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Lichii Ally v3 - ROG Xbox Ally X & Windows Handhelds
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
- 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 launchlichii.exe. (If Windows prompts for Visual C++ runtime libraries, runvc_redist.x64.exeincluded in the folder.) - Install your legally dumped keys and firmware, then add your games directory.
- All handheld optimizations -
clang-cl22 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 msper 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 toNo 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 toZen 5cefficiency cores. - Default Handheld Console Mode (
HANDHELD), CleanXbox 360 Controller 0Auto-Bind & Shutdown Fix: Defaults to Handheld Console Mode for 20-35% higher FPS and lower VRAM use on the ROG Xbox Ally X, bindsXbox 360 Controller 0cleanly inControls - 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(orF7/ status bar button): Cycle target frame rate live (40 / 60 / 30 FPS).View + L3(orF11): Toggle Borderless Fullscreen.Menu + R3(orCtrl + 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.)