nx2-20261031
eglantine-nx2-source.zip
- System
- unknown
- Architecture
- unknown
- Build type
- standard
- Package
- ZIP archive
- DLSS
- Not specified
No additional package notes.
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System support overview
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nx2-20261031
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nx2-20261031
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Windows package details
Selected release: nx2-20261031
Available formats: ZIP archive.
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No Windows-specific guidance is recorded for this release. Read nx2-20261031's release notes.
Linux package details
Selected release: nx2-20261031
No Linux package is published for nx2-20261031.
No Linux-specific guidance is recorded for this release. Read nx2-20261031's release notes.
macOS package details
Selected release: nx2-20261031
No macOS package is published for nx2-20261031.
No macOS-specific guidance is recorded for this release. Read nx2-20261031's release notes.
Known limitations
Check these gameplay and rendering issues before choosing graphics settings. Open the discussion for workarounds and updates.
Build: 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.
Build: build-75
On RTX 50-series GPUs, the GPU device can still be lost after a scene change.
Recorded fix: Try NVIDIA driver 610.88.
Build: build-70
Gameplay is capped at about 30 fps, even though the game asks for 60.
Build: build-70
On RTX 50-series GPUs (5070 Ti, 5090), the GPU device can be lost shortly after a scene change.
Recorded fix: Try NVIDIA driver 610.88.
Build: build-70
Some textures are still black, and the game can crash later in play.
Build: build-70
Some races still stall while shaders build.
On macOS arm64 through MoltenVK, the Metal device may be lost or the GPU thread may hang at the intro-video/gameplay boundary. A commenter attributes the device loss to an attachment-less framebuffer reaching 32768×32768, above the stated Apple GPU limit of 16384.
Build: 80
In stages past the first one, the gameplay screen is black while the UI remains visible; pausing shows the world rendered in the background.
Build: nx2-build-83
User reports audio/video desynchronization during the opening cutscene and a system freeze at the Deku Tree cutscene on Vulkan with an AMD RX 9000 series GPU. Comments report crashes on AMD GPUs, including while building shaders. One commenter reports that OpenGL GLSL stops the crashes but leaves only the UI visible.
On some AMD GPUs, the UI may remain visible while the 3D world is black; reports also describe AMD driver timeouts or crashes.
Build: 75
A user reports black visuals except for the UI after starting a new game, while audio is audible.
Build: 88
A commenter reports that the PGO build produces a black screen in both docked and handheld modes.
Build: Build 83
While booting an unidentified "little green hat adventure game," the emulator reports an error initializing the video core, suggesting outdated GPU drivers. On OpenGL, the game launches but shows a black screen while sound works. The reporter says their RX 9070XT drivers are updated; a commenter reports the same problem with a 7000 series GPU.
Build: Build 75
User reports a performance regression in Build 75 on Linux with an AMD RX 6000 series or older GPU: around 10 FPS on the title screen, barely reaching 15 FPS with constant stuttering, GPU usage at 100%, and RAM usage increasing nonstop.
User reports describe gameplay performance below 60 FPS on multiple systems and builds. One report also describes a black 3D screen in Handheld mode; switching to Docked allowed rendering.
Build: build 83
The issue reporter using an AMD RX 6600 8GB on Windows 10 reports that the emulator starts loading and then remains on a black screen.
Commenters report rendering failures, black screens, and AMD driver crashes; one reports that audio continues while rendering is crashed.
A half-resolution layer drawn by pixel shader c72b6ea746c00433 causes dark blotches and translucent patches over objects in reported scenes. Users traced the issue to an occlusion-depth copy being wiped by deferred clears before the layer samples it.
Recorded fix: A user-reported workaround is EDEN_NX2_REJECT_HASH=c72b6ea746c00433; it removes the blotches in tested scenes but removes the river's visible water surface. Another user described PR #185 as fixing the ordering issue, but did not provide a tested result for that fix.
Build: build-80
The Deku Tree exterior cutscene can render black except for a small area around Navi; a user also reported an AMD graphics-driver crash while building graphics pipelines in that scene.
Users reported missing grass, ferns, and broadleaf vegetation, with associated haze or overexposure in Kokiri Forest. A user reported that a local build with listed rendering commits restored grass and ferns and removed heavy haze in one location; a later comment proposed PR #204 for stale occlusion-query reads, but did not report a test result for that PR.
Build: nx2 with extra PRs
A user reported zero-format texture assertions, Unmapped Device ReadBlock errors, and flickering terrain and subtitles; causation was not established.
