After: Dynamic FPS mod bundled and enabled by default; automatic patching is restricted to the supported game build and checks for patch conflicts.
build-83 → build-88
ゲーム互換性
遊びたいゲームはありますか? Lichii での動作や報告されている問題を確認し、試すビルドを選びましょう。
ゲームを探す
現在のデータには、ゲームと動作環境の組み合わせが 58 件、Lichii のレポートが 114 件あります。
ゲームが見つからない場合、Lichii でのレポートがまだ掲載されていないということです。テストに失敗したという意味ではありません。
同じゲームの異なるバージョンは、プラットフォームの表示で見分けられます。
動作状況の見方: 「Unknown」は未判定、「Not booting」は起動しなかった、「Boots」は起動のみ確認、「Runs with issues」はプレイ中に問題が発生、「Playable」はテストでプレイを続けられたことを示します。
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.
No games match these filters. Try a different name, GPU, or build, or clear a filter to broaden the search.
Also listed as: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-75 | runs with issues | RTX 3080 / Ryzen 5900X | 12–22 FPS | Open report |
| Not provided | runs with issues | AMD Radeon RX 6600 XT 8 GB / Ryzen 5 5600X | 25–33 FPS | Open report |
| Not provided | runs with issues | RX 6650 XT (RDNA2) / i5-10400F | 25–27 FPS | Open report |
| nx2 `5a50f50e0b` (official PGO artifact of build-80 and local non-PGO build of nx2-latest) | runs with issues | AMD RX 9070 XT (RDNA4, 16 GB) / Ryzen 7 5800X3D (8C/16T), 32 GB RAM | 28–35 FPS | Open report |
| Not provided | runs with issues | AMD RX 9070 XT / Not provided | Not provided | Open report |
| Not provided | playable | RTX 5090 / Not provided | 40–60 FPS | Open report |
| Not provided | unknown | AMD 7600 / Not provided | Not provided | Open report |
Problems or notes: Outdoor areas have excessive fog and glow, performance is about 12–22 fps, and three rare shaders remain unsupported.
Problems or notes: On the reported Windows 11 setup, the intro freezes at 0 FPS while two compute pipelines compile, taking 6 and 18 minutes. After compilation and caching, the intro proceeds; reported scenes run at about 33 FPS. Disabling optimization builds the pipelines faster but reported scenes run at about 25 FPS. Rejecting the two shader hashes makes the intro play at 60 FPS but leaves parts of the picture black.
Problems or notes: A user comment reports that with three shaders built unoptimized, the intro plays and the game reaches Kokiri Forest, with cutscenes at about 25 to 27 FPS. With `EDEN_NX2_NOOPT_SHADERS=all`, it ran at about 16 to 17 FPS. With asynchronous shader compilation on, this build showed a black screen with audio or stayed at “Loading Shaders” at 0 FPS; the user had not waited long enough to determine whether it would finish.
Problems or notes: User reports gameplay at 28–35 fps with 31–36 ms frame time and no saturated thread. The PGO artifact crashes in dynarmic with Unhandled SIGSEGV after 2–10 minutes on this machine; a local non-PGO build was stable over several sessions.
Problems or notes: A commenter reports approximately 3 minutes of gameplay before a black screen, driver crash, and crash to desktop.
Problems or notes: Gameplay testing in Kokiri Forest reported no crashes; normal game speed was below 60 FPS with #216. GPU accuracy was Low.
Problems or notes: A commenter reports having the same issue without further details.
From build-83 to build-88: follow the gameplay changes described for these two builds.
After: Dynamic FPS mod bundled and enabled by default; automatic patching is restricted to the supported game build and checks for patch conflicts.
build-83 → build-88
Also listed as: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| Not provided | unknown | RTX 3080 Ti / i9-12900K | 46–47.8 FPS | Open report |
Problems or notes: A user comment reports same-binary, 300-second headless-harness measurements in Kokiri Forest: median FPS was 46.0 in Full mode and 47.8 in Auto mode. The comment reports correct auto-exposure in both modes and identifies readback bandwidth and stale-constants flicker as visible concerns; no sustained gameplay validation is stated.
Also listed as: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| nx2 @ 27226d2 plus two measurement-only commits | runs with issues | RTX 5060 Laptop (8 GB) / Ryzen AI 9 365 | Not provided | Open report |
Problems or notes: In Kokiri Forest, disabling per-fence Preflushable downloads or batching them by 64 fences caused overexposure. Default per-fence downloads preserved correct exposure. The report measures GPU back-thread draws/s, not game FPS.
