Baixe os arquivos para Windows (lichii-windows-x86_64-pgo.zip (x86_64), lichii-windows-x86_64.zip (x86_64)) da versão oficial build-117 e mantenha os nomes originais.
Extraia o arquivo em uma pasta na qual você tenha permissão de gravação. Não execute o programa diretamente do arquivo compactado.
Execute lichii.exe na pasta onde você extraiu os arquivos. Se o Windows exibir um aviso de segurança, confira se o arquivo veio do link oficial da versão antes de decidir se vai continuar.
Entre os arquivos publicados para Linux (lichii-linux-aarch64-pgo.AppImage (arm64), lichii-linux-aarch64-pgo.tar.gz (arm64), lichii-linux-aarch64.AppImage (arm64), lichii-linux-aarch64.tar.gz (arm64), lichii-linux-x86_64-pgo.AppImage (x86_64), lichii-linux-x86_64-pgo.tar.gz (x86_64), lichii-linux-x86_64.AppImage (x86_64), lichii-linux-x86_64.tar.gz (x86_64)), escolha o que corresponde à arquitetura do seu sistema e baixe-o pelo link da versão.
Para lichii-linux-aarch64-pgo.AppImage, execute chmod +x 'lichii-linux-aarch64-pgo.AppImage' na pasta onde está o download e, em seguida, abra o AppImage.
Para lichii-linux-aarch64-pgo.tar.gz, primeiro extraia o arquivo e execute o programa na pasta da extração. Se o programa indicar que falta uma dependência do glibc ou do Qt, consulte as notas da versão selecionada e a issue original para ver qual versão da dependência é necessária.
Guarde a URL e a tag da versão junto com o arquivo instalado para poder associar um resultado de compatibilidade futuro à mesma versão.
Orientações da versão
Linux AppImage requires glibc 2.39 or newer; the source lists Ubuntu 24.04, Fedora 40, Debian 13, and Arch.
Linux tar.gz packages use system libraries, so Qt 6 and the usual libraries must be installed.
Entre os arquivos publicados para macOS (lichii-macos-arm64.dmg (arm64), lichii-macos-arm64.zip (arm64)), escolha o que corresponde à arquitetura do seu sistema e baixe-o pelo link da versão.
Para lichii-macos-arm64.dmg, abra o DMG e mova o aplicativo para uma pasta que você possa gerenciar, como Aplicativos.
Para lichii-macos-arm64.zip, abra o ZIP e mova o aplicativo para uma pasta que você possa gerenciar. Se o macOS pedir confirmação na primeira execução, clique no aplicativo com o botão direito e escolha Abrir.
Se o macOS exibir um aviso de segurança, confira o download com a versão oficial antes de continuar. Mantenha as proteções normais do sistema ativadas.
Execute o Lichii na pasta onde você colocou o aplicativo.
Conecte o controle, mapeie os botões e salve o perfil. Se algum botão não funcionar, procure o modelo do controle e a versão do Lichii na seção de solução de problemas.
Seus arquivos de jogo
Adicione os jogos que você obteve legalmente pela biblioteca ou pela opção de abrir arquivos de jogo no Lichii. Jogos, chaves e firmware são fornecidos separadamente.
Orientações oficiais de instalação atuais
Recommended download: the PGO build.
Back up saves before testing experimental builds.
To submit a desktop compatibility report, use a build containing PR #303. Play and stop a Switch 2 game, then right-click it and choose Submit compatibility report. Review the prefilled details and public preview, and explicitly consent before submission.
Test games with stock options first; try changing settings only if they do not work.
Volte ao jogo
Erros comuns no Lichii e como resolvê-los
453 registros de problemas
Nenhum problema corresponde à busca. Confira as notas da versão ou tente usar o texto exato do erro.
Sistema: Linux; Kubuntu 24.04 LTSVersão: 116 and 117
The experimental NVIDIA DLSS replacement option is absent from Graphics settings on the Linux build, instead of appearing below RCAS Sharpness as it does in the Windows build.
GitHub issue
· open
Shaders are forgotten and rebuilt constantly
Sistema: LinuxVersão: 117
Shaders are repeatedly rebuilt when revisiting areas, causing persistent stuttering.
GitHub issue
· open
[Crash/Freeze]
GitHub issue
· open
Build 117 - Ocarina of Time major stuttering. Constant shader building making it unplayable.
Jogo: The Legend of Zelda: Ocarina of TimeVersão: 117
On build 117, users report severe stuttering and low or variable FPS while shaders are building; comments also describe shader rebuilding when revisiting areas.
GitHub issue
· open
Build 117 - Ocarina of Time major stuttering. Constant shader building making it unplayable.
Jogo: The Legend of Zelda: Ocarina of TimeVersão: 117
The suggested setting “switch 2 draws with unbuilt pipelines to skip” reportedly reduced stuttering, but introduced graphical and lighting issues.
GitHub issue
· open
Build 117 - Ocarina of Time major stuttering. Constant shader building making it unplayable.
Jogo: The Legend of Zelda: Ocarina of TimeVersão: 117
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.
Solução sugerida: Delete the shader cache and let it rebuild.
GitHub issue
· open
Settings that help a lot
Jogo: The Legend of Zelda: Ocarina of Time Remake
Bright burnout in Kokiri Forest may occur.
GitHub issue
· open
[GBug] Ocarina of Time on i7-8700K (6c/12t) + RTX 3060: ~23-25 fps, GPU ~35-50%, all 12 logical CPUs ~50%
Jogo: Ocarina of TimeSistema: Windows 11 25H2Versão: Fritchii v4 (fork of Lichii), commit 18c6280
A user reports approximately 23–25 FPS in Kokiri Forest on Fritchii v4, with CPU and GPU not saturated.
GitHub issue
· open
Yoshi and the Mysterious Book
Jogo: Yoshi and the Mysterious BookSistema: Windows 11Versão: 4.1
Gameplay graphics remain black while UI and button prompts work; the cutscene and opening title display correctly.
GitHub issue
· open
[VBug] Ocarina of Time: Missing Foliage/Grass + Missing Textures/Objects on GTX 1070/1080. Mesh/task geometry is not drawn on GPUs without VK_EXT_mesh_shader (missing objects/foliage) [93+]
Jogo: The Legend of Zelda: Ocarina of Time
Foliage, leaves, walls, doors, and other geometry can be missing on GPUs without VK_EXT_mesh_shader because task/mesh shader draws are skipped.
GitHub issue
· open
[VBug] Ocarina of Time: Missing Foliage/Grass + Missing Textures/Objects on GTX 1070/1080. Mesh/task geometry is not drawn on GPUs without VK_EXT_mesh_shader (missing objects/foliage) [93+]
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux
A draft compute-based task/mesh shader fallback rendered some foliage on GTX 1070 but produced flickering geometry and still missed canopies, grass, and house walls.
GitHub issue
· open
[Crash] Emulator won't launch
Sistema: Windows 11Versão: 117
The emulator crashes on launch in build 117 on Windows 11; the report identifies lichii.exe faulting in ucrtbase.dll with exception code 0xc0000409. The reporter says builds 117 PGO and MSVC both fail, and build 88 was the last known working build.
GitHub issue
· closed
[GBug] System language Portuguese (Brazil) doesn't change in-game language for the Remake of The Legend of Zelda: Ocarina of Time
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 11Versão: build-88
The in-game language did not change to Portuguese (Brazil) after configuring the emulator system language to Portuguese.
GitHub issue
· open
[Crash] Ocarina of Time (0400486024DEC000): Linux NVIDIA GPU hang, Xid 109 CTX SWITCH TIMEOUT after ~5 min, every time (Windows recovers from the same stall)
Jogo: Ocarina of TimeSistema: Linux
On Linux with NVIDIA GPUs, gameplay can lead to a GPU hang after roughly five minutes. Reports include Xid 109 CTX SWITCH TIMEOUT or a GPU stuck at 100% utilization without an Xid.
GitHub issue
· open
[VBug] After beating King Dodongo - The field becomes a flashbang
Jogo: Other / not listedSistema: Windows 11Versão: 117
Random white splotches appear in Hyrule Field after beating King Dodongo.
GitHub issue
· open
[Crash]
Jogo: Other / not listedSistema: LinuxVersão: build-117
The whole PC crashes right after the intro movie on Linux with an AMD ATI Radeon RX 9060 XT.
GitHub issue
· open
[VBug] Kakariko village white squares (RTX3060)
Jogo: Other / not listedSistema: Windows 11Versão: 117
White squares appear in Kakariko village.
GitHub issue
· closed
[Crash] Ocarina of Time Remake crash after intro cinematic
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 10; Windows 11Versão: nx2-build-93 and nx2-build-95; Fritchii v4.1 (hotfix/v4.1-f6d42b8715)
On the reported NVIDIA systems using driver 581.29, the game crashes with Vulkan device loss during shader and pipeline compilation after the intro cinematic; reports include repeated Unmapped Device ReadBlock errors and Windows nvlddmkm Event ID 153.
Solução sugerida: One user reports that updating to the official NVIDIA Game Ready 621.14 driver and rebooting resolved the issue on their system. Another comment says it started working after installing the latest Nvidia driver.
GitHub issue
· open
shader: FFMA.FMZ.SAT and HFMA2.FMZ.SAT drop the addend when a multiplicand is 0 and the other Inf/NaN
With FMZ and SAT enabled, FFMA and HFMA2 can skip the FMZ select. If one multiplicand is zero and the other is Inf or NaN, the result can become NaN and saturation can yield 0, losing the addend; the example given is c = 0.75, a = 0, b = Inf, where hardware gives 0.75 and Lichii gives 0.
Solução sugerida: Apply the FMZ select regardless of SAT, then saturate. The issue says the existing FMUL shortcut can remain.
GitHub issue
· open
[VBug] Ocarina of Time (AMD): red line in Royal Family's Tomb (fixed by #722) and day-only garbage on stones, ovens and sign in the Bombchu Bowling Alley
Jogo: The Legend of Zelda: Ocarina of TimeVersão: build-117
Day-only garbage graphics in the Bombchu Bowling Alley: stones and ovens flash pink, yellow, red, or black, and the sign displays garbage, noise, and fragments of another image. It looks correct at night after leaving and returning, and was still present in build-117.
GitHub issue
· closed
[VBug] [AMD] Ocarina of Time: yellow-white haze and green shimmering water from NaN through FMin/FMax/FClamp
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: nx2 a7a28175 + #292, local MSVC build
After outdoor play, the sky becomes flat yellow-white and water shimmers green until reboot, due to NaNs spreading through bloom. The report says the NaNs probably originate from fog/foliage probe reads beyond the 64 MiB graphics table-pointer cap.
Solução sugerida: Use NaN-safe min/max/clamp handling and fix table-pointer reads beyond the old 64 MiB cap; the reporter confirmed normal visuals after both fixes.
GitHub issue
· open
[GBug] Green hat kid bushes, shrubbery and grass turn dead when approaching too close.
Jogo: The Legend of Zelda: Ocarina of Time
Foliage and vegetation near the player may turn into dead-looking variants or lose leaves up close, including hedges and plants in Hyrule Castle; reports also mention trees, Kokiri Forest bushes, Castle Town hedges, and Hyrule Field grass. One user describes the behavior as an inverted LOD.
GitHub issue
· open
[VBug] macOS/MoltenVK (Apple M1): Ocarina of Time (0400486024DEC000) shows only black output from boot, 1 FPS, only 2 draws per frame
Jogo: Ocarina of TimeSistema: macOSVersão: 117
On macOS/MoltenVK with an Apple M1, the Switch 2 NSO version boots and plays audio but presents a black image from startup, with approximately 1 FPS and occasional red/green block artifacts.
GitHub issue
· open
[Crash] OoT (0400486024DEC000): 8 compute shaders rejected on RX 6750 GRE, unoptimized table only covers 2
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 and Windows 10Versão: nx2-build-83, nx2-build-88, nx2-build-93, nx2-build-95, nx2-build-117
On AMD GPUs, Ocarina of Time's compute shaders can fail compilation with VK_ERROR_OUT_OF_HOST_MEMORY or cause the AMD driver to crash. The issue report describes missing intro video and an eventual process crash; a later user reports an access violation inside amdvlk64.dll.
GitHub issue
· open
[Crash] OoT (0400486024DEC000): 8 compute shaders rejected on RX 6750 GRE, unoptimized table only covers 2
Jogo: The Legend of Zelda: Ocarina of Time
OpenGL is reported not to work for this game because GLSL task and mesh programs are not implemented, resulting in repeated errors and an emulator hang.
GitHub issue
· open
[Crash] OoT (0400486024DEC000): 8 compute shaders rejected on RX 6750 GRE, unoptimized table only covers 2
Jogo: The Legend of Zelda: Ocarina of Time
Rejecting shader hashes before translation skips their dispatches and can result in missing output or a black screen; a user reports the environment switch did not affect the tested Vulkan compute-pipeline path.
Solução sugerida: For testing shader rejection, keep the disk shader cache off or delete it before each run; the maintainer says cached shaders are loaded without checking the rejection list.
GitHub issue
· open
[GBug] Ocarina of Time: ~31 FPS in crowded scenes, front GPU thread stalls waiting for back thread
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11; Linux
Performance slows in crowded or busy areas, with front/back GPU-thread synchronization drains and waits; short freezes while attacking are also reported.
GitHub issue
· open
[UIBug] UI translations never load in release builds: ENABLE_QT_TRANSLATION stays OFF and LoadTranslation() resets the language to "en"
Sistema: Windows 10Versão: build-116
Official release binaries reportedly show the UI in English even when a non-English language is selected, and LoadTranslation() resets the language preference to "en" on startup when loading from the empty :/languages/ resource fails. Static text maps also remain English even with a translator installed, and the DLSS panel strings are reportedly not extracted into translation catalogs.
GitHub issue
· open
Higher Resolution than 1x for TLoZ: OoT with DLSS?
Jogo: The Legend of Zelda: Ocarina of Time
Shader compilation can cause freezes of about 3 seconds with each step, according to a user report.
GitHub issue
· open
Ocarina of Time on integrated AMD graphics: texture collector stuck in aggressive mode, ~480 images/s created and deleted
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux
On integrated AMD graphics, device-memory thresholds can keep the texture cache collector in aggressive mode even though deleting all images cannot reduce total usage below the threshold. This causes extensive image churn and GPU waits during gameplay.
GitHub issue
· open
[Regression] OoT black screen with audio on Linux AMD RADV (RX 9070 XT): Build 83 works, Build 95 fails
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: CachyOS (Arch Linux), KDE Plasma / WaylandVersão: 95 Non-PGO
On Build 95 Non-PGO in Linux AMD RADV, the game remains black-screened while intro audio plays, even after shader compilation. The symptom persisted across the reported Wayland/XWayland and environment-variable tests, and after removing Vulkan Pipeline Cache and Cache Storage.
GitHub issue
· open
[Regression] OoT black screen with audio on Linux AMD RADV (RX 9070 XT): Build 83 works, Build 95 fails
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: CachyOS, KDE Plasma, Linux; Wayland and XWayland reportedVersão: 117
Build 117 renders again, but the user reports substantial FPS and frametime variability, including drops to 19 FPS.
GitHub issue
· open
[FileSys/Loader] NUP containers omitted from ext_content_from_game_dirs and multi-program scanning in GameListWorker
When “Load external DLC/updates from game directories” is enabled, update or add-on packages stored as .nup files in game directories are ignored and not added to ManualContentProvider. Multi-program .nup packages with more than one program ID are also not enumerated for sub-programs in the Qt game list worker.
GitHub issue
· open
[Service/VI2] Redundant duplicate registration of commands 261-272 in INx2Vi2Session
GitHub issue
· open
[Service/WLAN] Severe command ID collision and interleaved duplicates in ILocalManager (wlan:lcl)
In src/core/hle/service/wlan/wlan.cpp, ILocalManager (wlan:lcl) registers duplicate entries for command IDs 0 through 43. Duplicate map keys cause later entries to be ignored, and command names are shifted, so logs, debugger inspections, and stub replies can report inaccurate or shadowed command definitions.
A user reports a screen flickering glitch in an unidentified game on build 117, stating it worked in build 95. A commenter reports the same issue on a 2070 Super.
GitHub issue
· open
Windows build downloaded from lichii.org spawns node.exe and executes a script from %TEMP%, unlike the GitHub release
Sistema: Windows
A user reports that running lichii-win64.zip downloaded from lichii.org spawned node.exe running a temporary .mjs script and caused antivirus-blocked outbound requests; other commenters report a downloader chain, dropped files, network connections, and in one case a startup Run entry. This is reported behavior and is not independently verified as malicious activity by the source.
GitHub issue
· open
Windows build downloaded from lichii.org spawns node.exe and executes a script from %TEMP%, unlike the GitHub release
Sistema: WindowsVersão: build-94
A commenter reports a fake update prompt from the lichii.org build downloaded the GitHub build-94 ZIP, and cautions that matching a genuine ZIP does not establish which folder or executable was originally launched.
GitHub issue
· open
Severe performance issue on Apple M5 / MoltenVK – Ocarina of Time runs at ~8 FPS on build-95
Jogo: The Legend of Zelda: Ocarina of TimeSistema: macOSVersão: Lichi build 95
Severe performance, around 8 FPS (approximately 123 ms frame time), on macOS with Apple M5 using Vulkan / MoltenVK at 1x resolution; the report also says MoltenVK fallback warnings occur. A commenter reports the same issue on Mac M4.
