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Lichii Superbuild v51
Lichii Superbuild v51
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
This is a hobby project, maintained in spare time for the fun of it. Donations or payment of any kind are not accepted, and there is nothing to support financially: every build is free and public for everyone.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
- Updates: Help → Check for Updates… checks on demand and always shows the result; Help → Open Releases Page… opens this repository's releases page directly.
Highlights
- Rebased on the latest zortos
nx27dddff2d0e— 16 new upstream merges since our previous base. The most relevant:- #1236 (OoT white areas / white light columns) and #1231 (MKW dark lighting) are now merged upstream. We dropped our local copies; #1231 comes in for free.
- #959 — allocate a buffer over the memory budget instead of throwing, with device-pressure accounting. This is upstream's own version of the Fritchii allocator port we had carried since v33; ours was dropped.
- #1245 / #1246 (jpkto) — one command and one pair of barriers for a run of in-order uploads, and a dispatch's barrier recorded in the dispatch's own command.
- #941 — keep NVIDIA DLSS on when Streamline warns the VRAM budget is used up. #853 — copy 2D-engine blits between 3D surfaces slice by slice. #850 — size the sysmix queue to the host's callback. #784 — swizzle and unswizzle block linear in 16-byte units. #796 — show generated frames next to the FPS. #1168 — do not wait for the time services when applying settings during loading. #1128, #972, #1108, #1126 — build, kernel and patch-handling fixes.
- Dropped two PRs upstream closed. The owner confirmed #1236, not our #1219 occlusion carry, was the white-light cause, so #1219 went. A maintainer sweep closed #1235 because a time-based Equal-acquire recovery can unblock dependent GPU work early and rewind semaphore progress. Both were in v50.
- Everything from v50 stays: Help → Check for Updates… (on demand, always shows the result), Help → Open Releases Page…, #1234 UI-thread deadlock fix, #1216 OoT fast draws, #1210 host-commit OOM fix, Fritchii v5.6's zero-page trim, #1212, the one-shot saved OoT preset, #1199, #1180 water ripples with the FPS patches, #1155 texture-descriptor-pool flush up to 4 MiB, #1129 texture-cache ceiling scaled with VRAM, #1110 Bananza AMD crash fix, Linux pipeline preloading parity, #1200 recommended-settings offer with restore, #1197 NUP damaged
.zsstand-in, #1196 OoT ocarina crackle fix, #1154 build fix, 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), HDR DLSS (PR #7), #1058, #1127, #1078, #1094/#1095, #1061, #1062, #1056, #1060, #1036, #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optionalEDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v51
- Reconciled the layer with 16 new upstream commits: dropped our now-redundant #1236 (three commits) and Fritchii allocator port, adapted
StorageBufferBindingto upstream's #1231computeparameter, and applied #1128'spool_shadow rename on top of our HDR DLSS presentation fix. - Reverted #1219 and #1235 as described above.
- Kept #1234, #1216, #1180, #1129, #1155, #1110, the Fritchii zero-page trim and the whole superbuild layer.
- #1218 (GPU memory registry / address-space listener lock cycle behind the ocarina-warp freeze) is still held for a separate test build — it conflicts with the now-merged #1236 and changes lock ordering.
- Deferred for separate evaluation: #1249 (DLSS quality/model presets as GUI settings, default M, replaces
EDEN_NX2_DLSS_PRESET), #1248 (shader-cache v2 legacy migration, #1237), #1244 (jpkto guest-read flush on the split's back), #1241 (fresh render targets), #1253 (own data folder), #1256 (revert of the merged #1197). - Precache shaders stays off in the OoT preset; the preset remains one-shot and preserves manual per-game values.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v51-win64.zip |
Lichii-v51-win64-pgo.zip |
| Linux x86_64 | Lichii-v51-linux-x64.AppImage / .tar.gz |
Lichii-v51-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v51-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1234, #1216, #1180, #1155, #1129, #1110 and the superbuild-specific HDR/updater work are not merged upstream.
- Fritchii v5.6 notes that the "glowing triangles" are only much rarer, not fully fixed; #1236 (now upstream) addresses a different, confirmed cause (stale device-range backing). A different late-session haze without bad indices remains unproven.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- #1094 and #1095 are still unmerged upstream.
