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V20 (pre-release): Real-time presenting toggle
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, with an env file holding the lines under "Build settings" below.
The Legend of Zelda: Ocarina of Time (Switch 2) as a native iPhone and Mac app, on top of nxnative.
In this build (V20)
- Real-time presenting (launcher, Performance, on by default): on tells iOS how much of each frame the presenting thread needs, which keeps it fast; off may use less power, with a risk of more stutter. For comparing power on the phone.
- The GPU profile keeps one frame in 600 without the per-dispatch timing.
- Includes V18 and V19.
Build settings
DM_UPSCALER=metalfx
DM_FPS_HOLD=off
DM_THERMAL_CAP=0
DM_QOS_MAP=1
DM_QOS_EDGES=45,59
DM_NVN_GPUPROF=every:600
DM_METAL_HUD=0
Status
- Tested on an iPhone 18 Pro with the toggle on (render scale 0.60, 60 fps).
- Known: the game closes at the first ocarina note (Impa, Zelda's Lullaby), which blocks the main quest. Fixed in nxnative main; the fix is not in this build yet.
- Keep at least 15 GB free on the phone: the game stops itself under 5 GB free.
- At 60 fps the phone heats up within one to two minutes and iOS lowers the clocks; 30 fps holds for long sessions.
Not affiliated with Nintendo.