GitHub issue
· open
DLSS does not work in FE Fortune's Weave - no Game DLSS Network detection
Jogo: Fire EmblemSistema: Windows 10Versão: nx2-build-117
A user reports that DLSS replacement does not detect the game's DLSS evaluation in Fire Emblem: Fortune's Weave: no Game DLSS network or NVIDIA DLSS (Streamline) line appears, while guest tensor operations run on cooperative matrices and GPU usage is high.
GitHub issue
· open
[GBug] when you buy a shield gets stuck
GitHub issue
· open
nx2: transition movie plays at ~0.4x speed with choppy audio (present ~30/s, guest thread blocked ~27 ms in SendSyncRequest)
Sistema: Windows 11Versão: Lichii build-117
Full-screen 2560x1440, 60 fps VP9 transition movies play at about 0.36–0.5x speed with choppy audio; the gameplay audio recovers after the movie. This was reported for Switch 2 titles generally, with no specific game identified.
GitHub issue
· open
[Crash] GPU crash on mesh shader building, fixed in other fork
Jogo: Mario Kart WorldSistema: Linux and WindowsVersão: 117
Building mesh shaders can cause a hard crash on AMD 7000 series and some other AMD cards; on Linux this may freeze the system, while on Windows it crashes the emulator.
Solução sugerida: A commenter reports that setting EDEN_NX2_FORCE_MESH_FALLBACK = "1" allowed loading a save without a crash by using the compute fallback. Another commenter confirmed the setting worked and said they entered the game.
GitHub issue
· open
[GBug] No Loading build 95 Shadercache (AMD RX 6600)
Jogo: OoTSistema: Windows 11Versão: build 117
On build 117, the game shows a black screen while background music plays and does not load, reported with an AMD RX 6000 series or older GPU on Windows 11.
GitHub issue
· open
[Crash] Ocarina of Time (0400486024DEC000): VK_ERROR_DEVICE_LOST right after the intro cutscene on RX 7800 XT (build-88)
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)
AMD GPU users report Vulkan VK_ERROR_DEVICE_LOST crashes around the intro-to-gameplay transition or while loading a save. Reports include RX 7800 XT, RX 9070 XT, and RX 6900 XT systems; the issue is not universal across all reports or tested builds.
GitHub issue
· open
[Crash] Ocarina of Time (0400486024DEC000): VK_ERROR_DEVICE_LOST right after the intro cutscene on RX 7800 XT (build-88)
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)
Some users report crashes or black screens after trying the EDEN_NX2_NO_MESH=1 workaround; results vary by GPU, operating system, and build.
GitHub issue
· open
[Crash] Build 117 Crash on AMD when u get into castle town
Sistema: Windows 11Versão: 117
An open report says build 117 crashes while loading into Castle Town, with graphics artifacts on Hyrule Field and occasional continued CPU and GPU activity after the client is closed. Reporter lists AMD RX 6000 series or older, Windows 11, AMD Ryzen 5 5500, and AMD RX5700 (8GB).
GitHub issue
· open
[GBug] wall textures are missing in the water temple
Jogo: Other / not listedSistema: Windows 11Versão: Build 117
Water Temple walls have missing textures and appear invisible; a commenter confirmed that the reported ROM dump was missing data.
Solução sugerida: Use a clean game dump; one user reported that this resolved the issue.
GitHub issue
· open
[GBug] wall textures are missing in the water temple
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11
A commenter reports white flashes or missing textures on Windows 11 with some RTX and AMD graphics cards, and another reports missing textures in the Deku Tree after loading a save.
GitHub issue
· open
[VBug] FPS Drop 0 - 15 every frame OOT
GitHub issue
· open
[Crash] Ocarina of Time (0400486024DEC000) freezes when Navi reaches the Kokiri guard on the Deku Tree path, Radeon 890M iGPU, build 95
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: build 95; build 117 (PGO)
On the reported Radeon 890M system, the game freezes during early Kokiri Forest gameplay, accompanied by Unmapped Device ReadBlock errors; a later report on build 117 also describes pipeline-building stalls and a hard freeze.
GitHub issue
· open
[VBug] Square Lines when traversing any map
Sistema: Windows 11Versão: Build 117
Square-line graphical artifacts while traversing maps, including Hyrule Field. The issue report also says this happens in Mario Kart World; a commenter reports a major graphical issue.
GitHub issue
· open
[GBug] 60FPS Stutters down to 0 - 15 fps on shader build
Jogo: Ocarina of Time RemakeSistema: Windows 10Versão: 95
Stutters or freezes and drops to 15 or fewer FPS while shaders are building.
GitHub issue
· open
[GBug] 60FPS Stutters down to 0 - 15 fps on shader build
Jogo: Ocarina of Time Remake
First-visit shader stutter.
GitHub issue
· open
Title: Feature request: precompile all of a game's shaders at first boot (shader warm-up)
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Linux (CachyOS)Versão: Lichii build 88 (Linux AppImage)
Hard lag or freezes when shaders are being built, mostly on first visits to areas, as reported by the issue author.
GitHub issue
· open
Title: Feature request: precompile all of a game's shaders at first boot (shader warm-up)
A commenter says pipeline caches may be evicted after a few minutes, referring to issue #293; this is described as possibly related and is not independently confirmed here.
GitHub issue
· open
[GBug] 117 is unplayable do to shader stutter, it infintantly wants to re write over itself
Jogo: Other / not listedSistema: Windows 11; Fedora 45Versão: 117
In build 117, the reporter experienced pervasive shader stutter and repeated shader rewriting, instability and choppiness, and broken frame generation. A commenter separately reports freezes when entering new areas.
GitHub issue
· open
[GBug] 117 is unplayable do to shader stutter, it infintantly wants to re write over itself
Jogo: Other / not listedVersão: 117
Long freezes while entering new areas, according to a commenter.
GitHub issue
· open
[GBug] OOT cgi cutscenes on slow motion
Jogo: Other / not listedSistema: Windows 11Versão: Build 117
In Build 117, pre-rendered cutscenes reportedly run at 28 FPS in slow motion and fall out of sync with audio, while gameplay is unaffected.
GitHub issue
· open
[GBug] OOT cgi cutscenes on slow motion
Jogo: Other / not listedVersão: Build 93
A commenter reports slow motion in Build 93.
GitHub issue
· open
[GBug] Performance degradation/regressions between this release and last release on Zelda Ocarina of time Steam Deck
Jogo: The Legend of Zelda: Ocarina of TimeSistema: LinuxVersão: build 117
On Linux using a Steam Deck, the reporter describes a main-menu performance regression in build 117, from 60 FPS with some drops on the prior legacy build to 10 FPS, with audio out of sync. The non-PGO version reportedly had the same problem.
GitHub issue
· open
[Perf] Ocarina of Time on Ryzen 7 2700X + RTX 3070 Ti (build-95): resolution scale has no effect, CPU-bound measurements and settings A/B
Jogo: The Legend of Zelda: Ocarina of Time
Shader stutter and multi-second freezes while shaders are being built, including during first visits.
Solução sugerida: A commenter reports the stutter was resolved for them on a fork built with PR #579 by running the one-time shader warm-up from the game files; it took about 23 minutes on their CPU.
GitHub issue
· open
[Perf] Ocarina of Time on Ryzen 7 2700X + RTX 3070 Ti (build-95): resolution scale has no effect, CPU-bound measurements and settings A/B
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: build-95
Gameplay performance is CPU-bound on the reported Ryzen 7 2700X; resolution scale changes and switching to Handheld did not improve performance.
GitHub issue
· open
[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 11Versão: build-93
On build 93 with RX 9070 XT, gameplay is slow-motion at reported frame rates, with heavy bloom and overexposure in bright areas and the Great Deku Tree rendered as a dark silhouette in its intro scene.
GitHub issue
· open
[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 11Versão: build-95 (the release tagged `build-94`)
On RX 5700 (RDNA1), Kokiri Forest performance is reported at 14–15 FPS, compared with 22–24 FPS indoors; build 95 is reported to have the same outdoor performance as build 93.
GitHub issue
· open
[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 11Versão: Lichii-AMD 2026.11.07 (nauxph fork, f4e938f516)
On Lichii-AMD 2026.11.07 with RX 9070 XT using GPU Mode Fast, repeated rolling and jumping triggered black game frames while the HUD remained visible; the game continued running. Blackouts recurred in Kokiri Forest and were not accompanied by log output during the reported black periods.
Solução sugerida: Switching GPU Mode from Fast to Accurate at runtime restored the picture without restarting; the commenter reports stutter afterward. Accurate mode was also reported to avoid blackouts but cause heavy stutter.
GitHub issue
· open
[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 11Versão: local clang-cl Release build of nx2 at 91d1aada6 (not PGO)
With an older configuration retaining GPU accuracy High, GPU thread splitting did not start, leaving work on one GPU thread. The commenter also reports long hitches while native pipelines were built, even with async shaders on.
GitHub issue
· open
[GBug] Ocarina of Time (Switch 2): playable on RX 9070 XT with build 93, ~29 FPS in Kokiri Forest, one thread at 99%
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 11Versão: build-117 (PGO)
On RX 9070 XT with extracted base-game version 1.0.0, the commenter reports blackouts and a Native compute shader rejected (per-tap gather) log error. They report no blackouts or such error during about 70 minutes of play using version 2.0.0 from a .nup on build 117 PGO.
GitHub issue
· closed
[VBug] OOT - Solar Flare in Field
Jogo: Other / not listedSistema: LinuxVersão: 674dd5b
User reports a solar flare in the field when looking toward Kakariko and no collision.
GitHub issue
· open
[GBug] OOT : music randomly cuts out while voices keep playing
Jogo: Other / not listedSistema: Windows 11Versão: 117
Music randomly cuts out while voices continue playing in the first cinematic.
GitHub issue
· open
[VBug] WATER TEMPLE
Jogo: Other / not listedSistema: Windows 11Versão: BUILD 93
A user reports that room textures disappear inside the Water Temple. A commenter says a damaged game-data texture file may prevent its model from being built.
Solução sugerida: A commenter describes a workaround in PR #267 that serves the damaged file from a sibling file, but does not confirm that it fixes the Water Temple issue.
GitHub issue
· open
[VBug] A flash phenomenon occurs when entering Kakariko Village.
Jogo: Other / not listedSistema: Windows 11Versão: build 117
A flash phenomenon occurs when entering Kakariko Village; a comment reports the same issue in Goron City.
GitHub issue
· open
[Crash] Ocarina of Time freeze, I/O spike to very high value, consume a lot of RAM then crash entire emulator (6700XT)
Jogo: Ocarina of TimeSistema: Linux
User reports random freezes after 5–15 minutes of play on Linux with an AMD RX 6000 series or older GPU, followed by I/O spikes up to 6GB/s, rising RAM use, and an out-of-memory emulator crash.
GitHub issue
· open
Ocarina of Time crashes (unhandled vk::Exception) with VK_ERROR_OUT_OF_DEVICE_MEMORY on an 8 GB RX 9060 XT, after the first cutscene
Jogo: Ocarina of TimeSistema: Windows 11Versão: Lichii Development Build | nx2-build-88; Lichii Development Build | nx2-build-117 (89440b2)
Crashes during play with VK_ERROR_OUT_OF_DEVICE_MEMORY on 8 GB AMD GPUs; reports describe unhandled Vulkan exceptions.
GitHub issue
· open
[Crash] 100% reproducible crash inside Guardhouse in Hyrule Castle Town (OoT)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Lichii nx2 build 93 (09b78bd)
A user reports a reproducible crash to desktop within a few seconds of entering the Guardhouse in Hyrule Castle Town.
GitHub issue
· open
[Crash] Ocarina of Time (0400486024DEC000): freezes in Hyrule Castle Town pot room near the guard
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 10; Windows 11
The game freezes or crashes in the Hyrule Castle Town guard house when moving deeper into the room, talking to the guard, or looking toward the windowed wall while panning the camera.
GitHub issue
· open
[Crash] Ocarina of Time (0400486024DEC000): freezes in Hyrule Castle Town pot room near the guard
Jogo: The Legend of Zelda: Ocarina of TimeSistema: WindowsVersão: Frizti v3
On Frizti v3, performance in the guard house remains low after the freeze is addressed, with about 20 fps reported as the floor after additional texture-cache changes.
GitHub issue
· open
[VBug] Black gameplay but GUI overlay visible in docked mode on Linux
Jogo: green-hat kid adventureSistema: Linux (Debian)Versão: c0a03141a4-nx2
Black 3D content in docked mode on Linux, while the GUI overlay and main menu render; switching to handheld mode allows the game to render.
GitHub issue
· open
[GBug] Ocarina of Time 6fps
Jogo: Ocarina of TimeSistema: Windows 10Versão: build 95
A user reports performance of up to 6 FPS and a crash at Kokiri Tree after removing the pipeline cache.
GitHub issue
· open
[VBug] Ocarina of Time: image washes out white with Switch 2 draws set to Bounded (build 117, RTX 4070 Ti Super)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: nx2-build-117
With Switch 2 draws with unbuilt pipelines set to Bounded and an 8 ms wait, the image washed out to white and orange and parts of the scene rendered as large flat polygons while pipelines were building.
GitHub issue
· open
[VBug] Mario Tennis Fever the characters have no shadows!
Jogo: Mario Tennis FeverSistema: Windows 11Versão: Build 117
The user reports that characters have no shadows.
GitHub issue
· open
[Bug] Steam Controller motion: "Shake!" mapping never detects it, and motion stops after reconnecting (SDL3)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux (Ubuntu 24.04, GNOME/Wayland)Versão: nx2 @ 89440b29a9
With a Steam Controller (2026) connected through its wireless dongle, motion mapping via Configure → Controls does not detect shaking, and gyro/accelerometer input stops after the controller reconnects or after a few seconds with Steam running.
GitHub issue
· open
[GBug] 1080ti and i7 7700k (a lot of freezing, apart from that ok)
Jogo: Other / not listedSistema: Windows 10Versão: build 117
Frequent freezing is reported while running at about 30 FPS on Windows 10 with build 117.
GitHub issue
· open
[VBug] INTEL ARC GPU B580 ocarina of time
Jogo: Other / not listedSistema: Windows 11Versão: latest
The user reports very low FPS and rendering artifacts when running on an Intel Arc GPU under Windows 11 with Vulkan.
GitHub issue
· open
[Crash] Random Crash in OoT 9800x3d, RTX5080
Sistema: Windows 11Versão: Build 118
A user reports random emulator crashes while running a game identified as "Other / not listed" on Build 118 with an NVIDIA RTX 50 series under Windows 11. The crashes occur at random intervals, and the user has to restart emulation.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): black screen on Adreno 740/Turnip, pipeline builders stuck in driver until memory runs out
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux aarch64, ArmadaOS (Fedora 44 based)Versão: build-75
On an AYN Thor with Adreno 740 and Turnip, large native compute shaders cause pipeline compilation to consume substantial memory and pin Vulkan pipeline-builder threads; reports include black output, GPU device loss, or out-of-memory termination.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): black screen on Adreno 740/Turnip, pipeline builders stuck in driver until memory runs out
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux aarch64Versão: build-88 and build-94
On ARM hosts using NCE, the built-in Dynamic FPS by Dark and Max Resolution patches together were reported to trigger an early SIGILL on builds 88 and 94.
Solução sugerida: Disable both Dynamic FPS by Dark (built-in) and Max Resolution (built-in) in the game's Add-Ons.
Jogo: Zelda: Ocarina of TimeSistema: Windows 10/11Versão: Lichii nx2 ~95
Long shader and pipeline hitches while exploring; the user also reports texture flashes or freezes when new pipelines compile.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): coil whine on laptop
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 ProVersão: build 117 (Windows PGO)
A user reports constant CPU-side coil whine while playing on a laptop.
GitHub issue
· closed
Textures fixed on build 117 but too many stutter and loading times (guess loading shaders)
Jogo: Other / not listedSistema: Windows 10Versão: 117
Missing textures were reported on build 95; stuttering and long loading times were reported on build 117.
GitHub issue
· open
[VBug]
Jogo: Ocarina of Time RemakeSistema: LinuxVersão: build-117
On build-117, the user reports nonstop freezes or frame drops during gameplay. They report occasional hangs on older builds.
GitHub issue
· open
[Crash] OOT crashes with system-wide GPU error
Jogo: Other / not listedSistema: LinuxVersão: Build 117 PGO
A system-wide GPU error and crash after playing for a few minutes, reported with AMD RX 6000 series or older on Linux in Build 117 PGO.
GitHub issue
· open
[Crash] Ocarina of Time (0400486024DEC000): unimplemented nx2:vi2 function 201
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: 93 and 95
Crashes during boot at an unimplemented nx2:vi2 function 201; the report also mentions a later unimplemented IGeneralService function 101 assert.
GitHub issue
· closed
[GBug] Ocarina of Time 0 FPS in Lichii Build 95, but in Build 93 it is playable at 10–25 FPS
Jogo: Ocarina of TimeSistema: LinuxVersão: Lichii Build 95
On Build 95, the user reports sound from the intro but no video and 0 FPS on Linux.
GitHub issue
· closed
[GBug] Ocarina of Time 0 FPS in Lichii Build 95, but in Build 93 it is playable at 10–25 FPS
Jogo: Ocarina of TimeVersão: Build 116
A commenter says performance is worse on Build 116 than on Build 93.
