Ocarina of Time
A user reports approximately 23–25 FPS in Kokiri Forest on Fritchii v4, with CPU and GPU not saturated.
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Compatibility results
Recorded performance
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Also listed as: Ocarina of Time, Zelda: Ocarina of Time, OoT, Zelda OoT, TLoZ: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Frizti v2 (765659af4) | playable | RTX 5090 / Ryzen 9800X3D | 53.66 FPS | Open report |
| build 80 (Lichii Development Build | fix/oot-upscaler-gathers-build-80) | runs with issues | Radeon RX 9070 16 GB / Ryzen 5 7500F | Not provided | Open report |
| current nx2 | playable | RTX 4070 SUPER / Not provided | Not provided | Open report |
| nx2-build-83 | runs with issues | AMD RX 9000 series / Not provided | 41 FPS | Open report |
| Not provided | runs with issues | RX 7900 XTX / Not provided | Not provided | Open report |
| build -88 MSVC 19.44.35229.0 | runs with issues | AMD RX 9000 series; RX 9060XT 16GIG / Ryzen 7 5700X | Not provided | Open report |
| nx2-build-88 | not booting | AMD Radeon RX 6600 / AMD Ryzen 5 5600 6-Core Processor | 0 FPS | Open report |
| v93 | runs with issues | RX 9070 XT and RX 5700 / Not provided | 15–30 FPS | Open report |
| Not provided | runs with issues | AMD Radeon RX 7800 XT / Not provided | Not provided | Open report |
| build 95 | runs with issues | AMD Radeon RX 9070 XT / Not provided | Not provided | Open report |
Problems or notes: A user comment reports 53.66 presents/s in a stationary village view and a limited continuous gameplay check through the training-area crawl passage to the maze entrance and back to the east pond/Mido approach. Native 60 FPS was not locked; the Deku Tree and later areas were not tested, and the release's overexposure warning was not cleared.
Problems or notes: The title screen rendered normally, but after starting a new game the world rendered almost entirely black, with only the HUD, areas lit by Navi and around Link's feet, and some blown-out white shapes visible. Multi-second stalls of 6.4 s and 5.6 s occurred during pipeline building and ASTC decodes. The report used Vulkan, 1x resolution, ScaleForce, and FIFO vsync on Windows 11 25H2. The closing comment says later builds include many Ocarina of Time fixes but does not confirm this issue was fixed.
Problems or notes: Commenter reports the over-bright, washed-out rendering is gone and says the title was played for about 20 minutes without stretched/exploded environment geometry recurring. The specific build changes responsible are unknown.
Problems or notes: The issue author reports audio running ahead of the video, cutting out and repeating during the opening cutscene, followed by a full computer freeze at the Deku Tree cutscene. Reported settings: Vulkan, GPU Mode Fast, Docked, Bilinear window adapting filter, and no anti-aliasing.
Problems or notes: A commenter reports an AMD driver timeout and GPU reset when control of Link begins, attributing it to an ambient-lighting compute dispatch. They say PR #206 fixes that timeout in their testing, but note it does not fix separate pipeline-build crashes or black-world problems.
Problems or notes: The user reports audio delays after scenes, followed by a black screen and emulator crash. A commenter reports a similar crash on Linux with AMD graphics.
Problems or notes: User reports a permanent black-screen freeze at “Building: 13 shader(s)” during the initial AV1 title screen video decoding sequence with Vulkan, GPU Mode Low/Fast, and Asynchronous Shaders enabled. The emulator shows 0 FPS and requires forced termination. The same user reports that an NVIDIA RTX 2060 boots and renders 3D gameplay with the same portable-folder configuration. Another user reports the issue on an RX 6600M.
Problems or notes: A user reports FPS between 15 and 30 with constant drops and GPU usage frequently reaching 100%.
Problems or notes: A user reported a magenta zigzag line along the Hyrule Field mountain ridge, then reported that a proposed shader-output write-mask fix removed it. This was a user report, not a maintainer-confirmed test.
Problems or notes: A user reported coloured blocks along the Hyrule Field horizon on an earlier local build, with a separate distant-horizon glow. They reported the coloured blocks gone after applying #353 in a later build; the glow remained.
Current: build-117 (2 records); previous: build-116 (0 records).
Showing 151–160 of 308 reports
Known issues from Lichii sources
A user reports approximately 23–25 FPS in Kokiri Forest on Fritchii v4, with CPU and GPU not saturated.
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.
The in-game language did not change to Portuguese (Brazil) after configuring the emulator system language to Portuguese.
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.
Random white splotches appear in Hyrule Field after beating King Dodongo.
The whole PC crashes right after the intro movie on Linux with an AMD ATI Radeon RX 9060 XT.
White squares appear in Kakariko village.
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.
Recorded fix: 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.
Showing 21–30 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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