Build: build-75
On AMD RDNA2 GPUs, the game may freeze during shader or pipeline building, sometimes with background audio continuing. A commenter also reports black-screen or shader-building hangs with asynchronous shader compilation enabled.
Build: nx2 `27226d256`; also official `nx2-build-75`
On AMD's proprietary Windows driver, two compute pipelines can take 6 to 18 minutes to compile during the intro, leaving the game at 0 FPS while audio continues. Rejecting the shader hashes avoids the wait but causes black areas in the intro, title, and castle scenes.
Recorded fix: Leave the game at the intro for about 20 minutes once so both pipelines finish and are cached; later boots reportedly pass the intro immediately until the driver or Lichii is updated. Alternatively, set `EDEN_NX2_REJECT_HASH=eff3ccbe1438679d,f9ea14a22394f5b1`; this avoids the wait but leaves parts of the picture black.
A commenter reports that an experimental compute storage write-extent analysis reduced marked GPU-written data and fence copies while preserving correct auto-exposure. It was described as code on a user's branch, not as an upstream or validated release fix.
Static review and a separate research comment describe read-trap bookkeeping and dirty-state issues that can leave stale GPU-written data when per-fence downloads are disabled; proposed corrections and batching remain untested or local experiments.
Build: build 83 (clang 23.1.6)
User reports a segfault during gameplay on Linux with an AMD RX 9000-series GPU and RADV, when a graphics pipeline is built for an invalid fragment shader.
Build: 5a50f50
User reports repeated crashes around Deku Tree, followed by booting getting stuck compiling shaders; deleting the shader cache allows booting again. Another user reports the problem only with RADV.
Recorded fix: Deleting the shader cache allows booting again, according to the user report.
Build: build-83
A user reports missing textures and buggy visuals after booting, occasional startup crashes, and crashes when playing the Grand Prix race on build-83 with Intel integrated graphics on Windows 11.
Build: build-83 (PGO, Windows x86_64)
Persistent graphics pipeline cache entries are reportedly rebuilt on the GPU thread during gameplay on repeated boots, causing a visible hitch.
Build: build-83
With GPU Mode: Accurate (High), gameplay may run in slow motion at about 30 FPS; shader compilation can cause stutter on new content.
Recorded fix: Set GPU Mode to Fast; the commenter reports this resolved the slow gameplay for their setup.
Build: 75
Black screen after boot; some reports say sound and the title/logo work.
Build: nx2-build-83
On build-83, one user reports a solid-green displayed image although a screen capture shows the game rendering correctly.
User reports GPU driver timeout or device loss when gameplay starts on AMD Windows systems, including RX 7900 XTX and RX 9060 XT. Reports associate the issue with #150 pointer-binding changes, but this is an unconfirmed hypothesis.
Build: 75
The emulator closes while loading shaders before a game is opened; the report says it used 20GB of RAM. Reports mention Windows 11 and Linux, and AMD GPUs.
Build: 83
The emulator crashes after 5 to 10 minutes of gameplay on Linux with an AMD RX 9000 series GPU.
Build: 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.
Textures and surfaces flicker with Low GPU accuracy and EDEN_NX2_SPLIT=2 on Radeon RX 9070 XT; some surfaces remain white temporarily.
A commenter reports being unable to load a save, with the PC hard-locking or freezing before recovering after a driver crash or timeout; same GPU, 32GB RAM, and i7 9700K.
Build: 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.
Build: release-binaries #80
The emulator force quits after being stuck on the "Loading Shaders" screen for about 2 seconds.
Build: Lichii build 75
A commenter reported stuttering, FPS drops, and overexposure after switching to Docked mode.
Build: 75
Black screen after the first cutscene in handheld mode and VHS-like visual filter in docked mode.
Build: build 75
Boots to a black screen with audio on macOS.
Recorded fix: Clear the cache and launch again.
Build: Lichii nx2-build-75
On Radeon RX 580, hangs at a black screen at 0 FPS while building compute pipelines as the intro video starts.
Build: build 75
Black screen after starting a new game, with audio continuing; a commenter also reports an FFmpeg error stating there is no decoder for video/av1.
Recorded fix: A commenter reports that using the MSVC build instead of the PGO build worked for them. Other commenters report that shared settings resolved the black screen, and one reports that switching from handheld to docked mode resolved it.
Build: build 75
Very low FPS and graphics problems, including missing textures, lighting or ambient occlusion issues, and a blown-out white image.
Build: Build 75
With use_disk_shader_cache = true, subsequent boots hang indefinitely at Loading Shaders 25 / 27.