GitHub issue
· closed
[Crash]
Jogo: Other / not listedSistema: Windows 11Versão: build-95
The emulator reportedly crashes when walking from Hyrule Town to Hyrule Castle.
GitHub issue
· closed
[Crash]
Jogo: Other / not listed
A commenter reports a loading-screen issue that they bypassed using specific memory layout, VRAM, and ASTC recompression settings, with reduced visual quality.
GitHub issue
· open
[Crash]
Jogo: Donkey Kong BananzaSistema: Windows 11Versão: 117
Crashes after the continue-game loading screen.
GitHub issue
· open
[VBug] Zelda Ocarina Of Time - Hyrule Field RX 7900 XTX
Jogo: Zelda Ocarina Of TimeSistema: Windows 10Versão: build 117
Black lines and low performance.
GitHub issue
· open
Linux build fails with GCC 16: -Wshadow in emit_spirv_tensor.cpp (since #582)
Sistema: Arch Linux
Building nx2 on Linux with GCC 16.2.1 and ENABLE_WERROR=ON fails because the lambda parameter columns in emit_spirv_tensor.cpp shadows a function parameter, triggering -Werror=shadow.
GitHub issue
· closed
[GBug] Ocarina of Time (0400486024DEC000): black screen at intro video on build 95, GPU semaphore deadlock; build 93 works (Linux, NVIDIA RTX 3050 Laptop)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: LinuxVersão: Build 95
Build 95 hangs on a black screen at the intro video on reported Linux/NVIDIA systems, with GPU macro failures and semaphore waits; build 93 works in the reports.
GitHub issue
· open
[VBug]
Sistema: Windows 11Versão: Build 116
A user reports that the shader cache from Build 95 is not compatible with Build 116 and asks whether it can be reused without recompiling more than 30,000 shaders.
GitHub issue
· open
Going past 60 FPS in Legend of Green Hat Boy (~90–130 FPS with frame generation on an RTX 4070 SUPER)
Sharing a setup that takes **Legend of Green Hat Boy** (`0400486024DEC000`) past its 60 FPS cap. On my machine it now averages about **90–130 FPS**, with the built-in frame generation on (details below).
## Why it's capped at 60
The game declares a 60 Hz present (`swap interval 1 at 60 Hz`), and Lichii holds each present to that vblank, but only while the speed limit is on (`PaceToVblank` in `nx2_gsv.h` returns…
GitHub issue
· open
[GBug] Ocarina of Time: pipelines evicted after ~2.5 min are rebuilt on the GPU thread when re-entering an area (stutter)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 (25H2, build 26200)Versão: nx2-build-88 (55532f2)
A user reports heavy stutter when re-entering areas after graphics pipelines are evicted and rebuilt. The report attributes eviction to pipelines being unused for 9000 frames.
GitHub issue
· open
[GBug] Ocarina of Time: pipelines evicted after ~2.5 min are rebuilt on the GPU thread when re-entering an area (stutter)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: nx2-build-117
A user reports frequent shader-building notifications and stutter, including when revisiting areas, on nx2-build-117. Their single capture showed substantial runtime pipeline creation but no eviction entries; persistence after a second launch is undetermined.
GitHub issue
· open
[Build System] Compiling on systems with fmt <10 erroneously accepts system fmt despite format_string::get being used
GitHub issue
· open
[Crash] Linux RADV, Navi 33 (Steam Machine): GPU reset from mesh draws in OoT, "Illegal opcode in command stream", also MKW on stock build 88
Jogo: Ocarina of TimeSistema: LinuxVersão: build 88; builds 93, 94, and 95; nx2-588bfa611b; 9fc1a705b5-pr569
On Linux RADV systems, user reports describe GPU resets or device loss during mesh draws, sometimes with an illegal opcode in the command stream. EDEN_NX2_NO_MESH=1 avoided resets in several tests but caused missing terrain, plants, or other geometry.
Solução sugerida: Users reported that EDEN_NX2_NO_MESH=1 avoided resets, with missing geometry. Tests of PR #569 reported that EDEN_NX2_FORCE_MESH_FALLBACK=1 avoided resets on Navi 23 and Navi 31 and restored geometry; these are user reports, not maintainer-confirmed fixes.
GitHub issue
· open
[Crash] Linux RADV, Navi 33 (Steam Machine): GPU reset from mesh draws in OoT, "Illegal opcode in command stream", also MKW on stock build 88
Jogo: Mario Kart WorldSistema: LinuxVersão: build 88
A user report says stock build 88 reset the GPU about 25 seconds after launch on Linux RADV.
GitHub issue
· open
[Feature Request] Make pipeline eviction configurable — EDEN_NX2_PRELOAD_ALL_PIPELINES=1 is undone after 9000 frames
Jogo: Ocarina of Time RemakeSistema: Windows 11Versão: nx2-build-95 (222877d)
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines not used for 9000 frames are evicted, leading to runtime rebuilds and stutter when entering a new area.
GitHub issue
· open
[Feature Request] Make pipeline eviction configurable — EDEN_NX2_PRELOAD_ALL_PIPELINES=1 is undone after 9000 frames
Jogo: Ocarina of TimeSistema: WindowsVersão: build 116 (PGO); build 117 reported to have the same behaviour
With EDEN_NX2_PRELOAD_ALL_PIPELINES=1, pipelines are evicted after 9000 frames, causing runtime builds, long held draws, and a reported freeze.
GitHub issue
· open
[VBug] Certain blades of grass and pebbles vanish when attacking with sword.
Jogo: Ocarina of TimeVersão: build-93
Grass and pebbles disappear or flicker during sword attacks; disabling persistent pipeline cache was reported to make grass disappear permanently, while enabling it left flickering.
Solução sugerida: A commenter reports the issue was fixed in build-116.
GitHub issue
· open
[GBug] 117 runs significantly worse then 93 in almost every aspect on mid rang nvidia hardware.
Jogo: OOT REMAKESistema: OtherVersão: 117
User reports significantly worse performance and that parts of the game are broken in build 117 compared with build 93 on NVIDIA RTX 30 series or older.
GitHub issue
· open
[VBug] Ocarina of Time – Missing geometry, invisible objects and walls
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Lichii Frizti v3 | Clang 22.1.8 (2026-11-06)
Walls, environmental geometry, and some interactive objects are invisible; occasional stuttering is also reported.
GitHub issue
· open
[VBug] Ocarina of Time – Missing geometry, invisible objects and walls
Jogo: The Legend of Zelda: Ocarina of Time
A commenter reports invisible push blocks.
GitHub issue
· open
[VBug] Ocarina of Time – Missing geometry, invisible objects and walls
Jogo: The Legend of Zelda: Ocarina of Time
A commenter reports that objects and doors do not appear.
GitHub issue
· open
[Crash] AMD Crash/AudioDesync
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11; additional comments report LinuxVersão: nx2-build-83
Issue reports describe audio desynchronization and crashes or full-system freezes during early cutscenes on AMD graphics cards.
GitHub issue
· open
[GBug] 116 same issues from 115 I reported. Broken frame gen. this is a step in the wrong direction, general lag and stuttering....
Jogo: Other / not listedSistema: Windows 11; Fedora workstation 45 in an X11 desktop; LinuxVersão: 116
In build 116, a user reports frame generation rapidly switching between idle and auto flowstate, lower frame rates, stuttering, and the texture cache being overwritten. A commenter also reports white flashes on Windows 11.
GitHub issue
· open
[VBug] Ocarina of Time - Minor flickering of fairy light/flashing white sky in Sacred Grove
Jogo: Other / not listedSistema: Windows 10; LinuxVersão: Build 115
Fairy-light flickering and flashing white sky, reported in Sacred Grove and other locations; may occur randomly without clear reproduction steps.
GitHub issue
· open
[Crash] Ocarina of Time on RX 6900 XT (RDNA2): amdvlk64.dll+0x2f1c749 building the VK_KHR_cooperative_matrix HMMA pipelines since #582/#583
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11
On AMD RDNA2 GPUs, the 16x16x16 VK_KHR_cooperative_matrix HMMA pipeline path can cause an access violation in amdvlk64.dll during shader or pipeline compilation, typically 30–90 seconds after game startup.
Solução sugerida: The source reports that EDEN_NX2_NO_COOP_MATRIX=1 avoids the crash. A later comment states that merged PR #657 fixes it.
GitHub issue
· open
[Crash] OOT Crash on latest build
GitHub issue
· open
[GBug] 115 frame gen is broken, and older fixes are broken, Grass ext...
Sistema: LinuxVersão: 116
A user reports that ground foliage, including 3D grass planes and flowers, is missing in build 116 on Linux with an NVIDIA RTX 30 series or older. They also report that frame generation is broken, with flow state switching between idle and auto.
GitHub issue
· open
[VBug] OTT Remake There is no environment in the underground fairy fountain.
Jogo: Other / not listedSistema: Windows 11Versão: build-95
The underground fairy fountain has no environment.
Solução sugerida: A commenter says the issue is caused by a dump missing textures and advises using a NUP dumped without missing textures.
GitHub issue
· open
black screen on linux
Jogo: Zelda: Ocarina of TimeSistema: Linux
On Linux, a black screen can occur with the Native MME error "instruction outside uploaded RAM". One report says shaders load and menu music is audible; another says the game opens, reaches 0 FPS, and freezes.
Solução sugerida: A comment reports that setting DMA accuracy to Safe works as a workaround. Another comment attributes the error to a GCC 13 miscompile and says a fix was merged but was not yet in a published release.
GitHub issue
· open
[GBug] Cutscenes running in slow motion(OoT)
Jogo: OoTSistema: LinuxVersão: build-88
Cutscenes play in slow motion, lagging behind audio; the report describes them as locked to 49fps with 99% GPU usage.
GitHub issue
· open
[GBug] Cutscenes running in slow motion(OoT)
Jogo: OoTSistema: Windows 11 Pro 64-bit
The same slow-motion cutscene problem is reported.
GitHub issue
· open
[GBug] Cutscenes running in slow motion(OoT)
Jogo: OoTSistema: Windows 11 Home
The same slow-motion cutscene problem is reported.
GitHub issue
· open
[UIBug]
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 25H2Versão: nx2-build-95
After the Kaepora Gaebora cutscene near Hyrule Castle, the scene appears empty and foggy and Link repeatedly falls through the world and voids out, preventing progression.
GitHub issue
· open
[Perf] Mario Kart World (0400C3F00006E000): severe 3D in-game performance drop from build 93 (40-54 FPS) to build 95 (17-23 FPS)
Jogo: Mario Kart WorldSistema: Windows 11Versão: build-95
User reports 17–23.8 FPS in 3D races on build-95, compared with 40.0–54.1 FPS on build-93 under the same reported test conditions.
GitHub issue
· open
[VBug] [OOT] Minor inconvinience blocky reflections on water
Sistema: Windows 11Versão: build 115
Blocky reflections on water around the playable character.
GitHub issue
· open
[GBug] Unplayable game
GitHub issue
· open
[VBug] Minor issue: Swinging sword makes foliage vanish untill animation is complete in hyrile field
Sistema: Windows 11Versão: 95
In the unidentified game, foliage disappears while the sword-swing animation is in progress; a commenter reports foliage instead appears when swinging in build 115 on an AMD RX 6650 XT. Another commenter reports foliage disappears while a thrown boomerang is away.
GitHub issue
· open
[Crash] OOT: Failed to load VPDAU
Jogo: Other / not listedSistema: LinuxVersão: build 95
Black screen when starting in build 95 on Linux; a commenter reports black screen with music. The commenter says build 93 loads normally on their system.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): about half of boots run 20-25% slower; the game's job workers stay awake ~45% longer
Jogo: Ocarina of TimeSistema: Windows 11 25H2
When fastmem could not be created, guest code ran about 1.4x slower; Kokiri Forest ran at 22.2–26.6 FPS rather than 28.5–33.8 FPS. The report attributes the slow boots to failure to allocate 14336 MiB of backing memory.
Solução sugerida: Change #645 retries the section after a private commit that grows the page file; in eight back-to-back boots, all three initial failures recovered on the second attempt and none ran slowly.
GitHub issue
· open
[VBug] Water Temple
Jogo: Other / not listedSistema: Windows 11Versão: build 115
Graphics fail to load in the Water Temple; a commenter describes the area as unplayable.
Solução sugerida: A commenter reports resolving the issue by using a NUP containing the missing texture files, described as 23.8 GB rather than 23.3 GB.
GitHub issue
· open
[VBug] Water temple isn't rendering properly
Jogo: Other / not listedSistema: Windows 11Versão: Build-93
Many Water Temple rooms are invisible, with transparent walls. A comment attributes this to a damaged texture file in the game dump; another user reports the issue was resolved by making a fresh dump with a NUP with a higher file size.
GitHub issue
· closed
[VBug] Water temple does not render walls and surfaces
GitHub issue
· open
[Crash] Ocarina of Time: AMD RX 7900 XTX driver timeout / device lost at gameplay start, gone with #150 reverted
Jogo: The Legend of Zelda: Ocarina of TimeSistema: WindowsVersão: build-83, build-88
On AMD Windows proprietary drivers, older builds can lose the GPU device when gameplay or a save starts; build-83 and build-88 reports include this problem.
Solução sugerida: A Windows RX 9060 XT report found the issue absent in build-93. A Windows RX 7900 XTX report also found it absent in the CI build at 18cfe85.
GitHub issue
· open
[Crash] Ocarina of Time: AMD RX 7900 XTX driver timeout / device lost at gameplay start, gone with #150 reverted
Jogo: The Legend of Zelda: Ocarina of TimeSistema: LinuxVersão: build-93
On AMD RADV Mesa 26.2.4, task/mesh shader use can hang the GPU and cause device loss during 3D gameplay.
Solução sugerida: The reporter found that updating to Mesa RADV 26.2.6 avoided the hang on the same GPU with the same build. If using a distrobox in gamescope gaming mode, the reporter says to install the gamescope package in the container so its Vulkan WSI layer is present.
GitHub issue
· open
[GBug] OoT on RTX 4060 Laptop (45 W): build-95 holds draws for unbuilt pipelines; Frizti host pacer misreads refresh with mixed-refresh monitors
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: build-95 (`nx2-build-95`)
On build-95, the user reports draws held while unbuilt pipelines are being built, causing multi-second stalls, even with async shaders enabled.
GitHub issue
· open
[GBug] OoT on RTX 4060 Laptop (45 W): build-95 holds draws for unbuilt pipelines; Frizti host pacer misreads refresh with mixed-refresh monitors
Sistema: Windows 11Versão: Frizti v3 (`Lichii Frizti v3 | oot-gather-fix-00ef0ea6cc`)
In Frizti v3, the host pacer reportedly switches between composition refresh rates on mixed-refresh monitors rather than consistently using the refresh rate of the monitor holding the game window; the report describes uneven pacing.
GitHub issue
· open
[GBug] OoT on RTX 4060 Laptop (45 W): build-95 holds draws for unbuilt pipelines; Frizti host pacer misreads refresh with mixed-refresh monitors
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: build-95 (`nx2-build-95`)
The user reports that a fresh build-95 config starts with slow defaults, including High GPU accuracy, asynchronous shaders off, async presentation off, Handheld mode, 4 GB memory layout, and CPU NVDEC; the game ran at 10–15 fps with stalls up to 8.9 s and blurry/pixelated Handheld resolution.
Solução sugerida: The user reports that writing the six listed settings before launch helped: gpu_accuracy=0, use_asynchronous_shaders=true, async_presentation=true, nvdec_emulation=2, memory_layout_mode=2, and use_docked_mode=1; set each key's \default= line to false as well.
GitHub issue
· open
[Crash/AMD] Ocarina of Time Remake - Userspace PANIC / Memory assert on RX 6800 XT
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 11Versão: nx2-build-95
User reports a black-screen stall after the first AV1 frame with async GPU emulation enabled on AMD Radeon RX 6800 XT; with async GPU emulation disabled, the game later froze during gameplay.
GitHub issue
· open
[Crash] Ocarina of Time hangs on "Loading...", emulator crashes about 10 seconds later.
Jogo: The Legend of Zelda: Ocarina of TimeSistema: LinuxVersão: Build 88, 93, and 95
Users report failure to start, black screens with 0 FPS, or emulator crashes in builds 88–95, including a build-95 Linux report with an unhandled SIGSEGV and null-pointer dereference. The comments caution that the reports may have different causes.
GitHub issue
· open
[GBug] Game remains 20 fps with music glitches on macOS
Jogo: Other / not listedSistema: macOSVersão: build 92
The user reports performance remaining at 20 FPS with music glitches on macOS.
GitHub issue
· open
[GBug] Game remains 20 fps with music glitches on macOS
Jogo: The Legend of Zelda: Ocarina of TimeSistema: macOS 15.7.7Versão: build 95
A user reports a black screen and around 2 FPS on macOS with build 95 on an Apple M1 Pro; shader compilation eventually finishes, but no title screen or gameplay is visible.
GitHub issue
· open
[GBug] Controller Hijack in 93?
Jogo: Other / not listedSistema: Windows 11Versão: build 93
A user reports that in build 93 the controller periodically takes over and moves the character into a wall, roughly every 30 seconds.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000) on Ryzen 5 5500 + RX 7600: test notes, and movie audio voices that get paused
Jogo: Ocarina of TimeSistema: Windows 11Versão: nx2-9fa4a71fa0-nx2
During movies, including the title-screen background, the six movie audio voices can pause while the picture continues, resulting in late or silent audio. The issue varied between sessions and was also reported on builds without the movie-sync patch.