Also listed as: OoT
| Build | Status | GPU / CPU | FPS | Details |
|---|---|---|---|---|
| build-88 | runs with issues | AMD Radeon RX 9070 XT / AMD Ryzen 7 7800X3D | Not provided | Open report |
Problems or notes: The logo, text, and UI are visible, but the 3D environment and background remain black; audio continues. AMD driver timeouts or crashes sometimes occur. The issue persists after updating and rolling back the driver and restarting. The issue author says graphics displayed previously, but the issue appeared afterward.
From build-83 to build-88: follow the gameplay changes described for these two builds.
After: Dynamic FPS mod bundled and enabled by default; automatic patching is restricted to the supported game build and checks for patch conflicts.
build-83 → build-88
Showing 101–110 of 114 reports
Known issues from Lichii sources
A half-resolution layer drawn by pixel shader c72b6ea746c00433 causes dark blotches and translucent patches over objects in reported scenes. Users traced the issue to an occlusion-depth copy being wiped by deferred clears before the layer samples it.
Recorded fix: A user-reported workaround is EDEN_NX2_REJECT_HASH=c72b6ea746c00433; it removes the blotches in tested scenes but removes the river's visible water surface. Another user described PR #185 as fixing the ordering issue, but did not provide a tested result for that fix.
The Deku Tree exterior cutscene can render black except for a small area around Navi; a user also reported an AMD graphics-driver crash while building graphics pipelines in that scene.
Users reported missing grass, ferns, and broadleaf vegetation, with associated haze or overexposure in Kokiri Forest. A user reported that a local build with listed rendering commits restored grass and ferns and removed heavy haze in one location; a later comment proposed PR #204 for stale occlusion-query reads, but did not report a test result for that PR.
A user reported river-water flicker depending on sun direction relative to the camera; the proposed link to lighting or light volumes was unconfirmed.
A user reported zero-format texture assertions, Unmapped Device ReadBlock errors, and flickering terrain and subtitles; causation was not established.
On AMD RDNA2 GPUs, the game may freeze during shader or pipeline building, sometimes with background audio continuing. A commenter also reports black-screen or shader-building hangs with asynchronous shader compilation enabled.
On AMD's proprietary Windows driver, two compute pipelines can take 6 to 18 minutes to compile during the intro, leaving the game at 0 FPS while audio continues. Rejecting the shader hashes avoids the wait but causes black areas in the intro, title, and castle scenes.
Recorded fix: Leave the game at the intro for about 20 minutes once so both pipelines finish and are cached; later boots reportedly pass the intro immediately until the driver or Lichii is updated. Alternatively, set `EDEN_NX2_REJECT_HASH=eff3ccbe1438679d,f9ea14a22394f5b1`; this avoids the wait but leaves parts of the picture black.
In the measurement-only experiment, disabling per-fence Preflushable downloads or batching downloads by 64 fences caused overexposure in Kokiri Forest.
A commenter reports that an experimental compute storage write-extent analysis reduced marked GPU-written data and fence copies while preserving correct auto-exposure. It was described as code on a user's branch, not as an upstream or validated release fix.
Static review and a separate research comment describe read-trap bookkeeping and dirty-state issues that can leave stale GPU-written data when per-fence downloads are disabled; proposed corrections and batching remain untested or local experiments.
Showing 21–30 of 98 issues
最近のリリースノート
ビルド build-88 · 記載なし
ビルド build-88 · 記載なし
ビルド build-88 · 記載なし
ビルド build-88 · Zelda: Ocarina of Time
ビルド build-83 · Ocarina of Time
ビルドの選び方
上でゲームを選ぶと、動作テスト済みのビルドのうち、ダウンロードできるものを確認できます。ゲームを選ぶ前は、最新の公開ファイルを使い、リリースノートを確認してください。
最新のダウンロード可能なリリースを試す: build-88。テスト中に戻せるよう、動作するビルドも残しておいてください。
互換性について
ゲーム、動作状況、GPU、ビルドで絞り込み、ページの URL をコピーしてください。ゲームを指定したリンクを開くと、そのレポートカードが表示されます。
ほかのレポートで、メニューまで進めたか、プレイできたかを確認してください。ドライバーとレンダラーを控えて、 トラブルシューティングでゲーム名やエラーを検索してください。
ドライバーのバージョン、グラフィック設定、CPU 負荷、テストした場面によって結果が変わります。設定を変える前に、これらの条件を比べてください。
Lichii の公式 Issue トラッカーを利用してください。ゲーム名、ビルドタグ、ハードウェア、ドライバー、設定、結果を再現する手順を記載してください。