- v32 and v42 were removed; v50 and v49 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); PantACRO4life and 99ivs for the white-area diagnosis and fix (#1221/#1236); atk3001 for the water ripple work (#1152, #1180); jpkto for the split GPU thread and upload/dispatch work (#1028, #1056, #1094, #1095, #1058, #1245, #1246); danieljesus for the UI deadlock fix (#1234); sopedound for the Bananza AMD crash fix (#1110); liomaroliveira for the texture-cache ceiling (#1129); Frizti for the zero-page trim; Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #784, #796, #850, #853, #874, #941, #959, #972, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1108, #1126, #1127, #1128, #1143, #1168, #1196, #1197, #1199, #1200, #1210, #1212, #1216, #1231, #1234, #1236 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v50
Lichii Superbuild v50
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
- Updates: Help → Check for Updates… checks on demand and always shows the result; Help → Open Releases Page… opens this repository's releases page directly.
Highlights
- #1236 — fixed Ocarina of Time's white areas / white light columns (#849, #867). This is the root cause behind the long-running white-light reports. Switch 2 device (SMMU) ranges are cached by
{cpu_address, size}and were never released when sub 102 destroys the memory. A device range holds the host pages that backed the CPU range when it was first mapped; when the game frees that memory, maps new pages at the same CPU address and registers it again, the cached range was handed back, so the GPU kept reading the old pages. The kernel had already given those pages to other data (actor pack SARC, BYAML, texture blocks), which the GPU read as indices and vertices — garbage vertices produce NaN, showing as white areas behind scenery and missing objects that stayed until a restart. The range is now released on destroy, and reused ranges are refreshed to the CPU range's current pages before the GMMU map (which also invalidates the buffer and texture caches over it). This is zortos's own unconditional port of #1221, based on our exact base; it supersedes the closed #1230 and drops #1221's experiment switch. Both mechanisms are unconditional, with a registry lifetime test. - #1234 — no more "Not responding" deadlock when terminating a stuck emulation thread (#775):
QThread::terminate()emitsfinished()while holding the thread's internal mutex, andOnEmulationStopped()callsisRunning(), which takes that mutex again. The signal is now disconnected first. - #1235 — rescues a stuck Equal acquire on an NVN2 queue semaphore (#925, port of Eglantine #712 patches 5–6, adapted to the NX2 semaphore mirror). After a 10 ms grace, a word already past the target satisfies the acquire instead of waiting for the 2 s warning, so boot no longer advances one ring round per two seconds.
- Same zortos
nx2093e264c8abase as v49 — no upstream movement. - Everything from v49 stays: Help → Check for Updates… (on demand, always shows the result), Help → Open Releases Page…, #1210 host-commit OOM fix, #1219 white-light occlusion carry, #1216 OoT fast draws, Fritchii v5.6's zero-page trim, #1212, the one-shot saved OoT preset, #1199, #1180 water ripples with the FPS patches, #1155 texture-descriptor-pool flush up to 4 MiB, #1129 texture-cache ceiling scaled with VRAM, #1110 Bananza AMD crash fix, Linux pipeline preloading parity, #1200 recommended-settings offer with restore, #1197 NUP damaged
.zsstand-in, #1196 OoT ocarina crackle fix, #1154 build fix, 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), HDR DLSS (PR #7), #1058, #1127, #1078, #1094/#1095, #1061, #1062, #1056, #1060, #1036, #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optionalEDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v50
- Applied #1236 (three commits), #1234 and #1235 — five commits total, all clean on our tree.
- #1218 (GPU memory registry / address-space listener lock cycle behind the ocarina-warp freeze) is still held for a separate test build: it conflicts with #1236 in
nvhost_as_gpu.cppand changes lock ordering. - Deferred: #1221 (superseded by #1236), #1231 (MKW dark lighting, conflicts with our buffer cache), #1225/#1224 (JIT warm-up / frame-gen pacing, need testing), #1232 (static nxformat, build-system change), #1227 (revert of the merged #1197).
- Precache shaders stays off in the OoT preset; the preset remains one-shot and preserves manual per-game values.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v50-win64.zip |
Lichii-v50-win64-pgo.zip |
| Linux x86_64 | Lichii-v50-linux-x64.AppImage / .tar.gz |
Lichii-v50-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v50-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1236, #1234, #1235, #1219, #1216, #1180, #1155, #1129 and #1110 are unmerged upstream.
- Fritchii v5.6 notes that the "glowing triangles" are only much rarer, not fully fixed; #1236 addresses a different, confirmed cause (stale device-range backing). A different late-session haze without bad indices remains unproven by this fix.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- #1094 and #1095 are still unmerged upstream.