GitHub issue
· closed
No audio on linux pgo build 115
Sistema: LinuxVersão: 115
No audio on the Linux pgo build 115.
GitHub issue
· open
video_core: skip_cpu_inner_invalidation leaves DMA-written movie textures stale (black video playback)
Sistema: WindowsVersão: Lichii build-95
With skip_cpu_inner_invalidation enabled, some titles show pre-rendered movies as a black screen while audio and subtitles continue. The report attributes this to stale texture-cache data for decoded video planes uploaded by software DMA.
Solução sugerida: The reporter tested keeping texture-cache invalidation for accumulated ranges while continuing to skip buffer, query, and pipeline invalidation; the movie rendered correctly. The comments do not confirm that this change was merged.
GitHub issue
· open
Black 3D scene: native lowering rejects TLD4.F16 with mask != 15
Versão: Build 95 (222877d); also reported on current main
On NVIDIA with Vulkan, a full-screen post-process compute using TLD4.F16 with mask 3 and one packed destination can fail native lowering, leaving the 3D scene black while UI, subtitles, audio, and the pause-menu background remain visible. The log reports “Native QMD failed: native shader dispatch required” every frame.
Solução sugerida: The issue report describes a tested code change that accepts fewer than four taps and emits only the existing pairs. A local build rendered the affected scene correctly at 30 FPS and the log error disappeared. This was not tested on other titles using four-tap TLD4.F16.
GitHub issue
· open
Random GPU hang (Accurate): data race on DmaPusher bitfields drops SET_REPORT_SEMAPHORE release
Versão: build-93 (09b78bd)
In build-93 with GPU Accuracy set to Accurate, the emulator can hang randomly during loading or play when Channel 2 waits forever on a puller semaphore acquire. The issue attributes this to a data race on DmaPusher bitfields that can prevent a SET_REPORT_SEMAPHORE release from taking effect. A comment separately reports a similar semaphore hang affecting Channels 2 and 3 after about 100 minutes in a Switch 2 title.
Solução sugerida: The issue reports that separating the bitfields and making synced an atomic bool prevents the hang in testing with NVIDIA and Vulkan. A comment says the proposed change builds and passes the test suite but that the commenter could not reproduce the hang.
GitHub issue
· open
Ocarina of Time harvest fork: findings and open tasks
GitHub issue
· open
[VBug] [Zelda Ocarina remake]Town vegetation and clutter render at a distance but disappear up close
Town vegetation and small clutter render at a distance but disappear when approached; reports also mention tree leaves vanishing up close and changing shadows.
GitHub issue
· closed
[GBug] no detection ZL imput durring shield tutorial in ghg
Jogo: green-hat gameSistema: Windows 10Versão: 93
ZL input is not detected during the shield tutorial, leaving the tutorial stuck in a loop.
Solução sugerida: Fixed in build 95.
GitHub issue
· open
[VBug] transluscent shaders flicker (water, non stained glass, etc.)
Sistema: LinuxVersão: build 88
Translucent shaders, including water and garden windows, flicker.
Solução sugerida: A comment reports that PR #354 fixes the issue.
GitHub issue
· open
[VBug] Splatoon Raiders — [AMD]: Game's graphics all pixelated and blurr, with a bit slow FPS. | Liichi 95
Jogo: Splatoon RaidersSistema: Windows 11Versão: build-95(or 94 whatever)
User reports pixelated, blurry graphics and somewhat slow FPS on integrated AMD graphics in Windows 11.
GitHub issue
· open
[VBug]
Jogo: Other / not listedSistema: Windows 11Versão: 95
The user reports shader-cache compilation problems, stuttering, Hyrule Field visual bugs and frame-rate instability, and occasional cinematic cutscene audio bugs. A commenter reports that the shader pipeline cache does not persist across runs and that cutscene music is missing or mismatched.
GitHub issue
· open
Ocarina of Time (Switch 2) gets stuck at "Building 9 shaders" on AMD RX 6750 XT
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 11 25H2Versão: build-75
On an AMD RX 6750 XT, the emulator freezes at “Building 9 shaders” after launching; background audio continues and the game does not progress.
GitHub issue
· open
Ocarina of Time (Switch 2) gets stuck at "Building 9 shaders" on AMD RX 6750 XT
Jogo: Ocarina of TimeSistema: Windows 11 24H2
On an RX 6650 XT setup, asynchronous shader compilation on was associated with a black screen or a freeze while building shaders; asynchronous shader compilation off allowed the game to load and play on that setup.
GitHub issue
· open
Ocarina of Time (Switch 2) gets stuck at "Building 9 shaders" on AMD RX 6750 XT
Jogo: Ocarina of TimeVersão: build 95
A commenter reports a freeze with background music on an AMD Ryzen 5 5500U with Radeon Graphics, regardless of the asynchronous shader compilation toggle.
GitHub issue
· open
Lishii needs it's own config folder.
Using Eden's appdata/roaming folder structure can cause conflicts for Lichii, including controller-setting issues.
Solução sugerida: Place a folder named "user" in the folder containing Lichii; it will use that folder for its data.
GitHub issue
· open
[VBug] Ocarina of time Black square lines all over hyrule field
Jogo: Ocarina of timeSistema: Windows 11Versão: build 95
Black square lines appear across Hyrule Field and disappear when approached.
GitHub issue
· open
[VBug] Pokopia - Furniture most of the time invisible in Homes its shadows only
Jogo: Pokémon PokopiaSistema: Windows 11Versão: build-95
Furniture is invisible in homes, with only its shadows visible.
GitHub issue
· closed
Intel arc gpu
An Intel arc gpu "B580" user reports 10 fps and artifacts on the top half of the screen.
GitHub issue
· open
[GBug]
Jogo: Legend of Zelda Ocarine of Time (remake)Sistema: Windows 11Versão: Lichii nx2 build 83
Reports describe audio/video desynchronization, audio stutter, hangs or stalls, low frame rates, and an in-game freeze.
GitHub issue
· closed
[VBug] In Ocarina of Time's remake, the sky is extremely bright to the point it removes all visibility in open areas like Hyrule Field (fixed with build 95)
Jogo: Ocarina of Time RemakeSistema: Windows 11Versão: build 93
The sky is extremely bright and obscures visibility in open areas such as Hyrule Field.
Inside Lord Jabu Jabu's belly, floor and wall surfaces display geometric mesh face outlines.
GitHub issue
· open
[VBug] OOT: Stone wall tablet doesn't render in Lost Woods to Zora River area
Jogo: Other / not listedSistema: LinuxVersão: build-95
The stone tablet does not render in the Lost Woods to Zora River area, although grass particles render on it.
GitHub issue
· closed
[VBug]
Sistema: Windows 11Versão: 95
Very light sky in Hyrule Plain when playing as adult Link.
GitHub issue
· open
[VBug] The issue where the sky turned white in Build 110 has been fixed.
GitHub issue
· open
Is there a reason Enable asynchronous shader compilation isnt enabled by default?
GitHub issue
· open
[GBug] Freeze in "Building 12 shaders"
Jogo: Other / not listedSistema: Windows 11Versão: build 95
Freezes while building shaders and does not start; the start menu theme sometimes starts and stops after about 10 seconds.
GitHub issue
· open
[Crash]Black Screen In tomodachi life
Jogo: Other / not listedSistema: Windows 11Versão: build 95
The game loads and music plays, but the screen stays black.
GitHub issue
· open
[VBug] OOT fairy underground cave walls invisible
Jogo: Other / not listedSistema: LinuxVersão: build 93
The fairy fountain grotto's walls and other parts are invisible in underground areas with red health fairies. A commenter reported that a damaged NUP game-data file was the cause.
Solução sugerida: PR #267 workaround: when loading the NUP, serve a .zs member with no zstd header from its closest sound sibling. A user reported that the workaround restored the grotto.
GitHub issue
· open
[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure
Jogo: Ocarina of TimeSistema: Windows 11Versão: nx2 @ 27226d2 plus two measurement-only commits
Skipping or batching Preflushable buffer downloads can cause the scene to be overexposed because guest reads may occur before downloaded GPU-written data is available. The issue also reports potentially stale exposure data with the no-preflush experiment.
GitHub issue
· open
[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure
Jogo: Ocarina of TimeSistema: Windows 10Versão: nx2 c9bdbaa
A commenter reports that Kokiri Forest and the Deku Tree can run much more slowly after watching the New Game intro than when loading a save directly; the commenter reports a storage-write extent branch improved the intro-first result.
GitHub issue
· open
[Perf] OoT (0400486024DEC000): per-fence Preflushable buffer downloads (~430 MB/s) are the biggest GPU back-thread cost; batching them gives +55% draws/s but breaks exposure
Jogo: Ocarina of Time
A commenter reports that the per-fence download cost remains and describes an unmerged pull request that limits GPU-written marking to shader store extents.
GitHub issue
· open
[GBug] Zelda: Ocarina of Time (0400486024DEC000): the audio plays a different part of the stream than the picture
Jogo: Zelda: Ocarina of TimeSistema: Windows 11Versão: build-78
Audio plays from a different point in the game than the picture, including audio leading video in intro and other scenes. A bot comment says pull request #251 targets slow AV1 intro movies by skipping late frames, but it is not merged.
GitHub issue
· open
[VBug] [AMD RX 9070 XT] Build 95 – White sky during daytime and black distant terrain/water at night in Zelda OoT
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Lichii nx2 build 95 (222877d)
On AMD Radeon RX 9070 XT with Vulkan, the daytime sky and distant scenery can appear white or washed out, and distant terrain and water can appear black at night.
GitHub issue
· open
[VBug] [AMD RX 9070 XT] Build 95 – White sky during daytime and black distant terrain/water at night in Zelda OoT
Jogo: The Legend of Zelda: Ocarina of Time
A user reports crashing while loading on an RX 9070 XT, even after copying another user's settings; the game and setup details are not established in that comment.
GitHub issue
· open
[VBug] Zelda Ocarina Of Time white sky
Jogo: Zelda: Ocarina of TimeSistema: Windows 10Versão: Build 94
On AMD, the sky appears white and fog or distant scenery is overbright. A bot comment attributes this to far-field light probe reads being cut off at 64 MiB and shader NaN handling.
GitHub issue
· open
[VBug] The sky in Hyrule glows white.
Jogo: Other / not listedSistema: Windows 11Versão: Lichii nx2 build 95 (222877d)
White sky in Hyrule, reported with an AMD RX 9000 series GPU.
GitHub issue
· open
[GBug] Orbitals (040004F027560000): black screen, GPU deadlock after unsupported native QMD compute dispatch
Black-screen hang after an unsupported native QMD release format leaves both GPU channels waiting on a semaphore.
GitHub issue
· open
[VBug] Ocarina of Time: distant Kokiri Forest canopy renders neon green in the main scene pass (RX 7900 XTX)
Jogo: Ocarina of TimeSistema: Windows 11Versão: nx2 55532f2d81 (build-88)
On an AMD RX 7900 XTX, the distant Kokiri Forest canopy renders neon green and cyan.
Solução sugerida: #292 reportedly fixes the green; a commenter says #354 addresses the root cause. Another comment says a related fix was merged in PR #351 and was not in a published release at the time of the comment.
GitHub issue
· open
[Crash] Game Frezes when using the ocarina function
Jogo: Ocarina of Time RemakeSistema: Windows 11Versão: Build 93
The game freezes when pressing a button in the ocarina menu.
Solução sugerida: Set Ocarina Mic Input to None in the game's Options.
GitHub issue
· open
[Crash] OOT REmake : When attempting to use the microphone feature with the ocarina. No hard crash, emulation freeze.
Jogo: Other / not listedSistema: Windows 11Versão: build 88
Selecting a microphone input and playing an ocarina note causes emulation to freeze.
Solução sugerida: A comment says the issue was fixed in pull request 255.
GitHub issue
· closed
[AMD] Ocarina of Time: cyan/magenta line on mountain ridges - FS with no color output writes garbage (fix included)
Jogo: Ocarina of TimeSistema: Windows 11
On AMD Radeon RX 9070 XT with driver 2.0.416, a dotted cyan/magenta line appeared along mountain and sky silhouettes in Hyrule Field.
Solução sugerida: Zero the color write mask of render targets the fragment shader does not store; the issue comment says this fix landed in build 95.
GitHub issue
· closed
[VBug] Ocarina of Time (0400486024DEC000): a far-distance draw in pass #72 writes NaNs on AMD RX 9070 XT (rainbow blocks on the horizon)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11
Coloured blocks or a magenta line along the Hyrule Field mountain ridge on AMD GPUs; the original report described NaNs in the scene target that bloom spread into a coloured band.
Solução sugerida: The #353 per-component write-mask fix was reported to remove the coloured blocks or line. A temporary workaround is to set EDEN_NX2_REJECT_HASH=fe1f903f1bf52a9d,4f5673eca06ebecb, which drops the draw and loses its far-distance effect.
GitHub issue
· closed
[VBug] Ocarina of Time (0400486024DEC000): a far-distance draw in pass #72 writes NaNs on AMD RX 9070 XT (rainbow blocks on the horizon)
Jogo: The Legend of Zelda: Ocarina of Time
Distant mountains remain overexposed with a white glow after the coloured blocks are removed; the source identifies this as a separate bloom/exposure issue.
GitHub issue
· closed
[Crash] Linux/RADV (RX 9070 XT): invalid SPIR-V fragment shader (depth image u32 sampled as f32) segfaults in VkPipelineBuild, Ocarina of Time
Jogo: Ocarina of TimeSistema: LinuxVersão: build 83
On Linux with AMD RX 9000-series graphics using RADV, an invalid SPIR-V fragment shader can cause a segfault during Vulkan graphics-pipeline construction during gameplay.
Solução sugerida: Fixed in build 93 and later releases.
GitHub issue
· closed
[GBug] Ocarina of Time (0400486024DEC000): intro freezes for 6 to 18 minutes on AMD while the driver optimizes two compute shaders
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Affected builds include `nx2-build-75`; the compute-shader change is stated to be in build 93 and later.
On AMD's proprietary Windows Vulkan driver, the intro could freeze while two compute shaders were optimized, taking 6–18 minutes; long graphics-pipeline builds can also cause substantial in-game stalls.
Solução sugerida: Build 93 and later build the two identified compute shaders without driver optimization on AMD's proprietary Vulkan driver. The source says long graphics-pipeline builds are a separate matter and are not covered.
GitHub issue
· closed
[VBug] OoT (0400486024DEC000): textures flicker with Low GPU accuracy + EDEN_NX2_SPLIT=2 on AMD RX 9070 XT; High fixes it but turns the split off (~9 fps)
Jogo: Ocarina of Time
On earlier builds, small details such as leaves, pebbles, and grass flickered or appeared black with Low GPU accuracy and the split GPU thread enabled.
Solução sugerida: Update to build 95 or later; the source attributes the fix to buffer usage tracking changes, with additional near-foliage fixes. EDEN_NX2_PERF_VERIFY=1 was an earlier workaround but was reported as no longer needed on build 95.
GitHub issue
· open
[Crash]
Jogo: Other / not listedSistema: LinuxVersão: Version 95
A user reports that games do not work on a Lenovo Legion Go 2 Z2 with an eGPU 7600xt on Version 95; on Version 93 or earlier, they can see the scene.
GitHub issue
· open
[Crash] VK_ERROR_DEVICE_LOST, FEFW (Linux + AMD)
Jogo: Fire EmblemSistema: LinuxVersão: build 93 (09b78bd); a comment reports the issue also occurs in build 95
On Linux with AMD graphics, Fire Emblem: Fortune's Weave can crash after a black screen with VK_ERROR_DEVICE_LOST and a GPU reset.
GitHub issue
· open
[UIBug] Extract NUP fails on paths over 260 chars: longPathAware in yuzu.manifest uses undeclared ws2 prefix
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: build 95 (222877d)
On Windows 11, extracting a NUP to a path longer than 260 characters fails even when LongPathsEnabled is set. The issue reports a malformed longPathAware manifest entry as the probable cause.
GitHub issue
· open
[Crash]
GitHub issue
· open
Cinematics AV1 Delay.
Jogo: Ocarina of time SW2Sistema: Windows 10Versão: 95
AV1 cinematics are delayed, with audio playing faster.
GitHub issue
· open
[VBug] Green Hat Boy Game
Jogo: Other / not listedSistema: Windows 11Versão: Build 93
The Fairy Fountain in the Lost Woods does not render. A comment attributes this to a damaged game-data file, not an emulator rendering bug.
Solução sugerida: A comment says PR #267 adds a workaround that serves a closest sound sibling when a NUP .zs member has no zstd header; the comment asks the reporter to test whether it works.
GitHub issue
· open
[VBug] Ocarina of Time is a black screen with the title theme music, and I can't press any buttons
Jogo: Ocarina of TimeSistema: Windows 11Versão: 09b78bd
A user reports a black screen with title music and unresponsive controls until shaders loaded; after entering gameplay, they reported severe glitches and lag, freezes lasting about 20 seconds during shader building, and a steady 18 FPS.
