Mario Kart World
A user report says stock build 88 reset the GPU about 25 seconds after launch on Linux RADV.
Compatibilité des jeux
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Trouver un jeu
Les données actuelles comptent 108 entrées par jeu et environnement, et 308 rapports sur Lichii.
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Signification des statuts : « Unknown » : aucune conclusion. « Not booting » : le jeu ne démarre pas. « Boots » : seul le démarrage a été constaté. « Runs with issues » : des problèmes surviennent en jeu. « Playable » : la personne ayant testé le jeu a pu continuer à jouer.
Compatibility results
Recorded performance
Open a game for its test details. Start with a GPU and build close to your own, then explore the driver, FPS, and gameplay notes.
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Also listed as: OoT, Ocarina of Time, OOT REMAKE
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | boots | AMD Radeon RX 7900 XTX (RADV) / Intel Core i7-11700K | Not provided | Open report |
Problems or notes: Not provided
Current: build-93 (3 records); previous: build-88 (0 records).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | runs with issues | AMD Radeon RX 9070 XT / Not provided | Not provided | Open report |
Problems or notes: Severe bright pink, cyan, and white lines appear along mountain silhouettes, especially where mountains meet the sky, in Kakariko Village. Shader compilation continues during gameplay, especially when moving or rotating the camera.
Current: build-93 (1 record); previous: build-88 (0 records).
Also listed as: Ocarina of Time, OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | playable | AMD Radeon RX 9060 XT 16 GB / Intel i7-9700K | 36 FPS | Open report |
Problems or notes: CPU-bound performance was reported. The tester separately reported an incorrect near-white image with frame_gen and game_dlss_network enabled; setting both to false produced a correct image.
Current: build-93 (1 record); previous: build-88 (2 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 |
| build-93 | runs with issues | RX 5700 (RDNA1) / Not provided | 14–24 FPS | Open report |
| build-93 | runs with issues | RX 7900XT / Ryzen 7 5700X3D | 25–55 FPS | Open report |
| build-93 | runs with issues | RX 9070 XT / Ryzen 7 9800X3D | 14–37 FPS | 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.
Problems or notes: Renders and runs without crash, device loss, or fence timeouts. Commenter reports 22–24 FPS indoors and 14–15 FPS in Kokiri Forest, with outdoor performance described as uncomfortable.
Problems or notes: Commenter reports stable 25–30 FPS and occasional indoor spikes around 55 FPS; no errors, crashes, or timeouts.
Problems or notes: Boots to title and reaches gameplay without crashes or driver timeouts. Reported approximately 18 FPS on defaults, 17 FPS with async shaders on and GPU accuracy Normal, 14 FPS with async shaders on and GPU accuracy High, and approximately 29 FPS with defaults plus the stated logging, process-priority, and Xbox Game Bar capture changes in Kokiri Forest; intro cutscenes run 32–37 FPS. Gameplay is reported in slow motion. Heavy bloom and overexposure occur in bright areas, and the Great Deku Tree appears as a dark silhouette in its intro scene. One Lichii thread reaches 99% of a core.
Current: build-93 (4 records); previous: build-88 (1 record).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | runs with issues | RX 9060 XT 16 GB / i7-9700K | 19–36 FPS | Open report |
Problems or notes: A user reports that frame_gen and game_dlss_network enabled caused a near-white presented frame; setting both to false produced a correct image. White flashes were associated with async_presentation=true; async_presentation=false reduced white pixels in a 40-frame capture to 0.2% but lowered performance to about 19-25 FPS in a heavy Kokiri scene. The approximately 36 FPS result required async presentation, which flashed.
Current: build-93 (1 record); previous: build-88 (0 records).
Also listed as: OoT, Zelda, Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | boots | RX 9060XT 16GB / Ryzen 5 7600 | Not provided | Open report |
Problems or notes: A commenter reports that starting with Accurate GPU enabled loaded the main menu; audio had issues. They say settings could sometimes be changed back, but the issue could recur.
Current: build-93 (1 record); previous: build-88 (0 records).
Also listed as: OoT, Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-93 | boots | RX 9070 XT / Ryzen 7 7800X3D | Not provided | Open report |
Problems or notes: A commenter says video worked on build 93 with the same configuration, keys, firmware, and game files used for build 95.
Current: build-93 (1 record); previous: build-88 (0 records).
Showing 21–30 of 35 reports
Known issues from Lichii sources
A user report says stock build 88 reset the GPU about 25 seconds after launch on Linux RADV.
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines not used for 9000 frames are evicted, leading to runtime rebuilds and stutter when entering a new area.
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines are evicted after 9000 frames, causing runtime builds, long held draws, and a reported freeze.
Grass and pebbles disappear or flicker during sword attacks; disabling persistent pipeline cache was reported to make grass disappear permanently, while enabling it left flickering.
Recorded fix: A commenter reports the issue was fixed in build-116.
User reports significantly worse performance and that parts of the game are broken in build 117 compared with build 93 on NVIDIA RTX 30 series or older.
Walls, environmental geometry, and some interactive objects are invisible; occasional stuttering is also reported.
A commenter reports invisible push blocks.
A commenter reports that objects and doors do not appear.
Issue reports describe audio desynchronization and crashes or full-system freezes during early cutscenes on AMD graphics cards.
In build 116, a user reports frame generation rapidly switching between idle and auto flowstate, lower frame rates, stuttering, and the texture cache being overwritten. A commenter also reports white flashes on Windows 11.
Showing 101–110 of 361 issues
Notes de version récentes
Version build-117 · Ocarina of Time
Version build-116 · Zelda: Ocarina of Time
Version build-116 · Zelda: Ocarina of Time
Version build-116 · Zelda: Ocarina of Time
Version build-116 · Mario Tennis Fever
Choix d’une version
Choisissez un jeu ci-dessus pour voir quelles versions testées sont disponibles au téléchargement. En attendant, utilisez la dernière version disponible et lisez ses notes.
Essayez la dernière version disponible : build-117. Gardez une version fonctionnelle sous la main pendant vos essais.
Questions sur la compatibilité
Appliquez les filtres de jeu, de statut, de GPU et de version, puis copiez l’URL de la page. Un lien vers un jeu précis ouvre sa fiche.
Vérifiez dans d’autres rapports si le jeu atteint les menus ou une partie jouable. Notez votre pilote et le moteur de rendu, puis recherchez le jeu ou l’erreur dans le guide de dépannage.
La version du pilote, les réglages graphiques, la charge du processeur et la partie du jeu testée peuvent influer sur le résultat. Comparez ces détails avant de modifier votre configuration.
Utilisez le suivi officiel des tickets de Lichii. Indiquez le jeu, le tag de la version, le matériel, le pilote, les réglages et les étapes pour reproduire ce que vous avez observé.