- v32 and v42 were removed; v49 and v48 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); PantACRO4life and 99ivs for the white-area diagnosis and fix (#1221/#1236); atk3001 for the water ripple work (#1152, #1180); PantACRO4life for the descriptor-pool flush (#1155); danieljesus for the UI deadlock fix (#1234); Revens2 for the NVN2 acquire fix (#1235); sopedound for the Bananza AMD crash fix (#1110); liomaroliveira for the texture-cache ceiling (#1129); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti for the zero-page trim; Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143, #1196, #1197, #1199, #1200, #1210, #1212, #1216, #1219, #1234, #1235, #1236 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v49
Lichii Superbuild v49
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
Highlights
- New: Help → Check for Updates… runs an update check on demand and always shows the result. Previously the check ran only once at startup and stayed silent on a network failure, on "no update", and for 24 hours after the update dialog was dismissed (or forever after picking "Skip this version") — which is why an update sometimes went unnoticed. The manual check bypasses those suppressions and reports GitHub rate limits, HTTP errors, offline failures and "you are up to date" in a dialog. A failed startup check now also retries once, quietly, after two minutes.
- New: Help → Open Releases Page… opens this repository's releases page directly, so an update can always be downloaded manually even when GitHub's API is rate limited.
- Same zortos
nx2093e264c8abase as v48. - Everything from v48 stays: #1210 host-commit OOM fix, #1219 white-light occlusion carry, #1216 OoT fast draws, Fritchii v5.6's zero-page trim, #1212, the one-shot saved OoT preset, #1199, #1180 water ripples with the FPS patches, #1155 texture-descriptor-pool flush up to 4 MiB, #1129 texture-cache ceiling scaled with VRAM, #1110 Bananza AMD crash fix, Linux pipeline preloading parity, #1200 recommended-settings offer with restore, #1197 NUP damaged
.zsstand-in, #1196 OoT ocarina crackle fix, #1154 build fix, 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), HDR DLSS (PR #7), #1058, #1127, #1078, #1094/#1095, #1061, #1062, #1056, #1060, #1036, #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optionalEDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v49
- Added two Help menu actions (
main.ui) and their handlers:OnCheckForUpdates,OnOpenReleasesPage, plus a sharedStartUpdateCheck(bool manual). - The update watcher is now connected once at startup regardless of the "check on startup" setting, so a manual check always works.
OnEmulatorUpdateAvailablenow handlesFailure::Network(previously silent), shows a dialog for every manual outcome, and only applies the skip/24-hour reminder suppression to the automatic startup check.- Precache shaders stays off in the OoT preset; the preset remains one-shot and preserves manual per-game values.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v49-win64.zip |
Lichii-v49-win64-pgo.zip |
| Linux x86_64 | Lichii-v49-linux-x64.AppImage / .tar.gz |
Lichii-v49-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v49-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1219, #1216, #1180, #1155, #1129 and #1110 are unmerged upstream.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream.
- v32 and v42 were removed; v48 and v47 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); atk3001 for the water ripple work (#1152, #1180); PantACRO4life for the descriptor-pool flush (#1155); sopedound for the Bananza AMD crash fix (#1110); liomaroliveira for the texture-cache ceiling (#1129); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti for the zero-page trim; Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143, #1196, #1197, #1199, #1200, #1210, #1212, #1216, #1219 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v48
Lichii Superbuild v48
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
Highlights
- Latest zortos
nx2093e264c8a:- #1210 — keeps the texture-cache collector thresholds within the host's commit budget. Windows charges device memory to the system commit limit (RAM + page file); on a 16 GB card with a 31.9 GiB commit limit and 14 GiB already used by the guest, the driver refused even a 2.6 MiB image and the OoT session ended (RX 7600 XT). The critical threshold is now also capped by device usage + remaining commit − 2 GiB, never below 3 GiB, with a memory trace on the first failure. This complements the #1129 device-budget ceiling already in our builds.
- #1212 — renames the recommended-settings
Values¶meter that shadowedSettings::valuesunder-Werror=shadow. This is the same build fix we carried locally since v45, now upstream.
- #1219 — Ocarina of Time's white light. OoT's white light (ZOR-181) points at the occlusion counter: since #121 the running samples query carries its count across submissions, but
CloseCounterdropped it once a query passed 1,024 slots, so gameplay windows of 1,025–1,110 slots read too low. The count is now carried into a following query via the GPU prefix scan and folded into the amend value, with the bank bound still respected. This supersedes the withdrawn #1147 we dropped earlier. - #1216 — more OoT fast draws. Writes that change nothing the fast-draw path keeps no longer break the chain:
vertex_id_base(which NVN writes before and after every draw), MME memory addresses A/B, and the occlusion query / render-condition / report methods. About 36,000 draws a second were affected. Vertex-stream stride changes also stay in the chain when the driver binds strides dynamically. - Fritchii v5.6: the zero-page trim stops at the first non-zero 64-byte line instead of reading the whole page, cutting the cost of scanning resident guest pages.