GitHub issue
· open
[Crash] Ocarina of Time on RX 6900 XT (RDNA2, driver 2.0.353): amdvlk64.dll+0xaff2e7 in more shaders than #273's list; building pipelines unoptimized avoids it
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 Pro 26300
On an RX 6900 XT with AMD proprietary driver 2.0.353, the driver crashes while compiling shaders during gameplay; rejecting one shader hash does not prevent a subsequent crash at the same driver fault offset. The reject check may not help when the shader is already in the disk cache.
GitHub issue
· open
Snapdragon 8 elite gen 4
Jogo: Zelda: Ocarina of Time
A user reports the frame rate drops to 2.5 FPS when shader loading begins, after the initial cutscene runs at 50–60 FPS.
GitHub issue
· open
Accurate GPU: native MME re-reads macro parameters (RefreshParametersImpl) and CallMethodSlow asserts on a macro register run, GPU hangs
With GPU Accuracy = Accurate and Vulkan, Switch 2 titles using the native MME macro path may hang the GPU or raise DEVICE_LOST when an Increasing run spans several macro registers. The report also describes wrong macro parameters and a garbled or black scene if the assertion is absent.
Solução sugerida: The report gives a tested code change: remove the slow-path assertion for macro-register writes and skip re-reading native MME parameters unless EDEN_NX2_MACRO_REFRESH=1 is set. The author reports that Accurate reached the main scene after the change on NVIDIA + Vulkan.
GitHub issue
· open
Accurate GPU: channel waits forever in Puller::CanResumeAcquire, FenceManager::SyncOperation releases are never submitted
With GPU Accuracy set to Accurate on Vulkan, loading can hang when a channel waits for a semaphore release that remains queued until another fence is signalled.
Solução sugerida: The issue reports a tested code change that commits queued sync operations while polling for a semaphore acquire and before the GPU thread blocks on an empty queue. It also adds EDEN_NX2_ACQUIRE_COMMIT=0 to disable the polling commit.
GitHub issue
· open
Switch 2 no audio: nx2:aud:u returns private audio managers whose buffers are never released; IAudioRenderer cmd 14 missing
Sistema: Switch 2 titles using nx2:aud:u
Switch 2 titles that open audio through nx2:aud:u and call IAudioRenderer command 14 may produce no sound; three silent audout buffers remain queued and are never returned, stalling the title's audio thread.
Solução sugerida: The issue report proposes fetching the registered audio services instead of creating private managers, and implementing command 14 as a success no-op. It reports audio playing after this change in its tested case.
GitHub issue
· open
[UIBug] Pokemon Pokepia Game cover/icon is not showing in recent releases
Jogo: Pokémon PokopiaSistema: Windows 11Versão: Release 95
The game cover/icon is missing among the collection covers when the emulator is opened with the game in the ROM path.
GitHub issue
· closed
[VBug] black screen amd
Jogo: Zelda: Ocarina of TimeSistema: Linux; SteamOSVersão: 95
On build 95, Linux and SteamOS users report black-screen hangs with audio still playing; comments associate the issue with repeated `Native MME (split front) failed` errors.
GitHub issue
· closed
[VBug] black screen amd
Jogo: Zelda: Ocarina of TimeSistema: CachyOSVersão: 93
A commenter reports reaching the main menu by starting with GPU accuracy set to Accurate, but reports audio issues and possible recurrence after changing settings.
GitHub issue
· open
[VBug] [AMD RX 9070 XT] Ocarina of Time (0400486024DEC000): ~20 FPS, light/haze artifacts, audio desync
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: build 97
On Windows 11 with an AMD RX 9000 series GPU and proprietary driver 2.0.416, gameplay is around 20 FPS with large variance, light/haze artifacts, and desynchronized, stuttering audio.
GitHub issue
· open
[VBug] [AMD RX 9070 XT] Ocarina of Time (0400486024DEC000): ~20 FPS, light/haze artifacts, audio desync
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Debian 13; WindowsVersão: Lichii Development Build | 1.0.0-sharkiix-3.1.1
On Linux with an AMD Radeon RX 6700 XT, gameplay is around 20 FPS with audio crackling below full speed. On Windows with the same PC, only subtitles rendered.
GitHub issue
· open
[VBug] [AMD RX 9070 XT] Ocarina of Time (0400486024DEC000): ~20 FPS, light/haze artifacts, audio desync
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Debian 13Versão: Lichii Development Build | 1.0.0-sharkiix-3.1.1
With Mesa 25.0.7 and kernel 6.12.115, gameplay was followed after about nine minutes by a Vulkan device loss and an unrecovered display; this was not seen again after updating Mesa and the kernel.
Solução sugerida: Update to Mesa 26.1.6 and kernel 7.2.11; the reporter did not see the device loss again afterward.
GitHub issue
· open
[GBug] remaing issues on zelda oot
Sistema: Windows 11Versão: latest(95)
Green bushes transform into distorted shapes when approached near Hyrule Castle or the Temple of Time; performance is reported at 10–20 FPS in Castle Town or the field. The reporter says the LOD problem appears solved.
GitHub issue
· open
[VBug] Switch Pro Controller causes desktop input flood / mouse click freeze on Windows
Jogo: Mario Kart WorldSistema: Windows 11Versão: build 95
On Windows 11, connecting an official Nintendo Switch Pro Controller while Lichii is open reportedly floods the host OS with phantom inputs, making desktop mouse clicks unresponsive and keyboard typing erratic. Unplugging the controller reportedly restores normal input.
GitHub issue
· open
[Bug] Nintendo Switch Sports Resort: left Joy-Con battery level never read, game reports controller disconnected
Jogo: Nintendo Switch Sports ResortSistema: Windows 10 22H2 (Build 19045)Versão: build 88 (55532f2); also reported on build 75
With Dual Joy-Cons, the game remains on the “Playing with 1 Joy-Con” screen and reports a lost connection, preventing a two-player motion game from starting. The issue reporter's log includes an unsupported controller type disconnection and a Joy-Con sub-command timeout.
GitHub issue
· closed
[Crash] When going to Hyrule Castle at the market, the 6600 card collided
Sistema: Windows 11 25H2 (Build 26200.9711)Versão: Lichii Development Build | nx2-build-99
On an AMD Radeon RX 6600 with Windows 11 25H2, the emulator crashed after a few minutes while moving between areas or entering a large open field. Logs showed VRAM budget warnings, fallback to unbacked sparse images, and an unimplemented texture-cache assertion. The issue body attributes the shutdown to the assertion after the sparse-image fallbacks.
GitHub issue
· open
[Crash] When going to Hyrule Castle at the market, the 6600 card collided
Sistema: Windows 11 25H2 (Build 26200.9711)Versão: Lichii Development Build | nx2-build-99
Crash after a few minutes while moving between areas or entering a large open field, following VRAM budget exhaustion and fallback to unbacked sparse images; log ends with an unimplemented texture-cache assertion at texture_cache.h:2710.
GitHub issue
· open
Track compute write ranges for safe split command-fetch waits
GitHub issue
· closed
[VBug]
White haze over Hyrule Field and the sky on AMD cards; a commenter says the cause was a froxel fog light-probe pool of about 130 MiB exceeding the 64 MiB read-only storage binding limit behind table pointers, causing far probes to be read outside the binding and the fog to use one overbright value.
Solução sugerida: A commenter says this was fixed in #351.
GitHub issue
· closed
[VBug]
Violet glow along mountain ridges.
GitHub issue
· closed
[VBug]
Green tint.
GitHub issue
· open
[RX6600]Linux: vulkan_device.cpp:987:ReportLoss: Device loss occurred!
Sistema: CachyOS x86_64
A user reports an instant GPU crash after the starting cutscene ends, with audio out of sync, on CachyOS with AMD graphics. The log records a Vulkan device loss.
GitHub issue
· open
Releases build-88 and build-93 are missing their PGO packages
GitHub issue
· open
[VBug] Walls and objects not rendered inside Deku tree
Jogo: Other / not listedSistema: LinuxVersão: Build 93
Walls and objects are missing/not rendered inside the Deku tree.
GitHub issue
· open
appimage linux have no option menu
Sistema: Linux
On Linux AppImage, the controller settings option is unavailable from the menu; controller options can only be accessed by right-clicking a game.
GitHub issue
· open
[GBug] Ocarina of Time on RADV (RX 9070 XT): 28-35 fps, 35 ms frame with no saturated thread (translation/sync bound)
The official PGO artifact of build-80 / nx2-latest crashed in dynarmic with Unhandled SIGSEGV after 2-10 minutes on the reporting machine; another report found a PGO AppImage produced audio but no video output.
GitHub issue
· open
[GBug] Ocarina of Time on RADV (RX 9070 XT): 28-35 fps, 35 ms frame with no saturated thread (translation/sync bound)
Jogo: Ocarina of TimeSistema: BazziteVersão: Local non-PGO nx2 @ 4c173bb792 with PR #345 merged (4647895acc)
White flashes were reported before PR #345 in the Deku Tree interior; the sky/lighting colour result from a separate misaligned 64/128-bit SSBO split fix was not verified.
Solução sugerida: Use a local non-PGO build with PR #345 merged; the reporter confirmed white flashes were gone after several minutes in the Deku Tree interior.
GitHub issue
· open
[GBug] Ocarina of Time on RADV (RX 9070 XT): 28-35 fps, 35 ms frame with no saturated thread (translation/sync bound)
Jogo: Ocarina of TimeSistema: WindowsVersão: Frizti v3
In a Windows AMD-driver follow-up on Frizti v3, performance was about 20 fps in a busy view and about 60 fps looking at the floor; the reporter said keeping float16 on improved the busy-view result from about 20 to 24-25 fps.
Solução sugerida: The reporter found that keeping float16 on improved the measured busy-view performance; this is a user-reported workaround.
GitHub issue
· open
[GBug] StarFox: nx2_sysmix accepts a constant 70.32% of mixer output, so audio plays as "robot voice"
User reports heavily distorted speech, music, and effects (“robot voice”) on build 70. Comments clarify that the approximately 0.7032 accepted/copied ratio reflects retries rather than lost samples; possible causes discussed include emulated time running ahead of wall time or slow host audio draining, but the cause is not confirmed.
GitHub issue
· closed
[Visual] Mesh-shader draws are dropped silently on GPUs without VK_EXT_mesh_shader (GTX 1070, Ocarina of Time)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux (Ubuntu 24.04, Wayland/GNOME)Versão: nx2 @ 09b78bd2df
On a GPU without VK_EXT_mesh_shader, mesh-shader draws may be skipped, resulting in missing scene geometry. The reported log labels skipped draws as "no pipeline" and caps the warning entries at 64.
GitHub issue
· closed
[VBug] OOT - The fella has an aura of death that makes most plants in Castle render as dead.
Jogo: Other / not listedSistema: LinuxVersão: 557d694581
Plants and bushes in the Castle appear dead up close, while bushes render correctly at a distance.
GitHub issue
· closed
[Crash] RX9070XT, SteamOS
Jogo: Mario Kart WorldSistema: LinuxVersão: Lichii nx2 build 93 (09b78bd)
On Linux, the game froze near the title screen, followed by pixel artefacts and a system crash.
Solução sugerida: The user reported that EDEN_NX2_NO_MESH=1 allowed the game to reach the menus, but Grand Prix did not start successfully.
On Linux, loading into gameplay initially caused a system crash. With EDEN_NX2_NO_MESH=1, gameplay was reached with missing geometry and shading issues.
GitHub issue
· closed
[Crash] Build 93: GPU full crash early on start of Green Hat Kid with AMD Graphics card (RX 9070 XT)
Jogo: Other / not listedSistema: LinuxVersão: Build 93
User reports a GPU and emulator crash with VK_ERROR_DEVICE_LOST within seconds of starting Green Hat Kid on Linux using an AMD RX 9000 series card with Build 93.
Solução sugerida: The user reports that setting EDEN_NX2_NO_MESH=1 avoids the crash.
GitHub issue
· closed
[GBug] Build 94: every split-front macro fails with "instruction outside uploaded RAM" and the GPU hangs on a black screen; EDEN_NX2_SPLIT=1 works around it
Sistema: LinuxVersão: build-94
On build 94, split-front macros fail with “instruction outside uploaded RAM”; the emulator can hang on a black screen. Reports include NVIDIA RTX 5070 and AMD Radeon RX 7800 XT systems.
Solução sugerida: Set EDEN_NX2_SPLIT=1 to keep macros on the back thread; reported to avoid macro errors and restore rendering.
GitHub issue
· closed
[Regression][Linux RADV] Zelda Ocarina of Time black screen in build 95 (works in 93); native MME macro RAM errors
Jogo: The Legend of Zelda: Ocarina of TimeSistema: CachyOS Linux, KDE WaylandVersão: 95
On Linux with AMD RADV, the game stalls at a black screen at 0 FPS on build 95; the report describes repeated native MME macro execution failures.
GitHub issue
· open
[GBug] Skateboarding Game in NS Sports Resort requires Joy-Con 2, emulator only emulates/shows Joy-Con 1
Jogo: Other / not listedSistema: Windows 11Versão: build-95
The Skateboarding sport's Sightseeing Tour requires a Joy-Con 2 controller, but the Controller Applet has no Joy-Con 2 option, making it impossible to play.
GitHub issue
· open
[AMD RX 9070 XT] Tela preta com interface visível e tempo limite do driver da GPU (Build 88)
Jogo: The Legend of Zelda: Ocarina of TimeVersão: Build 88
Black or missing 3D rendering; some reports also describe driver timeouts or crashes. Reports include AMD GPUs and one Nvidia RTX 4070 SUPER.
GitHub issue
· open
[AMD RX 9070 XT] Tela preta com interface visível e tempo limite do driver da GPU (Build 88)
Jogo: The Legend of Zelda: Ocarina of TimeVersão: v93
One user reports FPS between 15 and 30 with constant drops in v93.
GitHub issue
· open
[VBug] OCARINA OF TIME LOCKED AT 10FPS ON INTEL ARC B580 (and the game got the same Black screen as AMD)
Jogo: Other / not listedSistema: Windows 11Versão: build 95
The game reportedly runs at 10 FPS on the menu and shows a black screen after the cutscene on Intel Arc.
GitHub issue
· open
[VBug] MKW 1.8.0 no render no textures (intel uhd graphics)
Jogo: Mario Kart WorldSistema: Windows 11Versão: build-95
On Intel UHD integrated graphics, the game reportedly boots with no rendering or textures; later, some textures appeared gray. The reporter also reports crashes when teleporting during free roam.
GitHub issue
· closed
[VBug] Flashing textures with GPU mode: FAST
Jogo: Other / not listedSistema: LinuxVersão: build-93
Flashing textures when running with GPU Mode: Fast on Linux; the report says the issue does not occur with GPU Mode: Accurate.
GitHub issue
· closed
[VBug] Flashing textures with GPU mode: FAST
Jogo: Ocarina of TimeSistema: Windows 11Versão: Frizti v3, `oot-gather-fix-00ef0ea6cc`
A commenter reports white flickering throughout the 3D world in the Frizti fork.
GitHub issue
· closed
[Crash] Memory exhaustion, then an unimplemented path
Jogo: Hyrule WarriorsSistema: Windows 11Versão: Lichii Development Build | nx2-build-95
On the reported Windows 11 setup with an AMD Radeon RX 6600, Vulkan logs VRAM memory-budget warnings and an unimplemented-path assertion before a crash after a few minutes of gameplay.
GitHub issue
· open
[GBug] Ocarina of Time: Multi-second single-pipeline GPU-thread re-translation stutters & 579k OnCPURead traps with Reactive Flushing
Jogo: The Legend of Zelda: Ocarina of TimeSistema: WindowsVersão: nx2-build-88 (55532f2); follow-up reports nx2-build-93
User reports describe multi-second GPU-thread shader translation stalls, gameplay stuttering, and growing synchronous OnCPURead waits during long sessions.
GitHub issue
· open
[VBug] Ocarina of Time (0400486024DEC000): Blinding white bloom/flare streak in Kakariko Village (NVIDIA)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Frizti v3 (tag: frizti-v3, based on Lichii nx2)
Blinding white bloom/flare streak in Kakariko Village; a commenter reports it also occurs in the well, later areas, and frozen Zora's domain.
GitHub issue
· closed
Discord invite link doesn't work
The Discord invite button in the GitHub README was reported as expired.
Solução sugerida: Use the working Discord invite link posted by the maintainer in the issue thread.
GitHub issue
· open
[GBug] Textures not working properly, slow frame rate and shield glitch in The Legend of Zelda Ocarina of Time remake
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: build-93
User reports textures not working properly, slow frame rate, and a shield glitch.
GitHub issue
· open
[Crash] black screen when starting Zelda: Ocarina of Time on the latest build - Intel(R) HD Graphics 620 with vulkan and OpenGL GLS
Jogo: Zelda: Ocarina of TimeSistema: Linux MintVersão: build -88
On Linux Mint with Intel(R) HD Graphics 620, Vulkan and OpenGL GLSL show audio without video; the introductory sequence eventually freezes when using OpenGL GLSL.
GitHub issue
· open
[Crash] black screen when starting Zelda: Ocarina of Time on the latest build - Intel(R) HD Graphics 620 with vulkan and OpenGL GLS
Jogo: Other / not listedSistema: Windows 10 21H2 (19044)Versão: nx2-build-88
A commenter reports that OpenGL (GLSL) shows menus but a black in-game scene, while Vulkan displays the scene.
