Ocarina of Time
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.
Recorded fix: 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.
Other / not listed
Graphics fail to load in the Water Temple; a commenter describes the area as unplayable.
Recorded fix: 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.
Other / not listed
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.
The Legend of Zelda: Ocarina of Time
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.
Recorded fix: 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.
The Legend of Zelda: Ocarina of Time
On AMD RADV Mesa 26.2.4, task/mesh shader use can hang the GPU and cause device loss during 3D gameplay.
Recorded fix: 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.
The Legend of Zelda: Ocarina of Time
On build-95, the user reports draws held while unbuilt pipelines are being built, causing multi-second stalls, even with async shaders enabled.
The Legend of Zelda: Ocarina of Time
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.
Recorded fix: 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.
The Legend of Zelda: Ocarina of Time Remake
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.
The Legend of Zelda: Ocarina of Time
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.
Other / not listed
The user reports performance remaining at 20 FPS with music glitches on macOS.