Skip to content

Releases

chuppatricky-amd-testbuild v14 — Ocarina of Time (unofficial, very experimental)

Choose a tag to compare

⚠️ Very experimental. This is an unofficial test build of Lichii for Ocarina of Time. Don't expect better performance than earlier versions, and expect bugs.

Downloads

  • Windows: chuppatricky-amd-testbuild-v14-windows-x86_64.zip. Extract the folder and run lichii.exe.
  • Linux: chuppatricky-amd-testbuild-v14-x86_64.AppImage

Use the Vulkan renderer. The first launch rebuilds shaders.

What's new

  • Updates in the app: Lichii checks for new versions when it starts and asks whether to update or stay.
  • 30/60 FPS lock: new button next to FAST/ACCURATE in the bottom bar.
  • Frame generation: smoother when moving the camera (no more double image).
  • Fixed: missing grass and plants.
  • Fixed: fire trailing behind a lit Deku Stick.
  • Fixed: flickering or white textures with GPU Clocks on Overclock.
  • Fixed: AMD on Windows closing while building shaders (not confirmed yet, please report).
  • Fewer stutters from shaders being rebuilt.
  • Windows: runs on any 64-bit CPU (no AVX2 needed), and the first boot no longer looks frozen.
  • New start screen with the game's cover and a loading bar.

If the picture flickers or turns white

Set GPU Clocks to Boost, turn off Force maximum clocks, and set GPU Fence Behavior to Default or Balanced.

Credits

zortos293 and the Lichii contributors (Frizti, Dr. Sergio, Jonas, nyakuoff, Duck912, 999sian, Kajcsi, kraibse, Zarigis, Franseven), Dark (Dynamic FPS), Nemyu / Uesleizito Zin, Erick, mja00 (Matt Artist), sharkiix, and everyone who sent logs and saves.

Reporting problems

Send eden_log.txt (File → Open Lichii Folders → Log Folder) with your GPU and driver version.

chuppatricky-amd-testbuild v13 — Ocarina of Time on AMD (unofficial)

Choose a tag to compare

chuppatricky-amd-testbuild v13: an unofficial test build of Lichii for The Legend of Zelda: Ocarina of Time (0400486024DEC000) on AMD GPUs, focused on Windows. Not an official Lichii release.

Downloads

  • Windows: chuppatricky-amd-testbuild-v13-windows-x86_64.zip. Extract the whole folder and run lichii.exe (Windows 10/11 x64, AVX2 CPU).
  • Linux: chuppatricky-amd-testbuild-v13-x86_64.AppImage (x86-64-v3, so any AVX2 CPU).

Use the Vulkan renderer. The first launch rebuilds every shader and takes several minutes: v13 changes how shaders are translated. Later launches are fast again.

New in v13: AMD fixes from mja00's build

Most of these come from mja00/Lichii (Matt Artist, with sharkiix and Frizti), which got most Windows AMD players running. Thanks to them.

  • "Device loss occurred" soon after gameplay starts (RX 9070 XT, RX 9060 XT, RX 7800 XT): a shader loop could spin forever on AMD and hang the GPU, which Windows then reset. Fixed at the cause, so the EDEN_NX2_REJECT_HASH workaround line shouldn't be needed any more. If it still happens, send the log.
  • HUD, minimap, button prompts and dialogue boxes blinking or missing: draws now wait for the compute work they read.
  • Green, overbright lighting and cyan sky: buffer reads that AMD aligns differently are split correctly.
  • Blotchy dark shadows at the Deku Tree: fixed by the lighting fixes below (confirmed on Linux).
  • Dark shimmering outline around Hyrule Castle: colour outputs a shader never writes are left alone.
  • Black forest fog and stale blend state on some GPUs (sharkiix).
  • Faster on AMD: occlusion query results are read in one wait instead of one per query (36 → 51 FPS in the forest on AMDVLK; not yet measured on Windows).
  • White flashes and flickering leaves on foliage (query timing fixes).
  • Native GPU reads flushed ahead of time (faster), and task/mesh shaders kept in this build's own cache files.
  • EDEN_NX2_GPU_BREADCRUMBS=1 in nx2_switches.txt logs which shader the GPU was running when it hangs. Turn it on if you still get device loss and send the log.

