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Lichii Ally v3 - ROG Xbox Ally X & Windows Handhelds

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@github-actions github-actions released this 08 Nov 02:06

Download Lichii Ally v3 - AVX-512 Edition (ROG Xbox Ally X / Ally X / Ally Z1E / Legion Go / HX 370)

Universal AVX2 Edition (MSI Claw Intel / Steam Deck Windows / ROG Xbox Ally Base Z2 A / Legion Go S Z2 Go / Other x64 PCs): Download Lichii-Ally-v3-Universal-AVX2.zip


Quick Start

  1. Download the archive matching your processor architecture above (Lichii-Ally-v3-Xbox-Ally-X-AVX512.zip for AMD Zen 4 / Zen 5 handhelds, or Lichii-Ally-v3-Universal-AVX2.zip for Intel Core Ultra, AMD Zen 2 / Zen 3+, and non-AVX-512 systems), extract Lichii Ally v3, and launch lichii.exe. (If Windows prompts for Visual C++ runtime libraries, run vc_redist.x64.exe included in the folder.)
  2. Install your legally dumped keys and firmware, then add your games directory.
  3. All handheld optimizations - clang-cl 22 ThinLTO + PGO, Windows 11 hybrid CPU thread scheduling, UMA-safe memory and BC3 texture cache management, automatic DLSS to AMD FSR 3.1 replacement, Borderless Windowed Fullscreen, and 40 FPS 120 Hz VRR Genlock - are enabled out of the box.

What's New in v3

  • Persistent AMD Compiled Shader Binary Cache (VK_KHR_pipeline_binary) & Cross-Driver Shader Pack Support (ported from CheezerWheezer/Lichii): Saves compiled AMD RDNA ISA pipeline binaries to disk (vulkan_binaries.fork-v54.bin) because AMD's Windows Vulkan driver does not persist compiled pipelines between sessions, cutting Ocarina of Time boot compilation time from minutes to seconds (0.2-0.4 ms per pipeline) and automatically accepting shared shader caches built on NVIDIA or other GPUs.
  • Ocarina of Time CPU-Read Page Preflushing & Non-Blocking Native Async Draws (ported from conongnang/Lichii and upstream nx2): Preflushes Ocarina of Time's ~200 CPU-read GPU pages per second at fences instead of stalling on synchronous read traps, skips unbuilt Switch 2 graphics pipelines asynchronously (NativeAsyncDraws::Skip) to eliminate multi-second scene-transition freezes, and defaults Ocarina of Time anti-aliasing to No sharpening (+20% FPS in Kokiri Forest).
  • Texture Cache, ASTC Upload, Render-Pass Continuation & Hybrid CPU Fix (ported from conongnang/Lichii and upstream nx2): Skips uploading stale guest memory into newly recreated GPU-written images (+20% FPS in Castle Town), skips unchanged texture alias walks (+7% GPU back-thread speedup in Donkey Kong Bananza and Switch 2 open maps), continues active Vulkan render passes across deferred clear variants (saving ~118 MB of attachment traffic per turn), coalesces adjacent device page flushes, and lets time-critical threads use all 16 logical processors (3x Zen 5 + 5x Zen 5c) on the ROG Xbox Ally X while steering background shader workers to Zen 5c efficiency cores.
  • Default Handheld Console Mode (HANDHELD), Clean Xbox 360 Controller 0 Auto-Bind & Shutdown Fix: Defaults to Handheld Console Mode for 20-35% higher FPS and lower VRAM use on the ROG Xbox Ally X, binds Xbox 360 Controller 0 cleanly in Controls - Input device, and releases Switch 2 guest RAM cleanly on game exit without deadlocking.

Recommended System Settings (ASUS ROG Xbox Ally X)

  • Armoury Crate SE VRAM: 8 GB (leaves 16 GB free for Windows, JIT, and shader compilation).
  • Display: 1080p @ 120 Hz with AMD FreeSync Premium (VRR) Enabled (disable Radeon Anti-Lag, Radeon Boost, and AFMF in AMD Software).
  • Operating Mode (TDP): 17W-20W for 40 FPS battery play, 25W-30W for 60 FPS, or 13W-15W for 30 FPS.

Controller Shortcuts (Xbox Full Screen Experience Compatible)

  • View + R3 (or F7 / status bar button): Cycle target frame rate live (40 / 60 / 30 FPS).
  • View + L3 (or F11): Toggle Borderless Fullscreen.
  • Menu + R3 (or Ctrl + V): Toggle Performance Overlay.

(Archives ending in -debug-symbols-not-needed-to-play.zip contain .pdb symbols for crash analysis only and are not required for gameplay.)

Lichii Ally v4 - ROG Xbox Ally X & Windows Handhelds

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@Syyrhc Syyrhc released this 08 Nov 17:02

Windows downloads

  • Xbox Ally X / AVX-512 for the ROG Xbox Ally X and other supported AVX-512 handhelds.
  • Universal AVX2 for Windows x64 handhelds such as the Steam Deck running Windows and Intel MSI Claw models.

