing geometry, walls, buildings, and caves in the Great Deku Tree on a GTX 1070 Ti; the issue worsens deeper into the area.

GitHub issue · open

[VBug] Ocarina of Time: holes in the distant mountains of Hyrule Field show the sky through them

Spiel: Ocarina of Time Betriebssystem: Windows 11 Build: nx2 a7a28175 (same content as build-93) + local patches

User reported sky-coloured holes in distant mountains of Hyrule Field on nx2 a7a28175 (same content as build-93) + local patches; a later user comment says they could no longer reproduce them on a newer local build.

GitHub issue · open

[VBug] Ocarina of Time: stones flash pink, red, yellow or black (Bombchu Bowling Alley, Hyrule Castle), scene compose divides by zero blend weights

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: local MSVC build of current `nx2` + #292, #243, #325, #353

Stones intermittently flash bright pink, red, yellow, cyan, or black in the Bombchu Bowling Alley in Castle Town Market and near Hyrule Castle. The user’s investigation found zero weight inputs to the final scene-compose dispatch, producing invalid output.

GitHub issue · open

[VBug] In Ocarina of Time's remake, the sky is extremely bright to the point it removes all visibility in open areas like Hyrule Field

Betriebssystem: Windows 11 Build: build 93

The sky is extremely bright, obscuring visibility in open areas such as Hyrule Field.

GitHub issue · open

[VBug] Invisible things and bloom in Zelda Ocarina Of Time Remake (AMD GPU)

Spiel: Zelda Ocarina Of Time Remake Betriebssystem: Windows 10 Build: build 93

User reports excessive bloom outside the Great Deku Tree and invisible boxes and walls inside it.

GitHub issue · closed

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Version 26H2 Build: Build 75

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

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

GitHub issue · closed

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Spiel: 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.

Vorgeschlagene 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.

GitHub issue · closed

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11

On AMD, the world is black except around Navi and Link; an RX 6800 XT reporter says the workaround still leaves all 3D geometry black.

Vorgeschlagene Lösung: Comment reports that #127 fixes AMD-only demote reordering. Before it is merged, setting EDEN_NX2_REJECT_HASH=e40561a7a0f7a0b3 in %APPDATA%\eden\nx2_switches.txt makes the world visible on the RX 9070 XT report; another reporter says it does not resolve 3D rendering on the RX 6800 XT.

GitHub issue · closed

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Spiel: 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.

GitHub issue · closed

[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)

Spiel: The Legend of Zelda: Ocarina of Time

Handheld mode is reported as much brighter and blurrier than Docked mode.

GitHub issue · closed

[Build] Tree does not compile with clang-cl on Windows (NOMINMAX and FARPROC casts)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · closed

[VBug] [nx2-build-75] Zelda: Ocarina of Time (0400486024DEC000) black screen — no AV1 decoder

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 26H2 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.

GitHub issue · closed

[VBug] Ocarina of Time: AV1 cutscenes render solid green on AMD/RADV (audio and subtitles OK)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Linux (CachyOS) 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.

GitHub issue · closed

[VBug] Ocarina of Time: AV1 cutscenes render solid green on AMD/RADV (audio and subtitles OK)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 10 22H2 (19045.6466) Build: `nx2-build-75`, MSVC x86_64 (`lichii-windows-x86_64.zip`)

On Windows 10 with AMD, the intro AV1 cutscene shows a black video layer with working audio and subtitles, then the emulator hangs indefinitely.

GitHub issue · closed

[GBug] Zelda OOTR Won't Load

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: 70

Issue reporter says Zelda Ocarina Of Time Remake stays on "Launching..." indefinitely; the log records an emulated program break with error F001. Other reports mention an infinite launch screen.

GitHub issue · closed

[GBug] Zelda OOTR Won't Load

Spiel: 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.

GitHub issue · closed

[GBug] Zelda OOTR Won't Load

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows Build: R75 PGO

A user reports a black screen past the title screen.

GitHub issue · open

[GBug] Ocarina of Time on RADV (RX 9070 XT): 28-35 fps, 35 ms frame with no saturated thread (translation/sync bound)

Spiel: Zelda: Ocarina of Time Betriebssystem: Bazzite (Fedora Atomic 45), kernel 7.2.15, KDE Plasma Wayland / Gamescope session Build: nx2 `5a50f50e0b` (official PGO artifact of build-80)

PGO artifact crashes in dynarmic with Unhandled SIGSEGV after 2–10 minutes on the reported machine.

GitHub issue · open

[Crash] Emulator completely hangs, then full crashes at 11/14 shaders loaded: OOT

Spiel: Ocarina of Time Remake Betriebssystem: Linux 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.

