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: Zelda Ocarina of time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-117 | runs with issues | Not provided / Not provided | 10 FPS | Open report |
Problems or notes: Main-menu performance reportedly dropped from 60 FPS with some drops on the prior legacy build to 10 FPS, with audio out of sync. The reporter says the non-PGO version had the same problem.
Current: build-117 (1 record); previous: build-116 (0 records).
Also listed as: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-95 | runs with issues | NVIDIA RTX 3070 Ti 8 GB / AMD Ryzen 7 2700X (8C/16T, 3.7 GHz) | 10–60 FPS | Open report |
Problems or notes: Informal measurements: title screen 45-60 fps and gameplay 10-33 fps at 1X or 0.5X resolution scale; switching to Handheld gave no gain. GPU Unswizzle gave no improvement. The report attributes the limit to the CPU. Shader stutter caused drops while shaders were building. A later comment reports multi-second shader freezes gone after using a fork with PR #579 pipeline libraries and shader warm-up, while the CPU-bound limit remained at about 30 real FPS in the village, with frame generation 2x to 60.
| 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).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Lichii nx2 build 75 | runs with issues | NVIDIA GeForce RTX 5080 (16 GB) / Intel Core Ultra 7 270K Plus | 28–29 FPS | Open report |
| nx2-build-88 (55532f2) | runs with issues | NVIDIA RTX 5070 Ti 16 GB / Ryzen 7 9800X3D | Not provided | Open report |
| nx2-build-117 | runs with issues | Radeon RX 6600M / Xeon E5-2666 v3 | Not provided | Open report |
Problems or notes: Gameplay settles at 28–29 FPS, while menus and loading screens run at 53–59 FPS. The reporter says Docked mode is required to render; Handheld mode gives a black 3D screen. They report that 2X resolution has flicker/line artifacts. This is a user report.
Problems or notes: The user reports heavy stutter when re-entering areas after pipelines are evicted and rebuilt. They attribute this to eviction after 9000 frames and report bursts of pipeline rebuilding on the GPU thread.
Problems or notes: A user reports frequent shader-building notifications and stutter, including when revisiting areas. Their capture showed runtime pipeline creation but no eviction entries; they say they cannot yet determine how much persists on a second launch.
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| 75 (`nx2-build-75`) | runs with issues | AMD Radeon RX 6700 XT 8 GB, Vulkan 1.4.315 / AMD Ryzen 7 5800X | Not provided | Open report |
Problems or notes: The game renders normally before the AV1 intro cutscene. At the cutscene, the video layer is black while audio and subtitles work, then the emulator hangs indefinitely in a single-thread spin.
Also listed as: Ocarina of Time
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | Adreno 740 / Snapdragon 8 Gen 2 | Not provided | Open report |
| build-75 | runs with issues | Adreno 740 / Snapdragon 8 Gen 2 | Not provided | Open report |
Problems or notes: User reports NCE SIGILL about 5 seconds after launch; with Dynarmic there was no crash, but memory use rose substantially and the run stalled. A later comment says the SIGILL occurs when both built-in Dynamic FPS by Dark and Max Resolution patches are enabled; disabling both avoids it, but the run remains unplayable due to memory pressure and sparse frame captures.
Problems or notes: User reports that the game boots but remains black on this device. Large compute-shader compilation pins pipeline-builder threads and drives memory use toward exhaustion. Some runs have audio; others do not. Later comments report title-screen and intro progress on other builds, but black gameplay frames, memory pressure, intermittent crashes, or freezes remain.
Current: build-88 (1 record); previous: build-83 (0 records).
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build 117 (Windows PGO) | runs with issues | NVIDIA GeForce RTX 4070 Laptop GPU / AMD Ryzen 7 7745HX (laptop CPU) | Not provided | Open report |
Problems or notes: The user reports constant coil whine from the CPU area while playing; GPU usage is around 25-35% and CPU usage around 40-50%.
Showing 71–80 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 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
build-117 · Publiée le November 7, 2026
12 fichiers à télécharger pour cette version.
build-93 · Publiée le November 6, 2026
7 fichiers à télécharger pour cette version.
build-88 · 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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