Extract the ZIP and run lichii.exe. The packages were built and verified in GitHub Actions run #4 from commit b9f072e.

Changes in Ally v4

  • Windows fastmem retries under commit pressure and shorter GPU polling waits on semaphore progress.
  • Texture cache thresholds follow the device budget, and Vulkan cooperative-matrix queries are gated by device support.
  • Imports compatible mainline shader caches v52–v54 when an Ally cache is absent.
  • Ocarina of Time uses dynamic resolution for fresh profiles, supports scaling in No sharpening mode, and includes a water flicker fix. EDEN_NX2_OCCLUSION_OFF=1 exposes the optional Occlusion Off patch.

This is a test release. Both Windows builds passed CI. Gameplay and performance on handheld hardware are still to be measured.

SHA-256

  • AVX-512: e612ec6a4c6d0a3b6a411875dbcd6d7227612ce7249337cdb660f8363370a90e
  • Universal AVX2: 497b17f9855ca0897f5218cbe99be4b432caa25ba0d242cf7afb556b833ae1c3

Lichii Ally v2 - ROG Xbox Ally X & Windows Handhelds

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@github-actions github-actions released this 07 Nov 23:09

Download Lichii Ally v2 - AVX-512 Edition (ROG Xbox Ally X / Ally X / Ally Z1E / Legion Go / HX 370)

Universal AVX2 Edition (MSI Claw Intel / Steam Deck Windows / ROG Xbox Ally Base Z2 A / Legion Go S Z2 Go / Other x64 PCs): Download Lichii-Ally-v2-Universal-AVX2.zip


Quick Start

  1. Download the archive matching your processor architecture above (Lichii-Ally-v2-Xbox-Ally-X-AVX512.zip for AMD Zen 4 / Zen 5 handhelds, or Lichii-Ally-v2-Universal-AVX2.zip for Intel Core Ultra, AMD Zen 2 / Zen 3+, and non-AVX-512 systems), extract Lichii-Ally, and launch lichii.exe. (If Windows prompts for Visual C++ runtime libraries, run vc_redist.x64.exe included in the folder.)
  2. Install your legally dumped keys and firmware, then add your games directory.
  3. All handheld optimizations - clang-cl 22 ThinLTO + PGO, Windows 11 hybrid CPU thread scheduling, dynamic unified memory scaling (16 GB vs. 24 GB+ APUs), capped async shader workers (6 threads), automatic DLSS to AMD FSR 3.1 replacement, Borderless Windowed Fullscreen, and 40 FPS 120 Hz VRR Genlock - are enabled out of the box.

What's New in v2

  • Full AMD Radeon & Handheld Performance Optimization (PR #573 Port): 512-draw submission batches on AMD proprietary drivers (+10–15 FPS), multithreaded LinePool texture unswizzler, dynamic texture cache budget scaling, non-blocking query cache sync, and unoptimized compile for Kokiri Forest compute shader.
  • Fixed ASTC Texture Corruption and Game Hang: Reverted default ASTC recompression to Uncompressed and protected 24 GB handhelds, resolving black/discolored textures (Navi, Deku Tree) and freezing during cutscenes.
  • Automatic Gamepad Binding: Automatically detects and binds Player 1 and Handheld mode to the built-in Xbox 360 controller on ROG Ally and compatible SDL gamepads on first launch.
  • Dynamic Unified RAM Detection: Identifies 24 GB APUs with BIOS-carved VRAM, allocating 7–8 GiB GPU cache budget and 6,000 pipelines without host RAM starvation.
  • Upstream nx2 Fixes: Turing macro JIT interpreter fallback (#589), AV1 video audio sync and 3 host threads (#571), 64 storage buffers (#551), cooperative matrices HMMA (#582/#583), float16 for LSFG (#587), dynamic FPS down to 10 FPS (#584).

Recommended System Settings (ASUS ROG Xbox Ally X)

  • Armoury Crate SE VRAM: 8 GB (leaves 16 GB free for Windows, JIT, and shader compilation).
  • Display: 1080p @ 120 Hz with AMD FreeSync Premium (VRR) Enabled (disable Radeon Anti-Lag, Radeon Boost, and AFMF in AMD Software).
  • Operating Mode (TDP): 17W–20W for 40 FPS battery play, 25W–30W for 60 FPS, or 13W–15W for 30 FPS.

Controller Shortcuts (Xbox Full Screen Experience Compatible)

  • View + R3 (or F7 / status bar button): Cycle target frame rate live (40 / 60 / 30 FPS).
  • View + L3 (or F11): Toggle Borderless Fullscreen.
  • Menu + R3 (or Ctrl + V): Toggle Performance Overlay.

(Archives ending in -debug-symbols-not-needed-to-play.zip contain .pdb symbols for crash analysis only and are not required for gameplay.)