GitHub issue
· closed
Texture debug bookkeeping stays enabled when TC_LOG is absent
Versão: 93
On nx2 / build 93, normal launches without EDEN_NX2_TC_LOG can keep texture debug bookkeeping enabled for the entire session, causing unnecessary per-image map operations and retaining distinct shape keys.
GitHub issue
· open
[Crash]
Jogo: Mario Kart WorldSistema: Windows 11Versão: build 93
Crash reported after joining the game with OpenGL.
GitHub issue
· closed
[Crash] Ocarina of Time Remake crashes after first cutscene
Jogo: Ocarina of Time RemakeSistema: Windows 11Versão: 93
Crashes immediately after the first cutscene.
GitHub issue
· open
[GBug] Lichii Build 93 – Significant AMD Progress, but Lighting Flickering and Performance Issues Remain
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: 93
Severe lighting flickering, excessively bright or visually corrupted lighting effects, performance slowdowns, audio desynchronization during cinematics, and lengthy initial shader compilation.
GitHub issue
· open
[GBug] Lichii Build 93 – Significant AMD Progress, but Lighting Flickering and Performance Issues Remain
Versão: 93
Build 93 crashes the GPU on an AMD 7800xt, according to a user comment.
GitHub issue
· open
[GBug] Lichii Build 93 – Significant AMD Progress, but Lighting Flickering and Performance Issues Remain
Jogo: The Legend of Zelda: Ocarina of Time
Eglantine crashes at the end of the intro with VK_ERROR_DEVICE_LOST on an Apple Silicon Mac, according to a user comment.
GitHub issue
· open
[Crash]
Sistema: Windows 11Versão: build 93
A user reports that loading "oot remake" in build 93 stops and closes the emulator; they say build 88 worked.
GitHub issue
· open
[VBug] Rendering and Loading
Jogo: Other / not listedSistema: Windows 11Versão: build-93
Rainbow-colored artifacts on mountain edges above the castle, excessive bloom in Hyrule Field, and intermittent severe FPS drops during gameplay.
GitHub issue
· open
[Crash]
Jogo: Other / not listedSistema: Windows 11Versão: build 93
Cannot go further than the DekuTree cutscene; a commenter reports a black screen after getting past the title screen with OpenGL.
GitHub issue
· open
[AMD RX 9070 XT] Rainbow-colored graphical artifacts along mountain edges in Zelda OoT (Build 93)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Build 93
Severe rainbow-colored graphical artifacts along mountain edges in Kakariko Village on an AMD Radeon RX 9070 XT.
GitHub issue
· open
[VBug]
Jogo: Ocarina of TimeSistema: Windows 11Versão: Build-93 MSVC 19.44.352995.0
User reports intermittent audio loss, brief frame-rate drops, an excessively bright missing sky, and a missing map.
GitHub issue
· open
[GBug] Black Screen In AMD - Zelda Ocarina Of Time
Jogo: Zelda Ocarina of TimeSistema: Windows 11Versão: 75
Black screen after boot on AMD GPUs; reports describe working sound and title logo, but no game image.
GitHub issue
· open
[GBug] Black Screen In AMD - Zelda Ocarina Of Time
Jogo: Zelda Ocarina of TimeSistema: Windows 11 24H2Versão: nx2-build-83
On build 83 with an RX 6800, the game was reported to render correctly in a capture while the display showed a solid green image.
GitHub issue
· open
[GBug] Black Screen In AMD - Zelda Ocarina Of Time
Jogo: Zelda Ocarina of TimeSistema: Windows 11Versão: 83
On build 83 with an RX 9060 XT, a user reported device loss at gameplay start, followed by a crash; the comment identifies this as tracked in #165.
GitHub issue
· open
[GBug] Black Screen In AMD - Zelda Ocarina Of Time
Jogo: Zelda Ocarina of TimeSistema: Windows 11 26300Versão: 93
On build 93, white flashes were reported with async_presentation=true; frame_gen and game_dlss_network enabled were associated with a near-white presented frame.
Solução sugerida: The reporter says setting frame_gen and game_dlss_network to false produced a correct image; setting async_presentation to false reduced white pixels in a 40-frame capture to 0.2%.
GitHub issue
· open
[VBug] screen
Jogo: Other / not listedSistema: Windows 11Versão: 0.93
The screen has visual noise ("nieve") and lag when entering the game.
GitHub issue
· open
[GBug]
Jogo: Zelda Ocarina Of Time RemakeSistema: Windows 10Versão: build 93
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.
GitHub issue
· open
[GBug]
GitHub issue
· open
[Crash] Ocarina of time crash
Jogo: Other / not listedSistema: Windows 11Versão: 3.1.1
User reports a crash at the first cutscene and emulator shutdown after compiling existing shaders on reboot.
GitHub issue
· open
[VBug] OOT - Much of Gerudo does not render, seeming to render like the skybox instead. Issue not observed elsewhere by myself.
Jogo: Other / not listedSistema: Linux; Windows reported by a commenterVersão: 09b78bd
Much of Gerudo does not render correctly, appearing like the skybox; resetting shaders reportedly changes it to physical forms and shapes with skybox textures.
GitHub issue
· open
[VBug] Ocarina remake: Missing mesh geometry on Pascal (GTX 1070 Ti, no mesh shaders), Deku Tree invisible
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 11Versão: build-93
User reports missing geometry, walls, buildings, and caves in the Great Deku Tree on a GTX 1070 Ti; the issue worsens deeper into the area.
GitHub issue
· open
[VBug] Ocarina of Time: holes in the distant mountains of Hyrule Field show the sky through them
Jogo: Ocarina of TimeSistema: Windows 11Versão: nx2 a7a28175 (same content as build-93) + local patches
User reported sky-coloured holes in distant mountains of Hyrule Field on nx2 a7a28175 (same content as build-93) + local patches; a later user comment says they could no longer reproduce them on a newer local build.
GitHub issue
· open
[Crash] Loading Shaders AMD
Sistema: Windows 11 and LinuxVersão: 75
Users report the emulator closing or crashing while loading shaders on AMD GPUs. Reports include an RX 580 on Windows 11 and AMD GPUs on Linux.
GitHub issue
· open
[VBug] Invisible things and bloom in Zelda Ocarina Of Time Remake (AMD GPU)
Jogo: Zelda Ocarina Of Time RemakeSistema: Windows 10Versão: build 93
User reports excessive bloom outside the Great Deku Tree and invisible boxes and walls inside it.
GitHub issue
· open
[Crash]
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 11Versão: build 88
Crashes after the intro sequence on an AMD GPU; another report describes a persistent driver crash with an RX 9070 XT.
GitHub issue
· open
[Crash]
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 11 26H2Versão: nx2-build-92
Heavy stuttering during shader compilation, sometimes dropping to 0 FPS, with poor reported performance.
GitHub issue
· open
[GBug]
GitHub issue
· closed
[Crash]
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: Windows 10Versão: Lichii nx2-build-75
On Radeon RX 580 (Polaris / GCN4), the game hangs at 0 FPS with a black screen while building compute pipelines as the intro video starts.
GitHub issue
· closed
[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 Version 26H2Versão: Build 75
A commenter reports subsequent boots hang at Loading Shaders 25 / 27 with use_disk_shader_cache = true.
Solução sugerida: Delete cache/shader/0400486024dec000 and set use_disk_shader_cache = false.
GitHub issue
· closed
[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)
Jogo: The Legend of Zelda: Ocarina of TimeVersão: build 75
A commenter reports a black screen after the intro on AMD, attributed in the comment to rejection of the game's 1080p upscaler shader.
GitHub issue
· closed
[VBug] Doesn't work for AMD GPU - 9070 XT (The Legend of Boy in Green Hat)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Build 75
A commenter reports that 3D rendering remains black on AMD, while the start menu and 2D UI render.
GitHub issue
· closed
[Build] Tree does not compile with clang-cl on Windows (NOMINMAX and FARPROC casts)
Sistema: WindowsVersão: b8c812b18
clang-cl builds on Windows fail when windows.h min/max macros interfere with std::min/std::max, and direct FARPROC-to-function-pointer casts are rejected.
Solução sugerida: PR #164 added NOMINMAX/WIN32_LEAN_AND_MEAN and changed the two FARPROC casts, matching the user's validated local workaround.
GitHub issue
· closed
[Build] Tree does not compile with clang-cl on Windows (NOMINMAX and FARPROC casts)
Jogo: Ocarina of TimeSistema: Windows 11Versão: b8c812b18
A user reported that local ClangCL and MSVC builds stalled with no frames, while the compared build-75 release presented frames. The cause was not determined; a maintainer noted the report came from an old commit and may no longer happen.
GitHub issue
· closed
[VBug] OoT (0400486024DEC000): world renders black except areas lit by Navi and around Link, AMD RX 9070
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 25H2Versão: build 80 (Lichii Development Build | fix/oot-upscaler-gathers-build-80)
On the reported Windows 11 system with a Radeon RX 9070, the world rendered almost entirely black after entering gameplay, with only lit areas and some white shapes visible; multi-second stalls were also reported during pipeline building and ASTC decodes.
GitHub issue
· closed
[VBug] Video doesn't display on Zelda Ocarine of time
Jogo: Zelda Ocarine of timeSistema: Windows 11Versão: build 75
Black screen or missing video during the intro or gameplay, sometimes with audio or UI still visible; user reports also mention low FPS and graphics artifacts.
Solução sugerida: A user reports shared MSVC-build settings resolved the black screen for them; another reports switching from handheld to docked mode resolved it on their setup. These are user-reported steps, not maintainer-confirmed fixes.
GitHub issue
· closed
[VBug] Video doesn't display on Zelda Ocarine of time
Jogo: Zelda Ocarine of timeSistema: Windows 11Versão: build 75
The intro video fails with a black screen; a user log reports that FFmpeg has no decoder for video/av1.
GitHub issue
· closed
[Crash] StarFox, Device loss occurred!
Jogo: Star FoxSistema: Windows 11Versão: Build - 75
A user reports the emulator closes about a minute after gameplay begins on Build 75 with an NVIDIA RTX 50 series GPU and Windows 11.
GitHub issue
· closed
[VBug] [nx2-build-75] Zelda: Ocarina of Time (0400486024DEC000) black screen — no AV1 decoder
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: nx2-build-75
On nx2-build-75, AV1 video streams fail to decode and the game remains on a black screen despite booting and presenting frames.
GitHub issue
· closed
[VBug] Ocarina of Time: AV1 cutscenes render solid green on AMD/RADV (audio and subtitles OK)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux (CachyOS)Versão: 75 (`nx2-build-75`)
On AMD/RADV under Linux, AV1 intro-cutscene video renders as a solid green area while audio and subtitles work.
GitHub issue
· closed
[VBug] Ocarina of Time: AV1 cutscenes render solid green on AMD/RADV (audio and subtitles OK)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 10 22H2 (19045.6466)Versão: 75 (`nx2-build-75`)
On Windows with AMD hardware, the emulator hangs indefinitely when the AV1 intro cutscene starts; the video layer is black while audio and subtitles work.
GitHub issue
· closed
[Bug] linux-aarch64 PGO build fails ZBIC NSO decompression (assert r > 0); non-PGO of the same commit works
Jogo: Other / not listedSistema: Linux on aarch64Versão: build-70; build-75 non-PGO is also mentioned
A user reports that the linux-aarch64 PGO AppImage fails ZBIC NSO decompression for a game whose NSOs use ZBIC, leaving it stuck without presenting a frame; the same-commit non-PGO AppImage does not show the decompression assertions.
GitHub issue
· closed
[GBug] Zelda OOTR Won't Load
Jogo: The Legend of Zelda: Ocarina of TimeSistema: WindowsVersão: build 70; commenters also mention release-binaries #75, R75 MSVC, and R75 PGO
User reports include indefinite launching, white graphics, and a black screen in handheld mode or past the title screen. A separate report says it boots past the intro FMV in docked mode.
GitHub issue
· closed
[GBug] Fire Emblem Fortunes Weave - FMVs Skipped/Do not play.
Jogo: Fire EmblemSistema: Windows 11Versão: 70
A user reported that Fortunes Weave skips pre-rendered videos, including the opening cut-scene.
GitHub issue
· closed
crash or infinite loading when use windows 10 (any game)
Jogo: Mario Kart WorldSistema: windows 10
A user reports a crash after brief rendering while loading on Windows 10.
GitHub issue
· closed
crash or infinite loading when use windows 10 (any game)
Jogo: Pokémon PokopiaSistema: windows 10
A user reports infinite loading while loading on Windows 10.
GitHub issue
· closed
[Crash] Bananza runs at ~57 fps then aborts silently, 0xC0000409 at +0x2ecd3bd
Jogo: Donkey Kong BananzaSistema: Windows 11Versão: build 70 (286117c)
On build 70 (286117c), the MSVC package reportedly aborted after about 133.8 seconds of gameplay with 0xC0000409; the MinGW PGO package reportedly aborted on the intro screen with the same offset.
GitHub issue
· closed
GPU crash
Jogo: Mario Kart WorldSistema: BazziteVersão: nx2-3bdd53d08a
A user reported GPU crashes when booting on Bazzite with Mesa 26.2.4; the report was later said to concern an older nx2 build.
GitHub issue
· closed
Black DK when finding banana
Jogo: Donkey Kong BananzaSistema: win11Versão: 3bdd53d08a
DK appears all black during the cutscene when finding or collecting a banana, then returns to normal.
GitHub issue
· closed
Pokémon Pokopia: colors washed out with a purple haze at normal camera angle, correct when camera looks straight down
Jogo: Pokémon PokopiaSistema: Windows 10 Pro 21H2Versão: nx2 build 34 (3140648)
Washed-out, low-saturation colors with a purple/lavender haze at the normal camera angle; colors become nearly normal when looking straight down. A user reported the haze remained on build-70.
The GitHub updater could not find Lichii releases because it pointed at the wrong feeds, according to a bot comment.
GitHub issue
· open
[Crash] rx 6800xt all emulators crash on loading screen
Jogo: Donkey Kong BananzaSistema: Windows 10
User reports the game crashes when the loading screen appears on Windows 10 with an AMD RX 6000 series or older graphics card.
GitHub issue
· open
[GBug] Green Hat Remake finally booting on 9070XT . Issue with Dynamic FPS mod
Jogo: Other / not listedSistema: Windows 11Versão: 93
Deku has black textures on some parts during the cinematic, with stuttering, bloom and artifacts when jumping. Dynamic FPS makes the game run too fast (about 2x speed); without it, gameplay is almost in slow motion.
GitHub issue
· open
[Crash] Emulator completely hangs, then full crashes at 11/14 shaders loaded: OOT
Jogo: Ocarina of Time RemakeSistema: LinuxVersão: Build-93
User reports the emulator hangs and crashes at 11/14 shaders loaded on Linux with AMD graphics when booting the game in Build-88 or Build-93.
GitHub issue
· closed
[GBug] Mario Kart World – Severe Performance Regression in Build 75
Jogo: Mario Kart WorldSistema: LinuxVersão: Build 75
A user reports severe performance regression after updating from Build 70 to Build 75 on Linux, with around 10 FPS on the title screen, barely reaching 15 FPS, constant stuttering, and RAM usage increasing nonstop.
GitHub issue
· closed
[GBug] Mario Kart World – Severe Performance Regression in Build 75
Jogo: Mario Kart WorldSistema: Windows 11 24H2
A commenter reports darker, heavily shaded characters and a frame-rate drop of about 5 to 10 FPS in builds after 72, and associates the onset in their tests with commit 3aa89d1c.
GitHub issue
· open
Switch 2 Pro Controller
GitHub issue
· closed
[VBug] Black Rendering
Jogo: Other / not listedSistema: Windows 10Versão: 75
Black rendering after starting a new game, with audio and UI visible; user comments also report black screens on a PGO build.
GitHub issue
· open
[Crash] chuppatricky-amd-testbuild v13: amdvlk64.dll access violation (0xc0000005) during shader compile on RX 6700 XT
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: chuppatricky-amd-testbuild-v13
On Windows 11 with an AMD Radeon RX 6700 XT and AMD Software (Adrenalin) 26.10.2, Lichii closes during shader rebuilding with an access violation in amdvlk64.dll.
GitHub issue
· open
[VBug] Build 93 finaly has no major visual errors but has poor performance 9070xt
Jogo: Mario Kart WorldSistema: Windows 11Versão: build 93
Poor frame rates; the issue says performance is worse than on most other forks.
GitHub issue
· open
[VBug] Build 93 finaly has no major visual errors but has poor performance 9070xt
Jogo: Zelda: Ocarina of Time
Conflicting reports of low and high frame rates on an RX 9070 XT, with one comment suggesting Windows performance may be worse than Linux.
GitHub issue
· open
[VBug] Build 93 finaly has no major visual errors but has poor performance 9070xt
Jogo: Donkey Kong Bananza
The issue says FPS is worse than on most other forks.
GitHub issue
· open
[Crash] RADEON RX 9070 crashes every single run.
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Build 83
AMD graphics-driver TDR or crash and a black screen when the game transitions from the introductory scene to gameplay; some users also report crashes while loading a save and visual bugs during gameplay.
GitHub issue
· open
[Crash] RADEON RX 9070 crashes every single run.
Jogo: The Legend of Zelda: Ocarina of TimeVersão: Build 93
Users report mixed results on Build 93: an AMD GPU crash without the environment variable, successful play through Kokiri Forest, and persistent visual bugs.