Also new

  • Radeon RX 5000/6000 on AMD's older Windows driver (before 2.0.388): two players' games closed with no error while four specific Ocarina shaders compiled. Those four are now built without AMD's optimizer, like the title-screen fix in v11. Not tested on an affected PC: please report. Updating the AMD driver is still the best fix.
  • "Display: N FPS" in the status bar, next to "Game: N FPS": frames sent to your monitor, including the ones frame generation adds. With frame generation on, Display should be higher than Game, up to your monitor's refresh rate. Frame generation pauses when the game is below 10 FPS and for a second after a stutter.

Still applies

  • Fog: in nx2_switches.txt, EDEN_NX2_OOT_FOG= takes reduced (default), on, off or original.
  • Frame generation: the FG button in the status bar (click on/off, right-click for 2x/3x/4x and type). Pick the multiplier for your monitor: at about 48 game FPS, 2x fills a 100–120 Hz screen and 3x a 144 Hz one. The log now says when it is running, or why it can't.
  • Slow laptop GPUs: turn off Max Resolution (built-in) under the game's Properties → Add-Ons so the game can lower its resolution, and use GPU accuracy Normal.
  • 16 GB of RAM is enough but tight; close browsers and other large apps.

Reporting problems

Send eden_log.txt (File → Open Lichii Folders → Log Folder; close Lichii first), your GPU model and driver version. If Lichii closes with no error at the end of the log, also open Event Viewer → Windows Logs → Application and send the "Faulting module name" and "Exception code" from the red "Application Error" entry for lichii.exe.

Tested

Linux on an RX 7900 GRE (RADV), 144 Hz desktop: the Deku Tree shadows look right and frame generation works in play; frame generation in Ocarina gameplay at about 48 game FPS showed 96 FPS on the Display counter at 2x and 141–142 FPS at 3x; switching to LSFG without Lossless.dll stopped it with a log warning, and switching back resumed it; a generated frame was checked against the real ones. v13 against v12 from the same save: no crash or device loss, the same frame rate (48.7 vs 49.3 FPS) and the same picture. The packaged AppImage booted with a shader cache made by older versions. 793 of 797 unit tests pass (the same 3 failures as before). The Windows build was only started under Wine: the AMD-on-Windows fixes can't be tested here, so please report.

chuppatricky-amd-testbuild v11 — Ocarina of Time on AMD (unofficial)

Choose a tag to compare

chuppatricky-amd-testbuild v11: an unofficial test build of Lichii for The Legend of Zelda: Ocarina of Time (0400486024DEC000) on AMD GPUs. It's v10 merged with Frizti v2 for its performance work. Not an official Lichii release.

Downloads

  • Windows: chuppatricky-amd-testbuild-v11-windows-x86_64.zip. Extract the whole folder and run lichii.exe (Windows 10/11 x64, AVX2 CPU).
  • Linux: chuppatricky-amd-testbuild-v11-x86_64.AppImage (x86-64-v3, so any AVX2 CPU).
  • Source: the Source code downloads below (branch chuppatricky-amd-testbuild-v11-source).

Use the Vulkan renderer.

New in v11

  • Fog option. In nx2_switches.txt (next to lichii.exe), set EDEN_NX2_OOT_FOG= to:

    • reduced (default): thinner haze, closer to the Switch 2.
    • on: the game's full fog.
    • off: no fog.

    Restart after changing it. If you used EDEN_NX2_OOT_VISUAL_WORKAROUND=0 before, it still works and means on.

  • Radeon RX 5000/6000 title-screen freeze (Windows). v10's logs showed AMD's driver 2.0.353 never finishing the game's largest shader. On AMD drivers older than 2.0.388, the biggest shaders are now built without the driver's optimizer. Not confirmed on an affected PC yet: please report. If it still freezes, add EDEN_NX2_AMD_SAFE_COMPILE_MIN_KIB=0 to nx2_switches.txt and send the log. Updating the AMD driver may also help.

  • Performance work from Frizti v2: less waiting between the emulator's two GPU threads, cached storage-buffer bindings, background shader builds, and parallel texture unswizzling.