- Everything from v47 stays: the OoT recommended settings are offered once and never overwrite per-game edits, #1199, the expanded saved OoT preset, #1180 water ripples with the FPS patches, #1155 texture-descriptor-pool flush up to 4 MiB, #1129 texture-cache ceiling scaled with VRAM, #1110 Bananza AMD crash fix, Linux pipeline preloading parity, #1200 recommended-settings offer with restore, #1197 NUP damaged
.zsstand-in, #1196 OoT ocarina crackle fix, #1154 build fix, 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), HDR DLSS (PR #7), #1058, #1127, #1078, #1094/#1095, #1061, #1062, #1056, #1060, #1036, #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optionalEDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v48
- Rebased on zortos
nx2093e264c8a; dropped our now-redundant local#1212rename. - Added #1219 (two commits,
vk_query_cache.cpp), #1216 (one commit, fast-draw path) and Fritchii v5.6's zero-page trim (host_memory.cpp). - Resolved the #1216 conflict with our #1095 state-register layer by keeping only the new
IsFastDrawQueryMethodhelper. - Held #1218 (GPU memory registry / address-space listener lock cycle behind the ocarina-warp freeze) for a separate test build, as it changes lock ordering.
- Precache shaders stays off in the OoT preset; the preset remains one-shot and preserves manual per-game values.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v48-win64.zip |
Lichii-v48-win64-pgo.zip |
| Linux x86_64 | Lichii-v48-linux-x64.AppImage / .tar.gz |
Lichii-v48-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v48-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1219, #1216, #1180, #1155, #1129 and #1110 are unmerged upstream.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream.
- v32 and v42 were removed; v47 and v46 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); atk3001 for the water ripple work (#1152, #1180); PantACRO4life for the descriptor-pool flush (#1155); sopedound for the Bananza AMD crash fix (#1110); liomaroliveira for the texture-cache ceiling (#1129); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti for the zero-page trim; Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143, #1196, #1197, #1199, #1200, #1210, #1212, #1216, #1219 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v47
Lichii Superbuild v47
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
Highlights
- Fixed: the Ocarina of Time recommended settings no longer overwrite changes you make in the game's Properties. In v46 the full recommended table was re-applied and re-saved on every OoT launch, so a value you set yourself — for example
Precache shaders before game start = Always— was reset to the recommendedOffat the next boot. Now:- The recommended settings are offered and applied exactly once (a saved flag), not every launch.
- The preset skips any setting that already has a per-game value, so your manual edits win.
- The prompt says the offer happens once and that later changes stay changed.
- Based on the same zortos
nx2bcb37c49f7as v46 — no upstream movement. - Everything from v46 stays: #1199 (unmap GPU ranges destroyed by sub 102), the expanded OoT recommended preset saved per game, #1180 water ripples with the FPS patches, #1155 texture-descriptor-pool flush up to 4 MiB, #1129 texture-cache ceiling scaled with VRAM, #1110 Bananza AMD crash fix, Linux pipeline preloading parity, #1200 recommended-settings offer with restore, #1197 NUP damaged
.zsstand-in, #1196 OoT ocarina crackle fix, #1154 build fix, 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), HDR DLSS (PR #7), #1058, #1127, #1078, #1094/#1095, #1061, #1062, #1056, #1060, #1036, #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optionalEDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v47
- Added a persistent
oot_recommended_settings_appliedflag; the OoT prompt and preset now run only on the first launch where the flag is unset. SetOcarinaOfTimeRecommendedSettingsnow preserves a setting that already uses a per-game value instead of overwriting it.- Removed the sticky per-session "accepted" flag that caused the preset to be re-applied on every OoT launch.
- Extended the preset unit test to cover a user-chosen per-game value surviving the preset.
- Precache shaders stays off in the OoT preset, but any value you set in Properties now sticks.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v47-win64.zip |
Lichii-v47-win64-pgo.zip |
| Linux x86_64 | Lichii-v47-linux-x64.AppImage / .tar.gz |
Lichii-v47-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v47-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1180, #1155, #1129 and #1110 are unmerged upstream. If you see water or game crashes with FPS patches, disable them and report.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream.