GitHub issue
· open
[Crash] Crash replicated multiple times when trying to enter Hyrule Market - The Legend of Zelda: Ocarina of Time
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Build 93
The emulator closes when loading Hyrule Market after the user exits Kokiri Forest and enters Hyrule Castle.
GitHub issue
· open
[Crash]
Jogo: Zelda: Ocarina of TimeSistema: Linux
The console restarts after the scene on Linux with a lenovo legion go 2 z2 and egpu 7600xt; the report names versions 83 et 93.
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: WindowsVersão: build-88
Two hidden/minimized Windows CLI launches crashed in nvoglv64.dll with exception 0xc0000094 at offset 0xEFC9BB. Static findings identify stale SDL visibility state and no zero-extent guard as possible leads, but neither is proven to cause the crash.
Jogo: Other / not listedSistema: LinuxVersão: build-88
An AMD Linux report describes GPU/display blackout and VK_ERROR_DEVICE_LOST on entering gameplay without EDEN_NX2_NO_MESH=1; the user reports at least five minutes of gameplay with the option enabled. Another AMD Linux report describes intermittent SIGSEGV crashes that occur with or without the option.
GitHub issue
· closed
[Crash] OoT crashes in dynarec at random after some play time.
Jogo: Other / not listedSistema: LinuxVersão: 55532f2d81-nx2
Random dynarec crashes during gameplay, reported on Linux with AMD graphics cards; one report specifies an AMD RX 7000 series GPU.
GitHub issue
· open
[VBug] over exposure in specific parts (so far lower part of Saria's house and the right side of the entrance to hyrule castle)
Jogo: Other / not listedSistema: Windows 11Versão: 93
Overexposure in specific areas, including the lower part of Saria's house and the right side of the entrance to hyrule castle.
GitHub issue
· open
[GBug] Ocarina of Time / Audio Desync
Jogo: Ocarina of TimeSistema: Windows 11Versão: 75
Audio and video become desynchronized on the title screen, intro, and initial dream cutscene; a commenter reports slow-motion live-rendered video and an audio lead of approximately 3 seconds.
GitHub issue
· closed
[Crash] chuppatricky-amd-testbuild v13: amdvlk64.dll access violation (0xc0000005) during shader compile on RX 6700 XT
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11
On an AMD Radeon RX 6700 XT with AMD Software (Adrenalin) 26.10.2, Lichii closes during the first shader rebuild after about 9-10 minutes; Event Viewer reports an access violation in amdvlk64.dll.
GitHub issue
· open
[UIBug] Bananza — build 93
Jogo: Donkey Kong BananzaSistema: Windows 11Versão: build 93
On build 93, FPS fluctuates approximately between 20 and 60, with frequent periods around 30 and drops to 25–28 FPS in the Dragon Layer; GameSir G7 Pro rumble can be excessive, occur without an obvious trigger, or continue longer than expected.
Jogo: Zelda: OoT RemakeSistema: Windows 10Versão: build 93
Constant 4 FPS in-game on AMD Radeon RX 570 4GB.
GitHub issue
· open
[Crash] Deadlock: texture GC holds the texture cache lock while BackSparseWrite waits on the guest page table lock (nx2 build-93)
Jogo: Other / not listedSistema: Windows 11 25H2 (build 26200)Versão: build-93
A user reports a freeze about 40 seconds after boot, with texture rendering failure and overbright world brightness beforehand. A dump showed GPUBack waiting on the guest page table lock while in the texture garbage collector; the user suspects a lock cycle.
GitHub issue
· open
[VBug] OOT mountain on the way up to zoras domain following the river is invisible
Jogo: Other / not listedSistema: LinuxVersão: build 88
The mountain on the way up to Zora's Domain following the river is invisible.
GitHub issue
· open
[Crash] donkey kong and ocarina crash on AMD 6800xt
Jogo: Donkey Kong BananzaSistema: Windows 11Versão: latest prelease build 93
User reports a crash when loading a save on AMD RX 6000 series or older under Windows 11.
GitHub issue
· open
[GBug] 9070 xt now works but...
GitHub issue
· open
[VBug] Splatoon raiders wavy effect on edges like depth of field toggling on and off rythmicaly
Jogo: Splatoon RaidersSistema: Windows 11Versão: build93
Rhythmic wavy effect on edges in the main area, described as depth of field toggling on and off.
GitHub issue
· open
[VBug] Mario tennis not show characters and sets
Jogo: Other / not listedSistema: Windows 10Versão: Lichii nx2 build 93 (09b78bd)
A user reports sound glitches and improper rendering after booting Mario tennis.
GitHub issue
· open
Switch Sports Resort boots to intro cutscene
GitHub issue
· open
[Crash] OCARINA OF TIME REMAKE RX6000
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 10Versão: chuppatricky-amd-testbuild-v13-windows-x86_64.zip
Crashes at the same moment as it flies under the user's feet; the log reports an application error in amdvlk64.dll.
GitHub issue
· open
[Crash] Ocarina of Time Crashes on macOS on game loading (after intro video or selecting a saved file)
Jogo: Ocarina of TimeSistema: macOSVersão: Build 88 and Build 93
User reports freezing while loading a game and a subsequent emulator crash on macOS; in Build 93, pressing A on a controller reportedly does nothing when attempting to return to the title screen.
GitHub issue
· open
[VBug] Only the Bottom Half of the Game Is Rendered (OOT)
Jogo: Other / not listedSistema: Windows 11Versão: 91
The game start cutscene renders only in the bottom half on an RX 6800.
GitHub issue
· open
[GBug]
GitHub issue
· closed
Donkey Kong Bananza (040074A01BF12000): fatal 2111-3604 right after a VP9 video reaches end of stream (nx2:vdecsvc)
Jogo: Donkey Kong BananzaSistema: Windows 11 25H2 (Build 26200.9711)Versão: Eglantine NX2 Windows build 2026-10-31 (1.0.0-stable-1.0.0); also reproduced in PokeDinner fork 2.1.0 (007f3ac08d)
A VP9 video reaching end of stream triggers error 2111-3604 and freezes emulation; the video panel appears as a solid yellow box in stable-1.0.0.
GitHub issue
· open
[GBug] Donkey Kong Bananza locked at 20 fps
Jogo: Donkey Kong BananzaSistema: Windows 11Versão: Build-88
User reports the game is locked at 20 FPS, including menus and title screen, on Windows 11.
GitHub issue
· open
[GBug] Yoshi and the Mysterious Book (0400245021D2C000): HUD renders, 3D scene black — stage 1 vertex program is fetched as all zeros
Jogo: Yoshi and the Mysterious Book (demo)Sistema: Bazzite (Linux)Versão: nx2-build-88
The game reaches responsive gameplay with a correctly rendered HUD, but the 3D scene is black. Graphics programs are rejected and draws are skipped.
GitHub issue
· open
[Crash] Green Hat Game - Crashes the moment i try the Ocarina, at temple of time...
Jogo: Other / not listedSistema: Windows 11Versão: Build 88
Game freezes when the user tries the Ocarina at the Temple of Time.
GitHub issue
· open
[GBug] 20 fps
GitHub issue
· open
[Crash] Legend of green hat
Jogo: Other / not listedSistema: macOSVersão: build 88
User reports a crash when booting the game in build 88 after it worked in build 75.
GitHub issue
· open
[Crash] AMD Ocarina of time Doesn't Start
Jogo: Ocarina of TimeSistema: Windows 10Versão: build 83
AMD GPUs may show a black screen or crash the graphics driver after loading, the intro, or a cutscene.
GitHub issue
· open
[Crash] AMD Ocarina of time Doesn't Start
Jogo: Ocarina of Time
On a local nx2 build, white or yellow haze outdoors and black water or foliage after an area change were reported as remaining graphics issues.
GitHub issue
· open
[GBug] Dynamic FPS speeds up game when 30 FPS is reached Ocarina of Time Remake
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 11Versão: Lichii nx2 build 88 (55532f2)
A user reports that the game speeds up when Dynamic FPS reaches 30 FPS, while running at normal speed around 20 FPS.
GitHub issue
· closed
[GBug] OoT (0400486024DEC000): the same ~60 cached graphics pipelines are rebuilt on the GPU thread every boot
Jogo: OoTSistema: Windows 11Versão: build-83
On build-83, repeated graphics-pipeline builds on the GPU thread across boots cause a visible gameplay hitch.
Solução sugerida: A user reported that build-88 (MSVC), which includes #194, fixed the issue for them; this is not a maintainer-confirmed fix.
GitHub issue
· closed
[GBug] OoT (0400486024DEC000): the same ~60 cached graphics pipelines are rebuilt on the GPU thread every boot
Jogo: Ocarina of TimeSistema: LinuxVersão: build 83
A user reported repeated GPU-thread pipeline builds and tessellation-related warnings in one Linux session; recurrence across launches was not confirmed.
GitHub issue
· open
macOS/MoltenVK: Ocarina of Time (0400486024DEC000) kills or hangs the Metal device at the intro-video boundary
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: macOSVersão: nx2 at 8813b44 and 5a50f50
On macOS arm64 with Vulkan via MoltenVK, the Metal device may be lost with a GPU address fault or device error during intro video playback, or the GPU thread may hang at the video-to-gameplay transition in fence waiting or buffer download.
GitHub issue
· open
macOS/MoltenVK: Ocarina of Time (0400486024DEC000) kills or hangs the Metal device at the intro-video boundary
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: macOS
On Apple GPUs, attachment-less framebuffer draws using a 32768×32768 surface clip can exceed device framebuffer limits and cause GPU failure/device loss. A user also reports a stream-buffer constant-buffer tail read issue on Metal.
GitHub issue
· open
macOS/MoltenVK: Ocarina of Time (0400486024DEC000) kills or hangs the Metal device at the intro-video boundary
Jogo: The Legend of Zelda: Ocarina of Time (Switch 2)Sistema: macOSVersão: Local nx2 builds 27226d2 and 55532f2 with user patches
User reports that rejecting shader programs containing native opcode 0x4a4 avoids a Metal page fault, but may leave the run stalled at the end of the video with semaphore waits and GPU-thread abort.
GitHub issue
· open
[GBug] Dynamic FPS not working in Ocarina of Time Remake.
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 11Versão: Build 88
Dynamic FPS does not maintain normal game speed at 30-40 FPS; another report says gameplay speeds up at 30 FPS when CPU Clocks is set to Boost.
Solução sugerida: Set CPU Clocks to Normal to resolve the sped-up gameplay reported with Boost enabled.
GitHub issue
· open
[Crash] AMD 9060 XT
Jogo: Other / not listedSistema: Windows 11; a commenter also reports LinuxVersão: Lichii nx2 build 88 (55532f2)
With an AMD RX 9000 series graphics card on Windows 11, the game crashes as the Great Deku Tree cutscene is about to begin, showing a black screen and an AMD driver timeout. A commenter reports a similar crash with AMD graphics on Linux.
GitHub issue
· open
[GBug] OOT Remake Intel Arc 7 Cores - Only 1 Fps in the main menu and first cutscene
Jogo: Ocarina of TimeSistema: Windows 11; Linux (Fedora 44 / Aurora)Versão: Lichii nx2 build 88
Users report very low frame rates in the main menu and opening cutscene on Intel Arc GPUs; a Linux user also reports a prolonged shader stall on first boot and a frozen Kokiri intro cutscene.
GitHub issue
· open
[Crash] Lichii crashes at OOT launch
Jogo: Zelda: Ocarina of TimeSistema: Windows 10Versão: Build 88
A user reports a crash when launching the game; the log reports failed backing-memory and fallback-buffer allocation.
GitHub issue
· open
Build 88 PGO windows is missing.
A user reported that using a sword unloaded the grass in Kak village, then said the issue was resolved for them by clearing shaders.
Solução sugerida: Clear shaders.
GitHub issue
· open
[VBug] OoT Slows on boot (still)
GitHub issue
· open
[VBug] Oot is in a "nightmare mode"? also gameplay speed is at like 30%
Jogo: Legend of Green Hat BoySistema: Windows 11 25H2Versão: build-83
With GPU Mode: Accurate, gameplay runs at about 30 fps and in slow motion; the commenter attributes this to the GPU thread split not starting at high GPU accuracy. Shader pipeline builds can also cause stutter on new content.
Solução sugerida: The commenter reports that changing GPU Mode to Fast resolved the slow-motion speed issue for them. For shader-build stutter, they report that an opt-in EDEN_NX2_ASYNC_DISCARD=1 skips draws while pipelines build.
GitHub issue
· open
[VBug] PGO build won't show videos on OOT
Jogo: Other / not listedSistema: Windows 11
Black video on the PGO build; the game works well on MSV.
GitHub issue
· open
[GBug]
Jogo: The Legend of Zelda: Ocarina of Time RemakeSistema: Windows 11Versão: 83
A commenter reports crashes with AMD graphics cards related to mesh shaders and says a similar issue occurs on Windows and Linux.
GitHub issue
· closed
[VBug] Ocarina of Time: dialogue box panel and hint strip flicker with EDEN_NX2_FRAMES_AHEAD=1, gone with =0
Jogo: Ocarina of TimeSistema: Windows 11; Windows 10 LTSC 21H2Versão: nx2 55532f2d81 (build-88); Valhalla build 1d7575e0
Dialogue box background panel and hint strip flicker in about half of presented frames with EDEN_NX2_FRAMES_AHEAD=1; other HUD elements may also flicker.
Solução sugerida: Set EDEN_NX2_FRAMES_AHEAD=0. The reporter found this stopped the dialogue panel flicker, with a frame-rate cost; another reporter said the remaining occasional flicker was rare and could not be reproduced on demand.
GitHub issue
· closed
[VBug]
Jogo: Hyrule WarriorsSistema: Windows 11Versão: 80
Black screen with visible UI during gameplay in stages past the first one, while the world renders in the background when paused.
Jogo: The Legend of Zelda: Ocarina of TimeVersão: nx2-build-88
User reports a permanent Vulkan startup freeze during shader compilation on AMD RX 6600-series hardware, at “Building: 13 shader(s)” with 0 FPS; a second user reports it on an RX 6600M.
GitHub issue
· open
[Crash] Ocarina of Time NUP remains on Launching in build 88
Jogo: Ocarina of TimeSistema: Windows 11Versão: nx2 build 88
A user reports that the game remains on the Launching screen and does not start in nx2 build 88 on Windows 11.
GitHub issue
· closed
Old Gtx e new rtx, same fps
GitHub issue
· closed
Donkey kong bananza Crash loading
Jogo: Donkey kong bananzaSistema: Windows 11Versão: 31
Crashes when loading after the main menu on build 31.
GitHub issue
· closed
[VBug] OoT Slows when booting.
Jogo: OoTSistema: Windows 11Versão: 83
The game runs slowly when booting.
GitHub issue
· closed
[VBug] fairy fountain invisible green hat boy game
Sistema: LinuxVersão: 5f6066b26b-nx2
The fairy fountain is invisible in the green hat boy game when dropping into the fairy fountain hole in Lost Woods.
GitHub issue
· closed
[GBug] literally The Legend of Green
GitHub issue
· closed
10-20 min BUILD 83] Legend of Green hat boy Crash
Jogo: Other / not listedSistema: Windows 11Versão: BUILD 83
Crashes after about 15 to 20 minutes on Windows 11 with an NVIDIA RTX 50 series GPU; the reporter states they have 16GB of RAM.
GitHub issue
· closed
[GBug] Fast Fusion runs at max 24 fps
Jogo: Fast FusionSistema: Windows 11Versão: release-binaries #80
User reports a maximum of 23–24 FPS on an NVIDIA RTX 50 series under Windows 11.
GitHub issue
· closed
[Crash] Kirby Air Raiders force quit in "Loading Shaders" screen
Jogo: Kirby Air RaidersSistema: Windows 11Versão: release-binaries #80
The emulator force-quit after remaining on the "Loading Shaders" screen for about 2 seconds.
GitHub issue
· closed
[GBug] Mac: 20 fps + audio cuts in and out
Jogo: Other / not listedSistema: macOSVersão: build 75
Audio randomly cuts in and out while the game runs at 20 fps on macOS.
GitHub issue
· closed
[VBug] black screen and slow stuttery dialogue
Jogo: Other / not listedSistema: Windows 11Versão: Latest nov 5 2026
A user reported a black, stuttery Deku Tree dialogue scene after the intro.
GitHub issue
· closed
[VBug] start up on OoT remake screen plays, but after that only audio and a black screen
Jogo: Other / not listedSistema: Windows 11Versão: build 75
After the opening screen, audio plays but the display remains black.
GitHub issue
· closed
[GBug] Audio disappears the legend of zelda
Jogo: Other / not listedSistema: Windows 11Versão: 75
Music disappears during the cutscene after booting the game.
GitHub issue
· closed
[Crash]
Jogo: Other / not listedSistema: Windows 11Versão: build-80
Crashes while building shaders after the title card fades in The Legend of Zelda: Ocarina of Time remake for Switch 2, version 1.1.1.
GitHub issue
· closed
[VBug]
Jogo: Hyrule WarriorsSistema: Windows 11Versão: build 75 (c9ebb5c)
An on-screen error appears after the cinematic and remains visible, blocking the view.
GitHub issue
· closed
[VBug] Black screen on cinematic
Jogo: Other / not listedSistema: Windows 11Versão: 75
Black screen during cinematic after the main menu appears.
GitHub issue
· closed
[Crash] infinite launch screen with legend of zelda ocarina of time
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 10Versão: 286117c7e0-nx2
A user reported an infinite startup launch loop when booting the .NUP version.
