Other / not listed
User reports a crash when booting the game in build 88 after it worked in build 75.
Zelda: Ocarina of Time
The issue reporter using an AMD RX 6600 8GB on Windows 10 reports that the emulator starts loading and then remains on a black screen.
Zelda: Ocarina of Time
Commenters report rendering failures, black screens, and AMD driver crashes; one reports that audio continues while rendering is crashed.
Other / not listed
On AMD RX 7000 series, NaNs from FMin, FMax, and FClamp can spread through bloom, producing a yellow-white sky and green shimmering water.
Zelda: Ocarina of Time
Community comments describe AMD black or corrupted-world output, fragment-pipeline compiler crashes on Windows, later timeouts or TFB stalls, corrupted output, and a RADV depth-image SPIR-V failure. These are separate reported cases; the comments do not establish a universal cause or resolution.
Zelda: Ocarina of Time
Persistent graphics pipeline cache entries are reportedly rebuilt on the GPU thread during gameplay on repeated boots, causing a visible hitch.
Zelda: Ocarina of Time
On macOS arm64 through MoltenVK, the Metal device may be lost or the GPU thread may hang at the intro-video/gameplay boundary. A commenter attributes the device loss to an attachment-less framebuffer reaching 32768×32768, above the stated Apple GPU limit of 16384.
Zelda: Ocarina of Time
After a local workaround for device loss, a commenter reports that the 3D scene remains black while sound and subtitles work on an older Eglantine fork; current nx2 behavior was not yet checked.
Zelda: Ocarina of Time
With GPU Mode: Accurate (High), gameplay may run in slow motion at about 30 FPS; shader compilation can cause stutter on new content.
Recorded fix: Set GPU Mode to Fast; the commenter reports this resolved the slow gameplay for their setup.
Hyrule Warriors
In stages past the first one, the gameplay screen is black while the UI remains visible; pausing shows the world rendered in the background.