- v32 and v42 were removed; v46 and v45 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); atk3001 for the water ripple work (#1152, #1180); PantACRO4life for the descriptor-pool flush (#1155); sopedound for the Bananza AMD crash fix (#1110); liomaroliveira for the texture-cache ceiling (#1129); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143, #1196, #1197, #1199, #1200 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v46
Lichii Superbuild v46
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
Highlights
- The Ocarina of Time recommended-settings prompt now uses zortos's full recommended table and saves it. Accepting it applies the same 46-setting developer baseline as the global recommended-settings offer — GPU accuracy Low, conservative VRAM, BC3 ASTC, asynchronous presentation and shaders, no memory-operation syncs, Bounded pipeline waits, pipeline caches on, CPU/System defaults and more — plus FSR 3 scaling and NVIDIA DLSS where available. The values are written to OoT's per-game configuration, so they persist across restarts; other games and your global settings are untouched.
- Latest zortos
nx2bcb37c49f7: #1199 unmaps every GPU range into memory that sub 102 destroys. - Everything from v45 stays: #1180 water ripples with the FPS patches, #1155 texture-descriptor-pool flush up to 4 MiB, #1129 texture-cache ceiling scaled with VRAM, #1110 Bananza AMD crash fix, Linux pipeline preloading parity, #1200 recommended-settings offer with restore, #1197 NUP damaged
.zsstand-in, #1196 OoT ocarina crackle fix, #1154 build fix, 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), HDR DLSS (PR #7), #1058, #1127, #1078, #1094/#1095, #1061, #1062, #1056, #1060, #1036, #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optionalEDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v46
- Rebased on zortos
nx2bcb37c49f7. - Expanded
SetOcarinaOfTimeRecommendedSettingsto iterate the zortos recommended table and to save the result in OoT's per-game config; the prompt text and the preset unit test were updated. - Precache shaders stays off in the OoT preset.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v46-win64.zip |
Lichii-v46-win64-pgo.zip |
| Linux x86_64 | Lichii-v46-linux-x64.AppImage / .tar.gz |
Lichii-v46-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v46-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1180, #1155, #1129 and #1110 are unmerged upstream. If you see water or game crashes with FPS patches, disable them and report.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream.
- v32 and v42 were removed; v45 and v43 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); atk3001 for the water ripple work (#1152, #1180); PantACRO4life for the descriptor-pool flush (#1155); sopedound for the Bananza AMD crash fix (#1110); liomaroliveira for the texture-cache ceiling (#1129); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143, #1196, #1197, #1199, #1200 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v45
Lichii Superbuild v45
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
Highlights
- Linux stutter fix — pipeline preloading now works on Linux like Windows. Linux builds now enable the same pipeline preloading as Windows. This fixes the Linux-only "shaders rebuilt every couple of minutes" behaviour: pipelines unused for 9,000 frames were evicted and recompiled from scratch on RADV (#747), which read as constant stutter; with preloading on, they stay built.
- Latest zortos
nx2610bd08731:- #1200 — offers the developer's recommended settings once on first launch, with a backup so you can restore your previous settings, plus Help-menu entries for both.
- #1196 — fixes the ADPCM nibble-step sign: the Ocarina of Time ocarina and Song of Time crackle (#837).
- #1197 — serves a stand-in for damaged
.zsmembers of a NUP dump instead of failing the read. - #1154 — build fix after #1143 (now upstream; no longer a local patch).
- Water: replaced the earlier ripple patch with #1180, which counts single ripple passes per frame and also covers Dynamic FPS — ripples keep moving above 60 fps and the surface stops jumping with the camera. Dropped #1147: its Water Temple premise was withdrawn; the missing geometry came from an incomplete game-data container, not the occlusion cap.
- Fewer pipeline stalls:
- #1155 raises the texture-descriptor-pool flush cap to 4 MiB, so OoT's 1,058,176-byte pool lets pipeline stages translate on the worker threads instead of the GPU thread.
- #1129 scales the texture-cache ceiling with VRAM on 10+ GiB cards, so OoT stops evicting costly ASTC textures.
- #1110 fixes the AMD crash after Donkey Kong Bananza's golden-banana loading screen.
- Everything from v43 stays: 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), HDR DLSS (PR #7), shutdown hang fix (#1058), nxformat delay-load (#1127), nxformat 1.0.1 (#1078), #1094/#1095 OoT speedups, #1061 FSR jitter, #1062 FSR 4, #1056 back macros, #1060 OoT FSR 3.1, shader cache v2 #1036, async read-back #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optional
EDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v45
- Rebased on zortos
nx2610bd08731. - Dropped the local #1154 build fix (merged upstream), dropped #1147 (withdrawn premise), replaced #1152 with #1180.
- Added #1155, #1129 and #1110.
- Linux builds now enable the same pipeline preloading and native-draw skip as Windows.
- Precache shaders stays off in the OoT preset.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v45-win64.zip |
Lichii-v45-win64-pgo.zip |
| Linux x86_64 | Lichii-v45-linux-x64.AppImage / .tar.gz |
Lichii-v45-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v45-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1180, #1155, #1129 and #1110 are unmerged upstream. If you see water or game crashes with FPS patches, disable them and report.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream.