GitHub issue
· closed
[GBug] Starfox - Unmapped write64 error spam in console
Jogo: StarfoxSistema: Windows 11Versão: Lichii nx2 build 75 (c9ebb5c)
Repeated Unmapped Write64 errors while the game is running, possible audio popping, and an emulation crash when closing the game, as reported by a user.
GitHub issue
· closed
[VBug] OOTR Terrain visible trough objects
Sistema: Windows 11Versão: build-75
Terrain is visible through solid objects after getting past the intro.
GitHub issue
· closed
[Crash] Starfox is crashing right before the training mission begins. I got it to pass one time havent been able to get it work again.
Jogo: Star FoxSistema: Windows 11Versão: 19.44 (11-4-2026)
User reports crashes before the training mission begins; another user reports crashes during the campaign after skipping training.
GitHub issue
· closed
[VBug] Shadow artifacts
Jogo: Donkey Kong BananzaSistema: Windows 11Versão: build-70
User reports the picture is covered with artifacts, especially on shadows.
GitHub issue
· closed
[GBug] Unable to start Pokopia. Constant Black Screen and GPU Idle at 16%
Jogo: Pokémon PokopiaSistema: Windows 11Versão: Build 65
A user reports a constant black screen after booting and loading the game on Build 65.
GitHub issue
· closed
[GBug] Donkey kong bananza, black rectangle
Jogo: Donkey Kong BananzaSistema: Windows 11Versão: nx2 build 65 (3bdd53d); build 70
A black rectangle appears in what should be a mini-example guide; the reporter says it also occurs on build 70.
GitHub issue
· closed
[Crash] Kirby Riders
Jogo: Kirby RidersSistema: Windows 11Versão: 65
Freezes or aborts while menu preview videos play.
GitHub issue
· closed
Crash on open after installing Update and DLCs
Sistema: Windows 11Versão: build-65
A user reported that after installing the Donkey Kong Bananza update and DLC and the Pokémon Pokopia update to NAND, the emulator closed when opened.
The reporter says they cannot swim in ink during the tutorial on MacOS.
GitHub issue
· closed
Screen Shaking (Fire Emblem Fortune's Weave)
Jogo: Fire EmblemSistema: Windows 11Versão: 65
Screen and camera shaking during play on build 65.
GitHub issue
· closed
graphics memory leak in MKW
Jogo: Mario Kart WorldSistema: archlinux, running hyprlandVersão: commit 4285e58d06c8744a884af3ab207e60f94752fa35, compiled locally
A user reported rapidly increasing VRAM usage after starting the game, followed by low framerate.
GitHub issue
· closed
Fortune's Weave boots but no visuals, only black screen
Jogo: Other / not listedSistema: SteamOSVersão: main
Fortune's Weave boots with sound and interaction but displays a black screen with no visuals.
GitHub issue
· closed
Mario kart Crash on SplashScreen
Jogo: Mario Kart WorldVersão: 31
Crashes while loading before the main menu; user comments also report session or emulator crashes.
GitHub issue
· open
[VBug] Invisible box in Hyrule Castle
Sistema: LinuxVersão: 55532f2d81-nx2
A box that can be dragged and stepped on in the Hyrule Castle grounds is invisible.
GitHub issue
· open
[GBug] overall zelda ocarina of time experience on win11 rtx 2060 3700x 16gb ram system and visual glitches
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: 83
User reports fluctuating performance of approximately 10–30 FPS, bushes disappearing when approached or changing shape, and intermittent lighting and shading glitches.
GitHub issue
· open
[VBug] OOT eventually turns into hard black screen outside of captions in handheld mode, renders as though looking through vaseline in docked mode
Jogo: OOT
Black screens during the introductory cinematic, GDT sequence, or gameplay; reports include intermittent black flashes and audio playing ahead of video.
GitHub issue
· open
[VBug] OOT eventually turns into hard black screen outside of captions in handheld mode, renders as though looking through vaseline in docked mode
Jogo: OOT
Docked mode may show a black screen except for captions or HUD, while handheld mode may appear excessively bright, low resolution, or vaseline-like.
GitHub issue
· open
[VBug] OOT eventually turns into hard black screen outside of captions in handheld mode, renders as though looking through vaseline in docked mode
Jogo: OOTSistema: Linux
A commenter says many crashes with AMD graphics cards are related to mesh shaders.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Lichii nx2 build 75
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.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Lichii nx2 build 75
Handheld mode gives a black 3D screen; Docked mode renders. A user also reports flicker/line artifacts at 2X resolution.
Solução sugerida: Switching to Docked mode resolved the black 3D screen in the user's report.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: WindowsVersão: Lichii build 83 (MSVC)
A user reports frequent hangs or stalls in build 83; the trigger and duration were not isolated.
GitHub issue
· open
[GBug] Ocarina of Time (0400486024DEC000): gameplay settles at ~29 fps, CPU-bound on two cores (build 75)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: WindowsVersão: official build88 (55532f2)
A user reports new-area shader hitches in build88.
GitHub issue
· open
[Crash]
Jogo: Other / not listedSistema: LinuxVersão: 5a50f50
On Linux with an AMD GPU, the game crashes in Deku Tree and may then remain stuck during shader compilation when booting.
Solução sugerida: A commenter reports that starting Lichii with EDEN_NX2_NO_MESH=1 usually fixes the problem.
GitHub issue
· open
[Crash] An error occured initializing the video core
Jogo: Other / not listedSistema: Windows 11; Linux also mentioned by a commenterVersão: Build 83
On AMD graphics cards, Vulkan can fail while initializing the video core; OpenGL can launch to a black screen with audio working. A commenter also reports a similar crash on Linux.
GitHub issue
· open
Legend of Zelda Ocarina of time
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11; LinuxVersão: build -88 MSVC 19.44.35229.0
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.
GitHub issue
· closed
[Crash] Build 88 Link (amd64 / x86_64 (MinGW)) is down
GitHub issue
· open
[Crash] Ocarina of time crash on Linux AMD
Jogo: Ocarina of timeSistema: LinuxVersão: 88
A user reports a crash when opening the game on Linux with an AMD Radeon AI PRO R9700 (9070XT).
GitHub issue
· open
[AMD RX 9070 XT] Black screen with UI visible and GPU driver timeout (Build 88)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Build 88
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.
GitHub issue
· open
[AMD RX 9070 XT] Black screen with UI visible and GPU driver timeout (Build 88)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Linux
A commenter reports AMD graphics-card crashes related to mesh shaders.
Solução sugerida: A commenter says starting the Linux AppImage with EDEN_NX2_NO_MESH=1 usually fixes the problem.
GitHub issue
· open
[AMD RX 9070 XT] Black screen with UI visible and GPU driver timeout (Build 88)
Jogo: 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.
GitHub issue
· open
[GBug]
OCARINA OF TIME
### Before submitting
- [x] I searched existing issues and found no duplicate
- [x] I'm using the latest build
- [x] My game is legally dumped from my own console
### Emulator build
BUILD-88
### Regression
- [ ] This is a regression (it worked in an older build)
### Last known working build
_No response_
### Game
Other / not listed
### Graphics card
NVIDIA RTX 30 series or older
### Opera…
GitHub issue
· open
[VBug] playing mario kart world but textures wont load. also crashes when playing the grand prix race
Jogo: Mario Kart WorldSistema: Windows 11Versão: build-83
The user reports missing textures and buggy visuals, occasional startup crashes, and crashes during Grand Prix races on Intel integrated graphics.
GitHub issue
· closed
[GBug] Ocarina of Time: black 3D gameplay screen; HUD remains visible (Lichii build 75)
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11Versão: Lichii nx2 build 75; one follow-up tested Windows MSVC build-88
Black 3D gameplay scene with HUD or menus still visible; some reports also mention stuttering, audio problems, flickering shadows, or missing tree leaves.
Solução sugerida: One commenter reported that switching to Docked mode resolved the black screen. Another reported that the scene rendered after upgrading from build-75 to Windows MSVC build-88, but settings also changed and the cause was not isolated.
Jogo: Ocarina of TimeSistema: Windows 10Versão: b4716fc
The Deku Tree exterior cutscene can render black except for a small circle around Navi, even when the title screen, intro, and earlier cinematics render correctly. A later report also observed a deterministic AMD driver crash while building graphics pipelines in the same scene.
A half-resolution layer can produce dark blotches and translucent patches over Link, terrain, and other objects. User reports traced the issue to a depth image being cleared after a depth copy; one report says PR #185 addresses the ordering, but reports do not establish a confirmed released fix.
Jogo: Ocarina of TimeSistema: Windows 11 24H2Versão: nx2
Texture-format and texture-index assertions were reported during gameplay; a separate report associated a period of such assertions with terrain and subtitle flickering, without establishing causation.
GitHub issue
· open
[GBug] Pokémon Pokopia: black screen (only character outlines and UI are visible)
Jogo: Pokémon PokopiaSistema: Windows 11Versão: build 88
Only character outlines and UI are visible after launching the game.
GitHub issue
· open
[Bug] Windows build-83 can hang on Closing software after OoT gameplay
Jogo: Zelda: Ocarina of TimeSistema: Windows 11Versão: build-83
On Windows build-83, shutdown can hang at “Closing software…” after gameplay. Some sessions completed shutdown successfully; the cause is undetermined.
GitHub issue
· open
[VBug] Regression: Legend of green hat blacks out
Jogo: Legend of Green hat boySistema: macOSVersão: build 83
User reports the game blacks out when booted in build 83; they state it worked in build 75.
GitHub issue
· open
[Crash after 5 - 10min BUILD 83] Legend of Green hat boy (PGO Crashes on boot)
Jogo: Legend of Green hat boySistema: LinuxVersão: 83
The emulator crashes after 5 to 10 minutes of gameplay on Linux with an AMD RX 9000 series GPU.
GitHub issue
· open
Ocarina of Time (0400486024DEC000) build-75: macro parameter desync + unknown texture format 100, broken lighting/bloom and corrupted textures
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Gentoo LinuxVersão: build-75
On build-75, user reports over-bright bloom/glow, overly dense fog, incorrect lighting, and some textures decoded as garbage; logs include macro-parameter assertions and an unknown texture format 100.
GitHub issue
· open
Donkey Kong Bananza: terrain missing (white/black) on builds 70 and 75, renders correctly on build 65
Jogo: Donkey Kong BananzaSistema: Windows 11 25H2 (build 26200.9818)Versão: 70 and 75
On Windows builds 70 and 75, terrain/world renders solid white while the HUD and characters still render. On build 75, EDEN_NX2_RESETFIX=0 changes the ground to black with no texture or lighting.
GitHub issue
· open
[VBug] OoT Black screen after the first cutscene and weird vhs filter in docked mode
Jogo: Other / not listedSistema: Windows 11Versão: 75
Black screen after the first cutscene in handheld mode and VHS-like visual filter in docked mode.
GitHub issue
· closed
[VBug] Green-hat adventure game boots to black screen, only audio, on mac
Jogo: Other / not listedSistema: macOSVersão: build 75
Boots to a black screen with audio on macOS.
Solução sugerida: Clear the cache and launch again.
GitHub issue
· closed
[VBug] OOTRemake only title screen, no video and ui (only sound)
Jogo: Other / not listedSistema: Windows 11Versão: build-75
User reports a black background at the title screen and a black screen after starting a new game, with sound still audible.
GitHub issue
· closed
[GBug]
Jogo: The Legend of Zelda: Ocarina of TimeSistema: Windows 11 26H2 (Build 26300.9818)Versão: Lichii Development Build — nx2-build-75
The 3D gameplay scene is black while HUD elements remain visible; menus and item preview can render correctly.
GitHub issue
· closed
[Crash] macOS MKW Loading Splash animation shows, but crashes after.
Jogo: Mario Kart WorldSistema: macOSVersão: tag/build-65
On macOS, crashes after the loading splash in tag/build-65.
GitHub issue
· closed
donkey kong bananza purple screen issue
Jogo: Donkey Kong BananzaSistema: Fedora 45Versão: all builds
Purple screen after starting the game and entering it.
GitHub issue
· closed
[MKW 1.8.0] Grand Prix crash during course selection, but excellent Free Roam performance on 16 GB RAM (Build 31)
Jogo: Mario Kart WorldSistema: Windows 11 25H2 (Build 26200.9711)Versão: Zortos Eglantine NX2 Build 31
The emulator crashed/exited while selecting a course in Grand Prix mode. The user had not confirmed reproducibility or whether Process Lasso contributed.
Lichii release
Release note · build-117
Jogo: Ocarina of TimeVersão: build-117
White streaks or trails at night, including around Navi, fireflies, and smoke.
Solução sugerida: Turn off Emulation → Configure → Graphics → Use NVIDIA DLSS in place of a game's DLSS. The source attributes the issue to DLSS and says a fix is being tested.
Lichii release
Release note · build-117
Jogo: Splatoon RaidersVersão: build-117
Characters look too dark, there is a green tint, and FPS is lower than in earlier builds.
Lichii release
Release note · build-116
Jogo: Zelda: Ocarina of TimeVersão: build-116
With DLSS on, Navi, fireflies, and smoke can leave trails at night. A fix is being tested.
Lichii release
Release note · build-116
Jogo: Zelda: Ocarina of TimeSistema: WindowsVersão: build-116
AMD Radeon RX 6000 series and older on Windows crash while building shaders after boot. The release says this is fixed in build 117; RX 7000/9000 and NVIDIA are not affected.
Solução sugerida: Update to build 117.
Lichii release
Release note · build-116
Jogo: Splatoon RaidersVersão: build-116
Characters look too dark, there is a green tint, and FPS is lower than in earlier builds. The issue is being investigated.
Lichii release
Release note · build-94
Jogo: Ocarina of TimeVersão: build-94
AMD black foliage and haze.
Lichii release
Release note · build-94
Jogo: Ocarina of TimeVersão: build-94
HUD flicker.
Lichii release
Release note · build-94
Jogo: Ocarina of TimeVersão: build-94
Cutscene audio drift.
Lichii release
Release note · build-94
Jogo: Ocarina of TimeSistema: LinuxVersão: build-94
First-launch shader stall on Linux.
Lichii release
Release note · build 93
Jogo: Ocarina of TimeVersão: build 93
An NVIDIA device-lost crash was reported on build 93; the release says it is awaiting retest on this build.
Lichii release
Release note · build-93
Versão: build-93
AMD black textures, haze, HUD flicker, and cutscene audio remain open investigations; the release does not claim these symptoms are fixed.
Lichii release
Release note · build-93
Sistema: LinuxVersão: build-93
Initial Linux shader-loading stall remains an open investigation; the worker-cancellation fix does not address it.
Lichii release
Release note · build-93
Versão: build-93
The combined AMD shader and Vulkan synchronization fixes have not been verified in affected AMD gameplay.
Lichii release
Release note · build-93
Versão: build-93
Native draw discard can skip writes to persistent resources and leave missing effects when enabled.
Lichii release
Release note · build-88
Versão: build-88
An existing fence-worker shutdown race can leave the emulator waiting during shutdown.
Lichii release
Release note · build-75
Jogo: Zelda: Ocarina of TimeVersão: build-75
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.
Lichii release
Release note · build-75
Jogo: Star FoxVersão: build-75
On RTX 50-series GPUs, the GPU device can still be lost after a scene change.
Solução sugerida: Try NVIDIA driver 610.88.
Lichii release
Release note · build-75
Sistema: WindowsVersão: build-75
“Failed to allocate 14336 MiB of backing memory” means Windows ran out of RAM plus page file.
Solução sugerida: Set the page file to system-managed.
Lichii release
Release note · build-70
Jogo: Star FoxVersão: build-70
Gameplay is capped at about 30 fps, even though the game asks for 60.
Lichii release
Release note · build-70
Jogo: Star FoxVersão: build-70
On RTX 50-series GPUs (5070 Ti, 5090), the GPU device can be lost shortly after a scene change.
Solução sugerida: Try NVIDIA driver 610.88.
Lichii release
Release note · build-70
Sistema: WindowsVersão: build-70
Failed to allocate 14336 MiB of backing memory means Windows ran out of RAM plus page file.
Solução sugerida: Set the page file to system-managed and close memory-heavy apps.
Lichii release
Release note · build-70
Jogo: Yoshi and the Mysterious Book (demo)Versão: build-70
Some textures are still black, and the game can crash later in play.
Mantenha a versão que funciona até instalar e testar a nova. Faça backup dos dados salvos e da configuração antes de trocar de versão.
O que verificar se o Windows indicar que falta uma dependência?
Mantenha todos os arquivos auxiliares da mesma versão na mesma pasta que lichii.exe. Procure a mensagem exata sobre a dependência nas notas da versão ou na lista de issues.
O controle funciona nos menus, mas não no jogo. O que fazer?
Confira o perfil de entrada e o mapeamento dos botões. Depois, procure o modelo do controle ou o jogo na seção de solução de problemas.
Por que uma issue fechada ainda aparece aqui?
“Fechada” é o status na lista de issues. Leia a discussão para saber se o problema foi resolvido, movido ou se a issue foi fechada por outro motivo, e qual versão é afetada.
Que informações devo incluir ao pedir ajuda?
Informe a versão do Lichii, o sistema operacional, a GPU e o driver, o texto completo do erro e os passos que o causam. Diga se o erro também ocorre em uma versão que funcionava antes.