  • Dynamic FPS by Dark (built-in, from Frizti v2): the game runs at full speed at any frame rate. You can turn it off under the game's Properties → Add-Ons.

  • Crash at boot with an existing shader cache (AMD on Linux). One of Ocarina's saved shaders could make Mesa's RADV driver crash a few seconds into boot (v10 too). Depth-compare textures are now always declared as float, which fixes it without deleting the cache.

  • Shader fixes: register shadowing for two more instruction forms (from vouion's PR zortos293#189). The call-link check now uses upstream's stricter proof.

  • Memory: a VRAM leak fix for gathered multi-range buffers (from Nemyu).

Still applies

  • RX 9070 XT / RX 9060 XT / Radeon 890M crashing with "Device loss occurred" soon after gameplay starts: in nx2_switches.txt, remove the # in front of the EDEN_NX2_REJECT_HASH= line.
  • White flickering leaves: set Graphics → Advanced → GPU Fence Behavior to Balanced.
  • The first run compiles shaders. Don't delete the shader cache, and keep AMD Adrenalin's shader cache on.

Reporting problems

Send eden_log.txt (File → Open Lichii Folders → Log Folder; close Lichii first), your GPU model and driver version. For a memory problem, also say roughly how long you played and where, and what Task Manager showed.

Tested

Linux on an RX 7900 GRE (RADV): title screen, then 10 minutes of Kokiri Forest gameplay at about 42 fps, with no rejected shaders and no device loss. Memory levelled off at about 11.4 GB RAM and 6.9 GB VRAM and stopped growing; the title screen stayed flat for 6 minutes. All three fog settings were checked in-game. The boot-crash fix was checked against a shader cache that crashed v10 and the first v11 build: all 1259 saved pipelines now build and the game runs. The Windows build was only started under Wine. The RX 6000 freeze fix can't be tested here (it only applies to AMD's Windows driver): please report.

Ocarina of Time fixes (RADV) v6 — unofficial

Choose a tag to compare

@chuppatricky chuppatricky released this 05 Nov 18:38

Outdated — use v7. This release's Windows zip shows the title-screen and New Game videos as black (sound only): it has no software AV1 decoder. v7 fixes that and more.

Personal, unofficial build of Lichii build-75 with fixes for The Legend of Zelda: Ocarina of Time (0400486024DEC000), tuned on an AMD RX 7900 GRE (RADV). Not an official Lichii release.

Download

  • Linux: lichii-build75-oot-radv-v6-x86_64-pgo.AppImage (x86-64, PGO, built with -march=znver3, so it needs a Zen 3 or newer CPU).
  • Windows: lichii-build75-oot-radv-v6-windows-x86_64.zip. Extract the whole folder and run lichii.exe. Needs Windows 10/11 x64 and an AVX2 CPU (built for x86-64-v3, tuned for Zen 3). Cross-compiled with llvm-mingw, PGO. It starts under Wine, but nobody has tested gameplay on a real Windows PC yet.
  • Build it yourself: the Source code downloads below are the exact source of both builds (branch oot-radv-v6-source). See docs/Build.md in the source for Windows and Linux steps.

What's changed from build-75

  • Fixed a black screen when gameplay starts (split GPU thread deadlock).
  • Fixed black title-menu text with FSR3 frame generation.
  • Fixed four Ocarina shaders that failed to translate (texture gathers, LEA.HI).
  • Fixed white glowing doors and tree edges (NaN from a mesh attribute register; port of upstream zortos293#100, plus RED/SURED).
  • Fixed one-frame white flashes on Link (port of upstream zortos293#121).
  • Temporary haze workaround, on by default: thinner outdoor fog and lower exposure (port of upstream's exp/oot-visual-workaround). Turn it off with EDEN_NX2_OOT_VISUAL_WORKAROUND=0 in ~/.config/eden/nx2_switches.txt.
  • New shader cache version (5001), so the first run rebuilds shaders.
  • Windows: the haze workaround switch lives in %APPDATA%\eden\nx2_switches.txt instead of ~/.config/eden/.