- v32 and v42 were removed; v43 and v41 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); atk3001 for the water ripple work (#1152, #1180); PantACRO4life for the descriptor-pool flush (#1155); sopedound for the Bananza AMD crash fix (#1110); liomaroliveira for the texture-cache ceiling (#1129); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143, #1196, #1197, #1200 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v43
Lichii Superbuild v43
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Before you play
- Upgrading from v34 or earlier? Clear your shader caches. v35 replaced the Vulkan pipeline cache with shader cache v2, and caches written by older builds can cause wrong graphics or repeated rebuilds. Delete the
shaderfolder inside%APPDATA%\eden\cache(Windows),~/.cache/eden/shader(Linux), oruser\cache\shaderif you use a portableuserfolder. A fresh cache rebuilds automatically. - If you enable Precache shaders, the first launch takes a few minutes on the loading screen — this is normal. It builds the game's shaders and cached pipelines up front. There is a Skip button, and later launches only build what is new until the GPU driver changes.
Highlights
- Fixed the stutter regression of the removed v42 build. That build removed two performance presets that were doing real work: preloading every cached graphics pipeline at boot (and keeping unused ones) and skipping native draws whose pipeline is still building. Without them, pipelines were rebuilt while playing and frames stalled while builds finished. Both are restored, matching v41's smoothness.
- Everything from v41 stays: the shader-cache upgrade note, the water fixes #1152/#1147, 4K HDR DLSS (PR #9), frame-generation HDR (PR #8), #1143 (pipeline storage-buffer pointers) with #1154 (build fix), HDR DLSS (PR #7), shutdown hang fix (#1058), nxformat delay-load (#1127), nxformat 1.0.1 (#1078), #1094/#1095 OoT speedups, #1061 FSR jitter, #1062 FSR 4, #1056 back macros, #1060 OoT FSR 3.1, shader cache v2 #1036, async read-back #1028, #874, native HDR, DLSS presets E/F, the safe Fritchii ports and the optional
EDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Precache shaders is off in the OoT preset (it was never applied correctly there; the setting remains available manually).
- Windows and Linux, standard and PGO.
What changed in v43
- Restored the pipeline preload and native-draw skip presets that the removed v42 build dropped; this is the whole difference in behaviour.
- Kept the documentation fixes: precache is out of the OoT preset, old-cache disclaimer added, README download links point at this repository.
- Rebased on the same
nx2d2eaae4f3a(no upstream movement).
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v43-win64.zip |
Lichii-v43-win64-pgo.zip |
| Linux x86_64 | Lichii-v43-linux-x64.AppImage / .tar.gz |
Lichii-v43-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v43-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- Precache shaders is off by default. If you enable it, the first full build can crash on drivers with a compiler bug (upstream #1076 tracks skipping the failing pipeline); clearing old shader caches first is recommended.
- #1152 and #1147 are unmerged upstream. #1152 only applies with OoT FPS Unlock on; if you see water or game crashes with FPS Unlock, disable it and report.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream. If you see command-list corruption, missing draws or wrong state, fall back to v37.
- v32 and v42 were removed; v41 remains the fallback.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_PRELOAD_ALL_PIPELINES=1uses several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); atk3001 for the water ripple fix (#1152); RomainROCH for the Water Temple occlusion fix (#1147); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v41
Lichii Superbuild v41
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Highlights
- Water fixes — two open upstream PRs taken ahead of merge because they address the water reports.
