Ocarina of Time
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.
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Los datos actuales incluyen 108 registros de juego y entorno y 308 informes sobre Lichii.
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Compatibility results
Recorded performance
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Also listed as: OoT, Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| 83 Non-PGO | boots | AMD Radeon RX 9070 XT / AMD Ryzen 7 5700X (AM4) | Not provided | Open report |
Problems or notes: The game renders on the same machine under Wayland without special environment variables, but performance is reported as lower.
Current: build-117 (1 record); previous: build-116 (0 records).
Also listed as: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | not booting | RX 9070 XT 16 GB / Ryzen 7 9850X3D | Not provided | Open report |
Problems or notes: A commenter reports an instant crash despite trying the EDEN_NX2_NO_MESH=1 workaround. Firmware 20.3.0, game version 1.1.1, and game build ID E0F3CCFAF50065AE4EA01EB5AEB13B1A45DA3348 are stated.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| nx2 at 8813b44 and 5a50f50; other user tests cite 75 (c9ebb5c), 27226d2, 55532f2, and b06d181 | runs with issues | Not provided / Apple M6 (arm64) | 12–14 FPS | Open report |
| Eglantine fork 0ca2032 and Lichii nx2 build 75 (c9ebb5c) | runs with issues | Not provided / Apple M1 | Not provided | Open report |
| Local nx2 builds 27226d2 and 55532f2, with user patches | runs with issues | Not provided / Apple M3 Max | Not provided | Open report |
| nx2 b06d181 | runs with issues | Not provided / Not provided | 12–14 FPS | Open report |
Problems or notes: Title screen and intro video render, but the GPU may lose the Metal device during video playback or the GPU thread may hang at the video-to-gameplay transition. The initial report states gameplay is not reached; a later user update says the intro plays end to end after applying proposed changes but transition stalls remain. A separate report gives 25-30 FPS after applying proposed fixes. Reports are user observations.
Problems or notes: User reports Metal device loss at the video-to-gameplay transition. Applying a framebuffer extent clamp avoided device loss for 10 minutes and allowed the game past the title screen on a test build, but after this fix the 3D scene remained black in the reported older fork.
Problems or notes: User reports VK_ERROR_DEVICE_LOST after a Metal GPU page fault, including during title-screen rendering or when intro-video compute programs run. Rejecting programs containing native opcode 0x4a4 avoided the page fault in the user's patched builds, but this is a user workaround and not a confirmed general fix.
Problems or notes: User reports that framebuffer clamping plus a 64 KiB stream-buffer tail, or rejecting native opcode 0x4a4 programs, prevents intro-video page faults in tests. With the clamp and tail, intro playback reached 25-30 FPS and completed, but the video-to-gameplay transition still stalled; a second decoder session was also followed by VK_ERROR_DEVICE_LOST on builds running the native chain.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| nx2-build-92 | runs with issues | AMD Radeon RX 9070 XT (16 GB VRAM) / Ryzen 5 5500 | Not provided | Open report |
Problems or notes: A user reports that the black screen issue is gone and the game runs, but performance is poor and shader compilation causes heavy stuttering, sometimes dropping to 0 FPS. Another commenter says they get 60 fps after the start/launch, but does not specify the settings or hardware for that result.
Also listed as: Ocarina of Time (Switch 2), Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-75 | not booting | AMD Radeon RX 6750 XT (RDNA2) / Intel Core i7-11700F | Not provided | Open report |
| Not provided | runs with issues | RX 9070 XT 16 GB / Ryzen 7 5800X3D | 17–20 FPS | Open report |
Problems or notes: The game passes the initial launching stage, but the emulator becomes unresponsive at “Building 9 shaders”; background audio works and the game does not progress.
Problems or notes: A short source-build test reached the first room of gameplay without VK_ERROR_DEVICE_LOST, but the cutscene after the intro flickered heavily green/cyan, UI text and legends flickered, and shader compilation caused hitches up to a reported 24-second frame. The reported 17–20 FPS was in a simple interior after shaders stopped compiling. The tester could not determine whether PR #251 or disabling Frame Generation avoided the crash, and did not test the outdoor area.
Current: build-75 (1 record); previous: build-70 (0 records).
Also listed as: OoT, Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | runs with issues | RTX 5070 Laptop / i7-13650HX | Not provided | Open report |
Problems or notes: Local clang-cl Release nx2 build at 91d1aada6, not PGO. GPU accuracy High prevented GPU thread splitting and ran the work on one busy GPU thread. With GPU mode Fast, async shaders and async presentation on, and NVDEC GPU, splitting was enabled; the reporter notes the second run had a warmer shader cache, so the performance difference is not directly comparable. Profiling also showed GPU idle waits and long hitches while native pipelines were built.
Current: build-93 (4 records); previous: build-88 (1 record).
Showing 251–260 of 308 reports
Known issues from Lichii sources
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.
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.
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.
A user reports crashing while loading on an RX 9070 XT, even after copying another user's settings; the game and setup details are not established in that comment.
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.
White sky in Hyrule, reported with an AMD RX 9000 series GPU.
Black-screen hang after an unsupported native QMD release format leaves both GPU channels waiting on a semaphore.
On an AMD RX 7900 XTX, the distant Kokiri Forest canopy renders neon green and cyan.
Recorded fix: #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.
The game freezes when pressing a button in the ocarina menu.
Recorded fix: Set Ocarina Mic Input to None in the game's Options.
Selecting a microphone input and playing an ocarina note causes emulation to freeze.
Recorded fix: A comment says the issue was fixed in pull request 255.
Showing 151–160 of 361 issues
Notas de versiones recientes
Versión build-117 · Ocarina of Time
Versión build-116 · Zelda: Ocarina of Time
Versión build-116 · Zelda: Ocarina of Time
Versión build-116 · Zelda: Ocarina of Time
Versión build-116 · Mario Tennis Fever
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Prueba la última versión disponible: build-117. Conserva una versión que funcione por si necesitas volver a ella durante las pruebas.
Dudas sobre compatibilidad
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