Recommended setting

Set Graphics → Advanced → GPU Fence Behavior to Balanced for Ocarina of Time (per game in Properties). It stops white flickering leaves at about a 10% frame-rate cost.

Known issues

  • The haze fix is a workaround, not a root-cause fix.
  • Performance is still well below 60 fps.

Ocarina of Time fixes for AMD v9 (test/all-in-one-mt) — unofficial

Choose a tag to compare

@chuppatricky chuppatricky released this 05 Nov 22:39

Radeon RX 6000 on Windows, freezing at the title screen? Please try the v10 diagnostic build and send its log: it names the shader the driver hangs on.

Unofficial build of Lichii's test/all-in-one-mt branch (9b1a32d) with fixes for The Legend of Zelda: Ocarina of Time (0400486024DEC000), aimed at AMD GPUs in general. Not an official Lichii release.

Download

  • Windows: lichii-oot-amd-v9-windows-x86_64.zip. Extract the whole folder and run lichii.exe. Needs Windows 10/11 x64 and an AVX2 CPU.
  • Linux: lichii-oot-amd-v9-x86_64.AppImage (x86-64-v3, so any AVX2 CPU).
  • Build it yourself: the Source code downloads below are the exact source of both builds (branch oot-amd-v9-source). See docs/Build.md in the source.

Use the Vulkan renderer. OpenGL can't run this game's mesh shaders and shows a black screen.

Fixed since v7

  • Freeze on a black title screen (sound plays) on many Radeons (RX 6600/6650 XT, RX 9060 XT on Linux, Ryzen APUs). Each video frame was handed to the GPU from the wrong thread, racing the GPU thread. Not yet confirmed on an affected PC: please report.
  • Crashes after "index <= tic_limit" / garbage texture format warnings. Shaders were compiled from bytes past the end of the texture table; now they get the same empty texture the game binds at draw time.
  • Less shader stutter in areas you've visited before: every cached shader is now built at boot (EDEN_NX2_PRELOAD_ALL_PIPELINES=1 in nx2_switches.txt; set it to 0 to turn it off). New areas still compile the first time you see them.

RX 9070 XT / RX 9060 XT on Windows: crash soon after gameplay starts

If the game crashes ("Device loss occurred" in the log) soon after gameplay starts, open nx2_switches.txt next to lichii.exe and remove the # at the start of the line beginning # EDEN_NX2_REJECT_HASH=. It skips the six fog, lighting and grass shaders the Max Resolution mode added: less fog, light and grass, but it should avoid the crash. Not yet confirmed: please report whether it helps.

Also included

From v7: AV1 video decoding on Windows (title and New Game videos), all of the game's shaders translate (lighting and vegetation with the Max Resolution patch), frame-generation fixes, the black-screen-at-gameplay-start deadlock fix, and the temporary haze workaround (EDEN_NX2_OOT_VISUAL_WORKAROUND=0 to turn it off).

Tips

  • The first run of a new version compiles shaders; later runs are much smoother. Don't delete the shader cache.
  • On Windows, keep AMD Adrenalin's shader cache on: the emulator relies on it.
  • White flickering leaves: set Graphics → Advanced → GPU Fence Behavior to Balanced.

Reporting problems

Please include eden_log.txt (in Lichii: File → Open Lichii Folders → Log Folder; close Lichii first), your GPU model and driver version. If the title screen still freezes, add EDEN_NX2_VDEC_TRACE=1 to nx2_switches.txt for that run.

Tested

Linux on an RX 7900 GRE (RADV): title video, gameplay, the opt-out line. The Windows build was checked under Wine only. None of the crash fixes could be reproduced or confirmed on an affected PC yet.

Ocarina of Time fixes for AMD v7 (test/all-in-one-mt) — unofficial

Choose a tag to compare

@chuppatricky chuppatricky released this 05 Nov 21:30

Newer build: v9 fixes a title-screen freeze on many Radeons and a texture-related crash.

Unofficial build of Lichii's test/all-in-one-mt branch (9b1a32d) with fixes for The Legend of Zelda: Ocarina of Time (0400486024DEC000), aimed at AMD GPUs in general. Not an official Lichii release.

