Problems or notes: User reports excessive brightness and overexposure: the sky appears completely white, and the horizon and distant scenery are washed out by a white glow or fog effect.
Problems or notes: Opening rendered and controllable Kokiri Forest gameplay was reached. Some sessions hung at “Closing software…” during shutdown, while others exited successfully. The source does not establish a cause or fix.
build-78 report
Statusruns with issues
GPUNVIDIA RTX 30 series or older
CPUNot provided
DriverNot provided
Recorded FPSNot provided
Problems or notes: Audio plays from a different point in the game than the picture, including Ganondorf intro audio while Link is waking up. A user comment also reports audio leading video in other scenes, with around 50 FPS in cutscenes and 35-45 FPS in-game; another reports the same intro desynchronization.
Not provided report
Statusruns with issues
GPURTX 5070
CPU7800X3D
DriverNot provided
Recorded FPSNot provided
Problems or notes: A user comment reports audio playing far ahead of video in the intro scene. The user also reports 32GB DDR5.
From build-75 to build-83: follow the gameplay changes described for these two builds.
Fixed missing vegetation, incorrect materials and lighting, a glowing doorway, one-frame white flashes, and an AMD black 3D scene. Added Max Resolution (built-in), enabled by default for the supported game build, and Ocarina-specific frame-ahead presentation tuning.
Before: Missing vegetation and incorrect material data; affected lighting and colours; a glowing doorway; one-frame white flashes; and on AMD, shaders could produce a black 3D scene.
After: Additional shader pointers and storage-buffer bindings, corrected buffer tracking and mesh-shader register handling, fixed occlusion-query and nested-return handling, and added the Max Resolution add-on and frame-ahead presentation tuning.
build-75 → build-83
Zelda Ocarina Of Time RemakeReported platform: unknownruns with issuesunknown4 reports
Lichii compatibility reports for Zelda Ocarina Of Time Remake
Problems or notes: User reports excessive bloom outside the Great Deku Tree, returning to normal after defeating Gohma, and invisible boxes and walls inside it. Windows 10.
build-93 report
Statusruns with issues
GPUAMD Radeon 9070XT
CPUIntel Core I5
DriverNot provided
Recorded FPSNot provided
Problems or notes: Shaders load slowly and significantly slow gameplay, rebuilding when entering the same area. In the Kokiri Sword area, Link and most surroundings turn solid black; white flickers also occur.
Not provided report
Statusunknown
GPUGTX 1070 8GB
CPURyzen 5 5500
DriverNot provided
Recorded FPSNot provided
Problems or notes: Commenter reports the same issue; Windows and build are not stated.
Not provided report
Statusruns with issues
GPUrx7600xt 16gb
CPUryzen 5 5600
DriverNot provided
Recorded FPSNot provided
Problems or notes: Commenter says the game runs pretty well and posts an image, but is unsure whether it relates to bloom. No specific issue is identified.
A commenter says many crashes with AMD graphics cards are related to mesh shaders.
The Legend of Zelda: Ocarina of Time
In build 75 on Windows x86_64, gameplay settles at 28–29 FPS while menus and loading screens run at 53–59 FPS; the reporter characterizes the gameplay performance as CPU-bound.
The Legend of Zelda: Ocarina of Time
Handheld mode gives a black 3D screen; Docked mode renders. A user also reports flicker/line artifacts at 2X resolution.
Recorded fix: Switching to Docked mode resolved the black 3D screen in the user's report.
The Legend of Zelda: Ocarina of Time
A user reports frequent hangs or stalls in build 83; the trigger and duration were not isolated.
The Legend of Zelda: Ocarina of Time
A user reports new-area shader hitches in build88.
The Legend of Zelda: Ocarina of Time
The user reports audio delays after scenes followed by a black screen and emulator crash on Windows 11 with AMD graphics. A commenter reports a similar crash on Linux with AMD graphics.
Ocarina of time
A user reports a crash when opening the game on Linux with an AMD Radeon AI PRO R9700 (9070XT).
The Legend of Zelda: Ocarina of Time
On an AMD Radeon RX 9070 XT, the logo, text, and UI are visible while the 3D environment remains black; audio continues and AMD driver timeouts or crashes sometimes occur.
The Legend of Zelda: Ocarina of Time
A commenter reports AMD graphics-card crashes related to mesh shaders.
Recorded fix: A commenter says starting the Linux AppImage with EDEN_NX2_NO_MESH=1 usually fixes the problem.
The Legend of Zelda: Ocarina of Time
A commenter reports that the game looks too bright when using the Aubepine build, making it barely playable.
Showing 261–270 of 287 issues
最近のリリースノート
最新ビルドでの互換性の変化
ビルド build-117 · Ocarina of Time
Fixed a crash during shader building on Windows drivers for RX 6000 (RDNA2), RX 5000 (RDNA1), Vega, and Polaris cards. The faster matrix path now runs only on RDNA3 and newer.
ビルド build-116 · Zelda: Ocarina of Time
Ocarina of Time is described as very stable; foliage and Hyrule Field grass rendering are fixed, and many users get 60+ fps.
ビルド build-116 · Zelda: Ocarina of Time
NVIDIA DLSS Super Resolution can replace the game's own upscaler on RTX cards; the setting is experimental.
ビルド build-116 · Zelda: Ocarina of Time
A new option turns off the game's sharpening anti-aliasing; the default Game setting behaves as before, and DLSS takes priority if both are enabled.
ビルド build-116 · Mario Tennis Fever
The game runs fully at 60 fps, and texture glitches are fixed.