The Legend of Zelda: Ocarina of Time
Gameplay performance is CPU-bound on the reported Ryzen 7 2700X; resolution scale changes and switching to Handheld did not improve performance.
Compatibilidad de juegos
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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: Ocarina of Time, OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | not booting | RX 5700 / Not provided | Not provided | Open report |
| nx2-build-88 (55532f2) | runs with issues | NVIDIA GeForce RTX 5060 (8 GB VRAM) / AMD Ryzen 5 5600G (6C/12T) | Not provided | Open report |
| nx2-build-93 | runs with issues | RTX 2060 6 GB / Xeon E5-1620 v3 (4C/8T) | Not provided | Open report |
| nx2-build-117 | runs with issues | AMD Radeon RX 580 8 GB (Polaris, GCN 4) / i3-8100 | Not provided | Open report |
| nx2-build-93 | runs with issues | AMD Radeon RX 6750 GRE 10GB (RDNA2) / Ryzen 5 5600 | Not provided | Open report |
| nx2-build-117 | runs with issues | NVIDIA RTX 40 series (RTX 4070 Ti Super) / Ryzen 7 9800X3D | Not provided | Open report |
Problems or notes: A commenter reports black 3D graphics with working UI and attributes this to a possible DemoteCombinationPass issue; this is a user-provided analysis, not a confirmed fix.
Problems or notes: In a 1h 49m gameplay session, the reporter observed severe 1.3–6.59 second freezes, continuous frame-time micro-stutters, repeated GPU-thread shader translation stalls, and 579,265+ synchronous OnCPURead waits. The session had 0 crashes. Vulkan, 1x, GPU Mode Accurate, Async GPU and async shader compilation enabled, and Enable Reactive Flushing enabled.
Problems or notes: A user follow-up reports FPS averages falling from 53 in the first 10-minute bucket to about 23 in the 80–90-minute bucket during a 98-minute session with Reactive Flushing enabled, alongside 365,889 OnCPURead events and stalls over 2 seconds. In additional roughly 100-minute sessions, OnCPURead growth occurred with Reactive Flushing both on and off; with it off, FPS averages were 16–33 after the first 10 minutes and stalls reached 12 seconds, with one around 49 seconds. The reporter notes the comparison is not conclusive.
Problems or notes: A user reports the AMD Vulkan driver faults with exception 0xc0000005 during compute-pipeline compilation. Two shader pipelines repeatedly fail to finish; the same was reproduced on nx2-build-95. OpenGL was also reported to fail because GLSL task and mesh programs are not implemented.
Problems or notes: On Vulkan, the AV1 intro audio plays and decoding starts, but no video image is presented; eight compute shaders fail with VK_ERROR_OUT_OF_HOST_MEMORY and the process eventually aborts with 0xc0000409. The issue says the same crash signature also occurred on nx2-build-88 and nx2-build-83 (MSVC).
Problems or notes: 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. Switching to Wait produced a normal picture with the usual stutter while pipelines built.
Current: build-93 (1 record); previous: build-88 (2 records).
Also listed as: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | runs with issues | AMD RX 6900 XT (RDNA2) / i7-9700K | 18–30 FPS | Open report |
Problems or notes: The user reports a driver crash after starting a new game and skipping a cutscene. With a local build using EDEN_NX2_NOOPT_SHADERS=all, they report no crash during 40+ minutes of play in Kokiri Forest, Deku Tree, cutscenes, and save load. The same setup was CPU-bound at 18-30 fps in Kokiri Forest.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Lichii Development Build | 1.0.0-sharkiix-3.1.1 | runs with issues | AMD Radeon RX 6700 XT 12 GB (Navi 22) / AMD Ryzen 5 5600G (6C/12T, Zen 3) | 20 FPS | Open report |
Problems or notes: Menus and pause screen run at 60 FPS, but gameplay is around 20 FPS with audio crackling below full speed. Forcing full GPU clock and performance EPP made gameplay smoother but did not raise the frame rate. The report attributes the limitation to synchronization between emulator threads. On Windows with the same PC, only subtitles rendered. The report also describes a device loss after about nine minutes with Mesa 25.0.7 and kernel 6.12.115; it was not seen again after updating to Mesa 26.1.6 and kernel 7.2.11.
Also listed as: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | runs with issues | Nvidia RTX 4070 SUPER / Not provided | Not provided | Open report |
Problems or notes: The 3D scene is black while subtitles and audio are present.
Also listed as: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | runs with issues | RX 6650 XT (RDNA2) / i5-10400F | 16–27 FPS | Open report |
Problems or notes: In a fork build with the two compute shaders built unoptimized, the intro played and the game reached Kokiri Forest; cutscenes ran at about 25–27 FPS. With `EDEN_NX2_NOOPT_SHADERS=all`, performance dropped to about 16–17 FPS. In another setup, asynchronous shader compilation was associated with a black screen with audio or remaining at Loading Shaders at 0 FPS; the reporter did not wait long enough to determine whether it would eventually finish. A later session reported intermittent long graphics-pipeline stalls, including single-frame stalls and terrain flicker.
Showing 231–240 of 308 reports
Known issues from Lichii sources
Gameplay performance is CPU-bound on the reported Ryzen 7 2700X; resolution scale changes and switching to Handheld did not improve performance.
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.
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.
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.
Recorded fix: 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.
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.
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.
User reports a solar flare in the field when looking toward Kakariko and no collision.
Music randomly cuts out while voices continue playing in the first cinematic.
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.
Recorded fix: 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.
A flash phenomenon occurs when entering Kakariko Village; a comment reports the same issue in Goron City.
Showing 61–70 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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