Recorded fix: Delete cache/shader/0400486024dec000 and set use_disk_shader_cache = false; the reporter says this resolves the startup freeze.
Build: build 75
Black screen after the intro on AMD RX 9070 XT; the game's 1080p upscaler shader is rejected.
Recorded fix: Comment reports that #112 fixes the shader rejection; its CI build is fix/oot-upscaler-gathers / 7459f10 (build-80), and the fix is on nx2, but not in a release yet.
Build: build 75
Texture flicker with Low GPU accuracy and GPU thread split on AMD RX 9070 XT.
Build: 75 (`nx2-build-75`, Linux x86_64 PGO AppImage)
On Linux with AMD/RADV, AV1 intro cutscene video renders solid green while audio and subtitles work.
Build: 75
Black screen or intermittent black-screen flashes during gameplay and GDT; additional reports describe distorted docked rendering, overly bright and low-resolution handheld rendering, and intro audio ahead of video.
Build: b8c812b18
A local ClangCL build of b8c812b18 stalled at max present 8 and showed no frames; a local MSVC build of the same commit stalled at max present 8 and died within a minute, unlike the reported build-75 release.
Build: build-75
User reports a black background at the title screen and a black screen after starting a new game, with sound still audible.
Build: 75
User reports audio/video desynchronization on the title screen and intro; a commenter reports slow-motion live-rendered title-screen video with audio leading by approximately three seconds, worsening by the initial dream cutscene.
Build: 75
User reports a black screen after the game's AV1 video streams fail to decode; FFmpeg reports no decoder for "video/av1". The game idles indefinitely on a black frame.
Build: build 80 (Lichii Development Build | fix/oot-upscaler-gathers-build-80)
In gameplay, the world renders almost entirely black, with only the HUD and some areas near light sources visible; some shapes appear blown out with heavy bloom.
Build: build-80
The game crashes while building shaders after the title card fades.
Build: build-75
On Adreno 740 with Turnip, large native compute-shader pipelines can keep Vulkan pipeline-builder workers busy, consume substantial memory, and result in a black screen; some tests also reported GPU hangs or device loss.
Build: 75
The emulator closes about a minute after gameplay begins on Windows 11 with an NVIDIA RTX 50 series GPU.
Build: 75
Black screen during cinematic after the main menu appears; reported on Windows 11 with an AMD RX 6000 series or older GPU.
On linux-aarch64, the PGO AppImage logs `assert r > 0` during ZBIC NSO decompression and does not present a frame for the reported game. The non-PGO AppImage of the same commit has no such assertions and decompresses the same game without errors. The issue report does not identify the game by name.
Build: release-binaries #75
A user reports severe shader problems with white visuals; handheld mode shows a black screen.
Build: R75 PGO
A user reports a black screen past the title screen.
Build: Lichii Development Build — nx2-build-75
The 3D gameplay scene is black while HUD elements remain visible; menus and item preview can render correctly.
Build: 70
FMVs and pre-rendered videos are skipped, including the opening cut-scene.
Build: Build 65
User reports a black screen while loading in Build 65.
Recorded examples
See how real sessions compare with your setup. Each FPS result belongs to the game, build, hardware, and driver shown in its row.