- OoT water ripples keep moving above 60 fps with FPS Unlock (#1152). The game's water renderer runs its ripple simulation
trunc(step) × substepstimes per frame; above 60 fps the step is below 1, so it ran zero times and the rings Link makes when he runs or jumps in water stuck to the camera grid. A built-in FPS Unlock patch now hooks thefcvtzsatmain+0x475F8into a small accumulator that carries the fractional step between frames, so the ripple dispatches run every frame. Covered by a unit test on the patched instruction words. - Water Temple occlusion windows are no longer dropped (#1147). The central chamber (room A3) reports occlusion query windows of 1,025–1,035 slots; the 4-bank (1,024-slot) cap introduced with #718 reset the counter mid-window, discarding the count before the guest reported it, and the chamber walls went missing (#1142). The bound is now 8 banks (2,048 slots) through a small
OcclusionQueryBudgethelper, still far below the unreported 64-bank title-screen case, with Catch2 boundary tests. - Ocarina of Time's 4K NVIDIA DLSS image now reaches the screen with HDR output — PR #9 by LRF17. With HDR on, the game's last pass uses another fragment shader (
5b1e35e21d880a91) and an A2B10G10R10 target, so the 3840×2160 DLSS result was recognised by neither condition and was scaled back down to the game's 1440p target. Newocarina_dlss_4k_reference_hdr.comp/ocarina_dlss_4k_composite_hdr.compencode the game's own PQ (203 nits, BT.709→BT.2020, HUD thresholds scaled to PQ) and the 4K composite is presented when its encoding matches the frame. SDR and FSR keep their existing paths. - Frame generation runs with HDR10 output, Optical Flow type — PR #8 by LRF17. Generated frames now carry the presented frame's colour space instead of being reset to sRGB (which recreated the swapchain as SDR), and
fsr3_frame_interpolation.compdeclares its output without a fixedrgba8format so it can write A2B10G10R10. scRGB and Lossless Scaling stay paused in HDR. - Latest zortos
nx2d2eaae4f3a: #1143 keeps an evicted graphics pipeline's storage buffer pointers when it is translated again. - Everything from v40: HDR DLSS scene fix (#7), shutdown hang fix (#1058), nxformat delay-load startup fix (#1127), nxformat 1.0.1 (#1078), #1094/#1095 OoT speedups, #1061 FSR jitter, #1062 FSR 4, #1056 back macros, #1060 OoT FSR 3.1, shader cache v2 #1036, stutter trace #1039, async read-back #1028, #874 payload-release fix, native HDR, DLSS presets E/F, the safe Fritchii ports and the optional
EDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v41
- Rebuilt on zortos
nx2d2eaae4f3a; the superbuild layer is otherwise unchanged. - Added #1152 and #1147 — both are open upstream PRs, not merged there yet. Neither runs unless its feature is on: #1152 applies only with the OoT FPS Unlock patch, and #1147 only widens an internal query cap.
- Added our merged PR #9 and PR #8 (both LRF17).
- Not included: the other new open PRs (#1156 image residency, #1155 descriptor-pool flush, #1154 MSVC build fix, #1150 Android PAuth, #1148 data folder, #1144 precache folder, #1129 texture ceiling).
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, the EDEN_NX2_PRELOAD_ALL_PIPELINES and EDEN_NX2_ASYNC_DISCARD presets, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v41-win64.zip |
Lichii-v41-win64-pgo.zip |
| Linux x86_64 | Lichii-v41-linux-x64.AppImage / .tar.gz |
Lichii-v41-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v41-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- #1152 and #1147 are unmerged upstream. #1152 only applies with OoT FPS Unlock on; if you see water or game crashes with FPS Unlock, disable it and report.
- Water still has the older open items with no fix: #648 (blocky reflections around actors) and #1063 (surface pattern shifts with the camera on AMD Windows).
- HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream. If you see command-list corruption, missing draws or wrong state, fall back to v37.
- v32 was removed after AMD graphics reports; v40 and v39 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation works only with HDR10 + FSR 3 type.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_ASYNC_DISCARD=1can leave native resources unwritten for a frame; disable it if effects go missing.EDEN_NX2_PRELOAD_ALL_PIPELINES=1can use several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS, HDR frame generation and 4K HDR DLSS presentation fixes (PR #7, #8, #9); atk3001 for the water ripple fix (#1152); RomainROCH for the Water Temple occlusion fix (#1147); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127, #1143 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.
Lichii Superbuild v40
Lichii Superbuild v40
An unofficial Lichii build, not affiliated with zortos293. Keep a stock build as fallback.
Highlights
- NVIDIA DLSS now takes Ocarina of Time's scene as HDR when native HDR is on — PR #7 by LRF17.
With HDR on and DLSS replacing the game's upscaler, highlights used to stop at the HDR reference white (200 nits by default) instead of reaching the configured peak. The guest's square-root-encoded scene was handed to DLSS with.hdr = false, so DLSS clipped it as LDR at 1.0 — the log showed... preset 11, LDR. Now the scene is squared into linear HDR for DLSS, DLSS runs with HDR colour buffers and auto exposure, and its linear output is written back without squaring again. SDR and the FSR 3.1 / FSR 4 profiles are unchanged. - Same zortos base as v39 —
nx2f1932bc9a9.nx2has not moved since v39, so everything from v39 stays: shutdown hang fix (#1058), nxformat delay-load startup fix (#1127), nxformat 1.0.1 (#1078), clearer out-of-host-memory pipeline errors (#807), UI translations built into releases, and the v38 speedups (#1094 command-list word waits, #1095 state-register writes). - Everything else from the stack: #1061 FSR jitter, #1079 texture-cache joins, #1062 FSR 4, #1056 macros on the split's back, #1060 OoT FSR 3.1, shader cache v2 #1036, stutter trace #1039, async read-back #1028, #874 payload-release fix, native HDR, DLSS presets E/F with VRAM logging, the safe Fritchii ports and the optional
EDEN_NX2_FENCE_FLUSH_US=0white-flash mitigation. - Windows and Linux, standard and PGO.
