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V13 (pre-release): Potato resolution preset, native glass controls, Deadline boost
Pre-release
Pre-release
Pre-release: source code only. No IPA and nothing from the game are attached or in the repository. Build your own from your own dump of the game (the v1 dump: base game + update v131072) with the steps in docs/games/kid-with-sword-remake.md.
The Legend of Zelda: Ocarina of Time (Switch 2) as a native iPhone and Mac app, on top of nxnative.
In this build (V13)
- Resolution preset in the launcher: Normal (the default: 1280×720 handheld, 1951×1098 docked, a steady 30 fps on an iPhone 18 Pro) or Potato (0.6 of the game's size: 1169×658 handheld, 1536×864 docked).
- MetalFX at every render size: the game's upscaler picks its network by scale; every one of them now ends in MetalFX, so Potato and docked sizes no longer fall back to the game's heavier upscaler.
- Native touch controls (from V12): a mobile-game layout in very transparent glass: icon keys with the button's letter in a chip (round for face buttons, square for shoulders), a floating left stick, the camera on any drag of the right half, the menu (…) at the top right. 2D, 3D and Tap stay in the in-game menu. Full key map and design: Touch controls.
- Deadline boost (from V11, on by default): each frame is an
os_workgroupinterval with the present period as its deadline, so iOS keeps the frame's threads on the performance cores. The launcher can turn it off. - CPU cuts (from V11): thread classes by the game's priorities (loading and streaming step aside from the fast cores), guest thread wakes after the scheduler lock, a remembered uniform-conflict answer per draw, fewer split passes for indirect mesh draws, pool tables patched instead of rebuilt on storage takeovers.
- Stability: a texture ID with no texture no longer keeps a released texture on the pool tables' fast path (GPU page faults; nxnative PR seedds#1607).
Earlier builds
- V8: Xipzer's submit-thread savings, the GPU architecture in the log, the Forest touch theme.
- V7: an 8 GB alias region for the game's streaming allocator (a busy thread no longer spins a core).
- V4–V6: a 30 / 60 fps setting with evenly paced 30 fps, console mode picks the resolution, upstream and Mighty Green Kokiri Kid fork performance work.
- V9 / V10 (oot2's shader-translator commits and an A20 Pro pipeline archive) are kept on the
v9-oot2-shadersbranch; V11 onward builds on V8.
Status
- V13 is not yet tested on the iPhone. V8 holds a steady 30 fps on an iPhone 18 Pro; 60 fps holds while the phone is cool and drops once iOS lowers the CPU clock.
- Mac (MacBook Air M5): 60 fps, frame time p50 16.7 ms, no crash in the test route.
- Known: magenta or black textures can appear after some area changes (texture release level 2; level 1 needs more memory than the phone has room for).
Not affiliated with Nintendo.