Zelda: Ocarina of Time
Outdoor areas have far too much fog and glow compared with console; performance is about 12–22 fps on a Ryzen 5900X with an RTX 3080, and three rare shaders remain unsupported.
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Compatibility results
Recorded performance
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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.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-75 | runs with issues | AMD Radeon RX 6800 XT (16 GB, RDNA 2) / AMD Ryzen 5 9600X | Not provided | Open report |
Problems or notes: A commenter reports that entering gameplay gives a completely black screen for all 3D geometry. With use_disk_shader_cache = true, subsequent boots hang at Loading Shaders 25 / 27.
Current: build-75 (1 record); previous: build-70 (0 records).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| 75 (`nx2-build-75`) | runs with issues | AMD RX 7000 series (Radeon RX 7600, RADV 26.2.5, Vulkan 1.4.354) / Not provided | Not provided | Open report |
Problems or notes: During the AV1 intro cutscene, the video area is solid green while audio and subtitles work. The report says frames decode at 60 fps, but this is not a gameplay FPS measurement.
Also listed as: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| d8ad4787 | runs with issues | Adreno 740 / Snapdragon 8 Gen 2 | Not provided | Open report |
Problems or notes: User reports that this desktop build of pavelgajdo/Lichii-Android nx2 avoids the early NCE SIGILL with both built-in patches enabled, renders the 3D field behind the title logo, and plays the full intro. Loading gameplay then causes memory exhaustion on the 11.2 GiB device; lowering scale did not prevent it.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | AMD RX 9000 series / Not provided | Not provided | Open report |
Problems or notes: The game shows video and music during the intro, then crashes after Ganondorf makes Link wake up. A commenter reports delayed video followed by an emulator crash with an AMD RX 9060 XT 16gb graphics card. Another report says a suggested procedure did not work on Win11 with an RX 9070 XT 16 GB and Ryzen 7 7700, and that a driver crash remained.
Current: build-88 (1 record); previous: build-83 (0 records).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| chuppatricky-amd-testbuild-v13-windows-x86_64.zip | runs with issues | AMD RX 6000 series or older / Not provided | Not provided | Open report |
Problems or notes: Crashes at the same moment as it flies under the user's feet.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| nx2-build-95 | runs with issues | AMD Radeon RX 6800 XT / AMD Ryzen 5 5600 | 15–29 FPS | Open report |
Problems or notes: User report: With async GPU emulation enabled, the game stalls after the first AV1 frame with a black screen and audio but no input response. With async GPU emulation disabled, it boots and plays, but cutscenes run at about 29 fps and gameplay at about 15–22 fps; the game froze while walking in the first area about 5.7 minutes after launch.
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).
Showing 101–110 of 151 reports
Known issues from Lichii sources
Outdoor areas have far too much fog and glow compared with console; performance is about 12–22 fps on a Ryzen 5900X with an RTX 3080, and three rare shaders remain unsupported.
On RTX 50-series GPUs, the GPU device can still be lost after a scene change.
Recorded fix: Try NVIDIA driver 610.88.
Gameplay is capped at about 30 fps, even though the game asks for 60.
On RTX 50-series GPUs (5070 Ti, 5090), the GPU device can be lost shortly after a scene change.
Recorded fix: Try NVIDIA driver 610.88.
Some textures are still black, and the game can crash later in play.
Some races still stall while shaders build.
On build 117, users report severe stuttering and low or variable FPS while shaders are building; comments also describe shader rebuilding when revisiting areas.
The suggested setting “switch 2 draws with unbuilt pipelines to skip” reportedly reduced stuttering, but introduced graphical and lighting issues.
A user reports that shader-cache rebuilding may contribute to stuttering and that deleting the cache and letting it rebuild helped, though performance was still slower than build 93.
Recorded fix: Delete the shader cache and let it rebuild.
Bright burnout in Kokiri Forest may occur.
Showing 11–20 of 287 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
build-93 · Publiée le November 6, 2026
7 fichiers à télécharger pour cette version.
Essayez la dernière version disponible : build-117. Gardez une version fonctionnelle sous la main pendant vos essais.
Questions sur la compatibilité
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