What changed in v40
- Added PR #7 (merged into
superbuild): two HDR variants of the OoT DLSS colour and output shaders, chosen once per upscaler when the HDR setting is on and the backend is NVIDIA DLSS. - Rebased on the same
nx2f1932bc9a9(no upstream movement since v39); the superbuild layer is otherwise unchanged. - Not included: the newer open PRs (#1116 per-stage precompiled pipeline lookup, #1114 CONST_A repeat, #1083 ASTC layer batches) and the #1069 integration branch.
What this build adds over stock Lichii
The OoT recommended-settings prompt, GPU-split correctness (deferred submission, macro hand-back, scheduler ownership), fence-flagged query reports, Bananza page-mark batching, mja00 uniform-bank/HMMA work, Nolar's AMD-oriented video/scheduler/texture-cache fixes, the EDEN_NX2_PRELOAD_ALL_PIPELINES and EDEN_NX2_ASYNC_DISCARD presets, NVIDIA DLSS on Windows with the R16F mask, presets E/F and HDR scene handling, opt-in native HDR, bundled static FFmpeg, PGO builds and the updater pointed at this repository.
Downloads
| Platform | Standard | PGO |
|---|---|---|
| Windows x86_64 | Lichii-v40-win64.zip |
Lichii-v40-win64-pgo.zip |
| Linux x86_64 | Lichii-v40-linux-x64.AppImage / .tar.gz |
Lichii-v40-linux-x64-pgo.AppImage / .tar.gz |
Extract the Windows zip and run lichii.exe; chmod +x the AppImage. SHA-256 hashes are in Lichii-v40-SHA256SUMS.txt.
Known issues
- Experimental build; keep a stock Lichii build as fallback. Clear the shader/pipeline cache after upgrading if grass or DLSS output looks wrong.
- HDR + DLSS: the fix is for OoT's DLSS path. HDR with FSR 3.1 / FSR 4 is untested and may still clip at reference white; SDR is unchanged.
- Water: no fix has landed. Tracked upstream in #648 (blocky reflections around actors over water), #1063 (water surface pattern shifts with the camera on AMD Windows) and #340 (translucent shaders flicker).
- Rare white-screen / sky flashes in OoT are an open upstream issue (#607/#704/#981); the optional
EDEN_NX2_FENCE_FLUSH_US=0switch is a mitigation, not a cure. - #1094 and #1095 are still unmerged upstream. If you see command-list corruption, missing draws or wrong state, fall back to v37.
- OoT FSR 3.1 and FSR 4 are off by default. FSR 4 needs AMD's FidelityFX upscaler library; without it the game runs FSR 3.1.
- v32 was removed after AMD graphics reports; v39 and v38 remain fallbacks.
- Fritchii's larger performance stack (precompile, image pool, RAM cuts) is intentionally not included.
- DLSS requires NVIDIA's Streamline loader and DLSS plugins on your PC; the panel under the checkbox downloads them. Requires a GeForce RTX card; AMD and Intel keep FSR 3.1.
- HDR is opt-in and experimental: needs a Vulkan driver and HDR display, unsupported presentation fails rather than falling back, SDR-only games are not tone-mapped, and frame generation pauses while HDR is on.
- macOS arm64 builds remain on v34; they are ad-hoc signed, not notarized.
EDEN_NX2_ASYNC_DISCARD=1can leave native resources unwritten for a frame; disable it if effects go missing.EDEN_NX2_PRELOAD_ALL_PIPELINES=1can use several GB of driver memory.- Compatibility reports are public — do not include personal information.
Credits
zortos293/Lichii and its contributors; LRF17 for the HDR DLSS fix (PR #7); jpkto for the split GPU thread work (#1028, #1056, #1094, #1095, #1058); Frizti/Fritchii for the ASTC, host-memory, timer and updater fixes; CheezerWheezer for the original AMD fixes; clshortfuse for native HDR; the PR authors of #874, #1028, #1036, #1039, #1056, #1058, #1060, #1061, #1062, #1078, #1079, #1094, #1095, #1098, #1101, #1127 and the #949/#979/#1014 series; the Eglantine, Eden, yuzu and Sudachi contributors.