GitHub issue · open

[VBug]

Spiel: Ocarina of Time

White haze over Hyrule Field and the sky on AMD cards, attributed by a commenter to froxel fog reading light probes beyond a 64 MiB read-only storage binding.

Vorgeschlagene Lösung: A commenter says the issue was fixed in #351.

GitHub issue · open

[Crash] chuppatricky-amd-testbuild v13: amdvlk64.dll access violation (0xc0000005) during shader compile on RX 6700 XT

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · open

[VBug] Build 93 finaly has no major visual errors but has poor performance 9070xt

Spiel: 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.

GitHub issue · open

[VBug] Ocarina of Time is a black screen with the title theme music, and I can't press any buttons

Spiel: Ocarina of Time Betriebssystem: Windows 11 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.

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

GitHub issue · open

[Crash] Crash replicated multiple times when trying to enter Hyrule Market - The Legend of Zelda: Ocarina of Time

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: Build 93

The emulator closes when loading Hyrule Market after the user exits Kokiri Forest and enters Hyrule Castle.

GitHub issue · open

[Crash]

Spiel: Zelda: Ocarina of Time Betriebssystem: Linux

The console restarts after the scene on Linux with a lenovo legion go 2 z2 and egpu 7600xt; the report names versions 83 et 93.

GitHub issue · open

[Investigation] OoT build-88: Vulkan pipeline stalls + reproducible hidden-window NVIDIA crash (static findings, test candidates)

GitHub issue · open

[Crash] RX9070XT, SteamOS

Spiel: Other / not listed Betriebssystem: SteamOS Wayland 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.

GitHub issue · open

[VBug] Ocarina of Time: distant Kokiri Forest canopy renders neon green in the main scene pass (RX 7900 XTX)

GitHub issue · open

[GBug] Ocarina of Time / Audio Desync

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · closed

[Crash] chuppatricky-amd-testbuild v13: amdvlk64.dll access violation (0xc0000005) during shader compile on RX 6700 XT

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11

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.

GitHub issue · open

[Visual] Mesh-shader draws are dropped silently on GPUs without VK_EXT_mesh_shader (GTX 1070, Ocarina of Time)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Linux (Ubuntu 24.04, Wayland/GNOME) 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.

GitHub issue · open

[Crash] OCARINA OF TIME REMAKE RX6000

Spiel: The Legend of Zelda: Ocarina of Time Remake Betriebssystem: Windows 10 Build: chuppatricky-amd-testbuild-v13-windows-x86_64.zip

Crashes at the same moment as it flies under the user's feet; the log reports an application error in amdvlk64.dll.

GitHub issue · open

[Crash] Ocarina of Time Crashes on macOS on game loading (after intro video or selecting a saved file)

Spiel: Ocarina of Time Betriebssystem: macOS Build: Build 88 and Build 93

User reports freezing while loading a game and a subsequent emulator crash on macOS; in Build 93, pressing A on a controller reportedly does nothing when attempting to return to the title screen.

GitHub issue · open

[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: nx2 @ 27226d2 plus two measurement-only commits

In the measurement-only experiment, disabling per-fence Preflushable downloads or batching downloads by 64 fences caused overexposure in Kokiri Forest.

GitHub issue · open

[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure

Spiel: Zelda: Ocarina of Time Betriebssystem: Linux, Fedora 44

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.

GitHub issue · open

[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure

Spiel: 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.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): intro freezes for 6 to 18 minutes on AMD while the driver optimizes two compute shaders

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

Vorgeschlagene 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.

GitHub issue · open

Ocarina of Time crashes (unhandled vk::Exception) with VK_ERROR_OUT_OF_DEVICE_MEMORY on an 8 GB RX 9060 XT, after the first cutscene

Spiel: Ocarina of Time Betriebssystem: Windows 11 25H2 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.

GitHub issue · open

[Crash] AMD Ocarina of time Doesn't Start

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 10 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.

GitHub issue · open

[Crash] AMD Ocarina of time Doesn't Start

Spiel: Zelda: Ocarina of Time

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

GitHub issue · open

[VBug] [AMD] Ocarina of Time: yellow-white haze and green shimmering water from NaN through FMin/FMax/FClamp

Spiel: Other / not listed Betriebssystem: Windows 11 Build: nx2 a7a28175 + #292, local MSVC build

On AMD RX 7000 series, NaNs from FMin, FMax, and FClamp can spread through bloom, producing a yellow-white sky and green shimmering water.