| Game | Build | GPU / CPU | Driver | FPS | Status | Source |
|---|---|---|---|---|---|---|
| The Legend of Zelda: Ocarina of Time | build-83 | RTX 5090 / Ryzen 7 9800X3D | 617.42 | 34.04–46.28 | runs with issues | |
| Zelda: Ocarina of Time | build-83 | RTX 4070 SUPER 12 GB / i5-14600KF | 621.14 | 30–30 | runs with issues | |
| Mario Kart World | build-75 | AMD RX 6000 series or older / Not provided | Not provided | 10–15 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build-75 | NVIDIA RTX 3050 Laptop / AMD Ryzen 7 5800H | 591.74 | 30–30 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build-75 | NVIDIA GeForce RTX 5080 (16 GB) / Intel Core Ultra 7 270K Plus (24 threads) | 621.14 | 28–29 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build-75 | RX 5700 / Not provided | amdvlk 32.0.21045.16010 | 32–32 | runs with issues | |
| Other / not listed | build-75 | Other / Not provided | Not provided | 20–20 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | build-75 | AMD Radeon RX 7900 XTX / Not provided | AMD proprietary driver 2.0.416 | 12–12 | runs with issues | |
| Donkey Kong Bananza | build-75 | NVIDIA GeForce RTX 4060 Laptop, 8 GB / Intel Core i7-13650HX | 32.0.16.2101 | 20–20 | runs with issues | |
| Star Fox | build-75 | Not provided / Not provided | Not provided | 60–60 | runs with issues | |
| Zelda: Ocarina of Time | build-75 | RTX 3080 / Ryzen 5900X | Not provided | 12–22 | runs with issues | |
| Donkey Kong Bananza | build-70 | NVIDIA GeForce RTX 4060 Laptop, 8 GB / Intel Core i7-13650HX | 32.0.16.2101 | 20–20 | runs with issues | |
| Star Fox | build-70 | Not provided / Not provided | Not provided | ?–30 | runs with issues | |
| Mario Kart World | build-70 | Not provided / M4 Pro | Not provided | 30–38 | playable | |
| Donkey Kong Bananza | build-65 | NVIDIA GeForce RTX 4060 Laptop, 8 GB / Intel Core i7-13650HX | 32.0.16.2101 | 10–30 | playable | |
| Donkey Kong Bananza | build 70 (286117c) | AMD RX 6000 series or older / Not provided | Not provided | 57–57 | runs with issues | |
| Ocarina of Time | 62ba83427e | Radeon 8060S / Ryzen AI MAX+ 395 | RADV | 31–37 | runs with issues | |
| Ocarina of Time | 3724db9a5c | RTX 4070 / i9-12400F | Not provided | 16–16 | playable | |
| Ocarina of Time | 99ac3d595 plus listed cherry-picked commits | RTX 5070 Ti / Not provided | Not provided | 38–38 | playable | |
| The Legend of Zelda: Ocarina of Time | build 83 (MSVC) | NVIDIA GeForce GTX 1070 / Intel Core i7-7700 | Not provided | 18–18 | runs with issues | |
| The Legend of Zelda: Ocarina of Time | Not provided | RTX 5090 / Ryzen 9800X3D | Not provided | 53.66–53.66 | runs with issues | |
| Zelda Ocarina of Time | nx2-build-83 | Radeon RX 6800 / Not provided | AMD 2.0.353 (AMDVLK 9.2.10.353) | 43–47 | runs with issues | |
| Zelda Ocarina of Time | Lichii build-75 (nx2-build-75) | RTX 5080 / Not provided | 621.14 | 60–60 | not booting | |
| The Legend of Zelda: Ocarina of Time | Not provided | RX 6650 XT / i5-10400F | 2.0.353 | 22–27 | playable | |
| The Legend of Zelda: Ocarina of Time | Not provided | RTX 4070 SUPER / Not provided | 615.78.08 | 59.3–60 | playable | |
| Zelda: Ocarina of Time | Not provided | RTX 3080 Ti / i9-12900K | 615.78 | 46–47.8 | unknown | |
| Fast Fusion | release-binaries #80 | NVIDIA RTX 50 series / Not provided | Not provided | 23–24 | unknown | |
| Zelda: Ocarina of Time | Not provided | AMD Radeon RX 6600 XT 8 GB / Ryzen 5 5600X | AMD proprietary driver 2.0.353 (`amdvlk64.dll` 32.0.21045.16010) | 25–33 | runs with issues | |
| Zelda: Ocarina of Time | Not provided | RX 6650 XT (RDNA2) / i5-10400F | AMD proprietary driver 2.0.353 (`amdvlk64.dll` 32.0.21045.16010) | 25–27 | runs with issues | |
| Legend of Zelda Ocarine of Time (remake) | Lichii build 83 (MSVC) | NVIDIA GeForce GTX 1070 / Intel Core i7-7700 | Not provided | 18–18 | runs with issues | |
| Zelda: Ocarina of Time | nx2 `5a50f50e0b` (official PGO artifact of build-80 and local non-PGO build of nx2-latest) | AMD RX 9070 XT (RDNA4, 16 GB) / Ryzen 7 5800X3D (8C/16T), 32 GB RAM | Mesa 26.x RADV | 28–35 | runs with issues | |
| Zelda: Ocarina of Time | Not provided | RTX 5090 / Not provided | Not provided | 40–60 | playable | |
| Zelda: Ocarina of Time | Not provided | Not provided / Apple M6 (arm64) | MoltenVK 1.4.1 (bundled `v1.4.1-ryujinx`) | 12–14 | runs with issues | |
| Zelda: Ocarina of Time | nx2-build-83 | AMD RX 9000 series / Not provided | Not provided | 41–41 | runs with issues |
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