Download

  • Windows: lichii-oot-amd-v7-windows-x86_64.zip. Extract the whole folder and run lichii.exe. Needs Windows 10/11 x64 and an AVX2 CPU.
  • Linux: lichii-oot-amd-v7-x86_64.AppImage (x86-64-v3, so any AVX2 CPU).
  • Build it yourself: the Source code downloads below are the exact source of both builds (branch oot-amd-v7-source). See docs/Build.md in the source.

Fixed since v6

  • Black title-screen and New Game videos on Windows (with sound). The game's movies are AV1. v6's Windows build had no software AV1 decoder, so any GPU without working AV1 hardware decoding (Radeon RX 5000, Vega, Polaris, or the default CPU video setting) showed black. v7's Windows build includes dav1d. The Linux AppImages were not affected.
  • Missing lighting and vegetation with the built-in Max Resolution patch. Five fog, lighting and vegetation compute shaders failed to translate. In a Kokiri Forest test, all of them translate now (0 rejected).
  • Frame generation: the copied frame image is now created as a transfer source (invalid Vulkan usage before; AMD drivers choose compression from these flags).

Also included (from v6, ported to this branch)

  • Fix for a black screen when gameplay starts (split GPU thread deadlock).
  • Fix for black title-menu text with FSR3 frame generation.
  • RED/SURED register shadowing (same bug class as the door NaN fix).
  • Already in test/all-in-one-mt: door NaN fix, white-flash fix (zortos293#121), opt-in haze workaround (on by default in these packages), built-in Max Resolution patch.

Settings

  • The haze workaround is on. To turn it off, put EDEN_NX2_OOT_VISUAL_WORKAROUND=0 in nx2_switches.txt (%APPDATA%\eden\ on Windows, ~/.config/eden/ on Linux).
  • If you see white flickering leaves, set Graphics → Advanced → GPU Fence Behavior to Balanced for this game.

Tested

  • Linux on an RX 7900 GRE (RADV, Mesa 26): title video plays, gameplay in Kokiri Forest at about 42-47 fps, no rejected shaders.
  • Windows build: starts under Wine; its AV1 decoder was checked with a test program under Wine. Not yet tested on a real Windows PC or other Radeon models. Please report what you see, with your GPU and eden_log.txt.

Ocarina of Time fixes for AMD v10 — diagnostic build for RX 6000 title freeze (unofficial)

Choose a tag to compare

@chuppatricky chuppatricky released this 05 Nov 23:29

Diagnostic build of the Ocarina of Time AMD fixes (unofficial, based on Lichii test/all-in-one-mt). Same fixes as v9, plus logging that names the shader a graphics driver hangs on.

Who should use this

Radeon RX 6000 owners on Windows (RX 6600, 6650 XT, 6700 XT, …) whose game freezes at the title screen. Every RX 6000 log so far freezes at the same moment with AMD's driver for those cards, and no setting helps. We think AMD's shader compiler hangs on one particular shader. This build writes a line to the log before and after every shader compile, so one log from a frozen PC tells us which shader it is.

Everyone else can use it too; it behaves like v9 with a slightly longer log.

How to help

  1. Extract lichii-oot-amd-v10-windows-x86_64.zip and run lichii.exe (the logging is already switched on).
  2. Start Ocarina of Time and wait at the frozen title screen for at least 2 minutes.
  3. Close Lichii, then send eden_log.txt (in Lichii: File → Open Lichii Folders → Log Folder; or %APPDATA%\eden\log\), with your GPU model and driver version.

Downloads

  • Windows: lichii-oot-amd-v10-windows-x86_64.zip (Windows 10/11 x64, AVX2 CPU).
  • Linux: lichii-oot-amd-v10-x86_64.AppImage (x86-64-v3).
  • Source code: the downloads below (branch oot-amd-v10-source).

Still applies from v9

  • Use the Vulkan renderer.
  • RX 9060 XT / RX 9070 XT / Radeon 890M crashing ("Device loss occurred") soon after gameplay starts: in nx2_switches.txt, remove the # in front of the EDEN_NX2_REJECT_HASH= line.
  • To turn the extra logging off: change EDEN_NX2_LOG_PIPELINE_COMPILES=1 to 0 in nx2_switches.txt.