GitHub issue · open

[AMD] Ocarina of Time: cyan/magenta line on mountain ridges - FS with no color output writes garbage (fix included)

GitHub issue · open

Ocarina of Time harvest fork: findings and open tasks

Spiel: Zelda: Ocarina of Time

Community comments describe AMD black or corrupted-world output, fragment-pipeline compiler crashes on Windows, later timeouts or TFB stalls, corrupted output, and a RADV depth-image SPIR-V failure. These are separate reported cases; the comments do not establish a universal cause or resolution.

GitHub issue · open

[GBug] Dynamic FPS speeds up game when 30 FPS is reached Ocarina of Time Remake

GitHub issue · closed

[GBug] OoT (0400486024DEC000): the same ~60 cached graphics pipelines are rebuilt on the GPU thread every boot

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11 25H2 (build 26200) 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.

GitHub issue · open

macOS/MoltenVK: Ocarina of Time (0400486024DEC000) kills or hangs the Metal device at the intro-video boundary

Spiel: Zelda: Ocarina of Time Betriebssystem: macOS 27.2 (26B123)

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.

GitHub issue · open

macOS/MoltenVK: Ocarina of Time (0400486024DEC000) kills or hangs the Metal device at the intro-video boundary

Spiel: Zelda: Ocarina of Time Betriebssystem: macOS 27.2 (26B123)

After a local workaround for device loss, a commenter reports that the 3D scene remains black while sound and subtitles work on an older Eglantine fork; current nx2 behavior was not yet checked.

GitHub issue · open

[GBug] Dynamic FPS not working in Ocarina of Time Remake.

GitHub issue · closed

[GBug] System language Portuguese (Brazil) doesn't change in-game language for the Remake of The Legend of Zelda: Ocarina of Time

GitHub issue · open

[VBug] Oot is in a "nightmare mode"? also gameplay speed is at like 30%

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

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

GitHub issue · closed

[VBug] Ocarina of Time: dialogue box panel and hint strip flicker with EDEN_NX2_FRAMES_AHEAD=1, gone with =0

GitHub issue · open

[Crash] Ocarina of Time NUP remains on Launching in build 88

GitHub issue · closed

[VBug] OoT Slows when booting.

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: 83

Slows when booting.

GitHub issue · closed

[Crash] infinite launch screen with legend of zelda ocarina of time

Spiel: Other / not listed Betriebssystem: Windows 10 Build: 286117c7e0-nx2

Infinite startup launch loop when booting the .NUP version.

GitHub issue · open

[GBug] Ocarina of Time: pipelines evicted after ~2.5 min are rebuilt on the GPU thread when re-entering an area (stutter)

GitHub issue · open

[GBug] overall zelda ocarina of time experience on win11 rtx 2060 3700x 16gb ram system and visual glitches

GitHub issue · open

[Crash] Ocarina of Time (0400486024DEC000): freezes in Hyrule Castle Town pot room near the guard

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 10 Build: perf/frizti-integration build-85

User-reported reproducible freeze when walking deeper into the pot room in Hyrule Castle Town, near the guard.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): black screen on Adreno 740/Turnip, pipeline builders stuck in driver until memory runs out

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Linux 7.2.6, ArmadaOS (Fedora 44 based) 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.

GitHub issue · open

[VBug] OOT eventually turns into hard black screen outside of captions in handheld mode, renders as though looking through vaseline in docked mode

Spiel: Ocarina of Time Betriebssystem: Linux (Gentoo); Cachyos 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.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)

Spiel: 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.

GitHub issue · open

[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)

Spiel: The Legend of Zelda: Ocarina of Time

A user report says resolution 2X caused flicker or line artifacts; a separate candidate-build report says the release's overexposure warning was not cleared by its limited test.

GitHub issue · open

[Crash] Linux/RADV (RX 9070 XT): invalid SPIR-V fragment shader (depth image u32 sampled as f32) segfaults in VkPipelineBuild, Ocarina of Time

Spiel: Zelda: Ocarina of Time Betriebssystem: Linux 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.

GitHub issue · open

Legend of Zelda Ocarina of time

GitHub issue · open

[Crash] AMD Crash/AudioDesync

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · open

[Crash] Ocarina of time crash on Linux AMD

Spiel: Zelda: Ocarina of Time Betriebssystem: Linux Build: 88

User reports a crash when opening the game on Arch Linux with an AMD Radeon AI PRO R9700 (9070XT); the console reports a segmentation fault.

GitHub issue · open

[AMD RX 9070 XT] Black screen with UI visible and GPU driver timeout (Build 88)

Spiel: 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.

GitHub issue · open

[GBug]

OCARINA OF TIME ### Before submitting - [x] I searched existing issues and found no duplicate - [x] I'm using the latest build - [x] My game is legally dumped from my own console ### Emulator build BUILD-88 ### Regression - [ ] This is a regression (it worked in an older build) ### Last known working build _No response_ ### Game Other / not listed ### Graphics card NVIDIA RTX 30 series or older ### Opera…

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Spiel: The Legend of Zelda: Ocarina of Time Build: Lichii nx2 build 75

The 3D gameplay scene can appear black while the HUD remains visible.

Vorgeschlagene Lösung: Switch to Docked mode; one commenter reported this resolved the black screen. Other reports say this workaround did not help.

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Spiel: The Legend of Zelda: Ocarina of Time Build: Lichii build 75

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

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11

A commenter reported flickering shadows and trees with no leaves.

GitHub issue · closed

[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11

A commenter reported audio playing ahead of the video during the intro.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Spiel: 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.

Vorgeschlagene 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.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Spiel: Ocarina of Time Betriebssystem: Windows 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.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Spiel: 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.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Spiel: Ocarina of Time Betriebssystem: Ubuntu 24.04 Build: Frizti v2 (oot-gather-fix @ 765659a) plus port of #204

A user reported river-water flicker depending on sun direction relative to the camera; the proposed link to lighting or light volumes was unconfirmed.

GitHub issue · open

Ocarina of Time: frame dump findings (overlay source, bloom/exposure, missing vegetation, rejected gathers)

Spiel: Ocarina of Time Betriebssystem: Windows 11 24H2 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.

GitHub issue · open

Ocarina of Time (Switch 2) gets stuck at "Building 9 shaders" on AMD RX 6750 XT

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 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.

GitHub issue · open

[Bug] Windows build-83 can hang on Closing software after OoT gameplay

Spiel: Zelda: Ocarina of Time Betriebssystem: Windows 11 Build: build-83

On Windows build-83, shutdown can hang at “Closing software…” after gameplay. Some sessions completed shutdown successfully; the cause is undetermined.

GitHub issue · open

Ocarina of Time (0400486024DEC000) build-75: macro parameter desync + unknown texture format 100, broken lighting/bloom and corrupted textures

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Gentoo Linux 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.

GitHub issue · closed

[GBug]

Spiel: The Legend of Zelda: Ocarina of Time Betriebssystem: Windows 11 26H2 (Build 26300.9818) 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.

Lichii release

Release note · build-94

Spiel: Ocarina of Time Build: build-94

AMD black foliage and haze.

Lichii release

Release note · build-94

Spiel: Ocarina of Time Build: build-94

HUD flicker.

Lichii release

Release note · build-94

Spiel: Ocarina of Time Build: build-94

Cutscene audio drift.

Lichii release

Release note · build-94

Spiel: Ocarina of Time Betriebssystem: Linux Build: build-94

First-launch shader stall on Linux.

Lichii release

Release note · build 93

Spiel: Ocarina of Time Build: build 93

An NVIDIA device-lost crash was reported on build 93; the release says it is awaiting retest on this build.

Lichii release

Release note · build-75

Spiel: 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.

Spiel prüfen

Spielekompatibilität prüfen

Fragen zur Einrichtung

Häufige Fragen zur Einrichtung

Soll ich die alte Version zuerst entfernen?

Behalte deine funktionierende Version, bis der neue Build installiert und getestet ist. Sichere vor dem Wechsel Spielstände und Einstellungen.

Was soll ich prüfen, wenn Windows eine fehlende Abhängigkeit meldet?

Lass alle zugehörigen Dateien desselben Releases zusammen mit lichii.exeim gleichen Ordner. Suche in den Release-Hinweisen oder im Issue-Tracker nach der genauen Fehlermeldung.

Der Controller funktioniert im Menü, aber nicht im Spiel. Was kann ich tun?

Prüfe das Eingabeprofil und die Tastenbelegung erneut. Suche anschließend in der Fehlerbehebung nach dem Controller-Modell oder dem Spiel.

Warum wird ein geschlossenes Issue hier noch angezeigt?

„Closed“ ist der Status im Issue-Tracker. Lies die Diskussion, um zu sehen, ob das Problem behoben, verschoben oder aus einem anderen Grund geschlossen wurde und welcher Build betroffen ist.

Welche Angaben sollte ich bei einer Bitte um Hilfe machen?

Nenne Lichii-Build, Betriebssystem, GPU und Treiber, den vollständigen Fehlertext und die Schritte, die den Fehler auslösen. Gib auch an, ob er in einem zuvor funktionierenden Build auftritt.