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NX2navi 0.7.1
A performance and fix release for The Legend of Zelda: Ocarina of Time for Nintendo Switch 2 (game version 1.1.1):
a much higher frame rate in open areas, a single-frame flicker found and fixed, fewer hitches when shaders are first
used, and a texture detail setting for cards with little video memory. No game files are included: the setup builds
the game on your PC from your own dump.
Install or update
- Already have 0.6.0, 0.6.1 or 0.7.0: start the launcher; it offers 0.7.1, updates itself and keeps the game it
compiled and the shaders it prepared. Only what changed is compiled again. - Already have 0.5.0: the same, and the game's code 0.5.0 compiled is kept as it was compiled (for any x86-64
processor); Rebuild the Game in the launcher's home compiles it again for yours. - New install: download
NX2navi-Setup-0.7.1.exebelow, put it next to your.nupdump of the game and start
it. Windows SmartScreen warns on the first start because the setup is not signed: choose More info and Run
anyway. The launcher checks your game files, builds the game (10 to 25 minutes, once), prepares every shader and
starts it.
Requirements: Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the game and 1.5 GB
for the launcher; a GPU with Vulkan 1.3, VK_EXT_external_memory_host and VK_EXT_mesh_shader (current NVIDIA and AMD
cards).
Faster
- Open areas. What the game's shaders write into its memory was copied back from the video card after every GPU
submission, in case the game's CPU code reads it: 66 MiB a frame in Hyrule Field, more than half of the frame's GPU
time. It is now copied once and after that only when the CPU touches it. 0.7.0 had this as Experimental FPS boost,
off, because single frames flickered with it on; the cause is fixed (see below), so it is on by default on Windows
and the menu row is gone. Standing in Hyrule Field on our test PC (RTX 5090, DLSS Performance) that is about 90 fps
instead of 65.wb_lazy = 0innx2navi.inibrings the old behaviour back; on Linux it stays off unless you set
wb_lazy = 1. - Hitches when something is shown for the first time. A draw whose pipeline was not ready made the game wait or
left the draw out while one thread linked it. Now the rest of the submission is read ahead and the pipelines it
will need are queued at once, several threads link them, and pipelines whose shader reads a target of its own pass
are linked the fast way like the others. Walking into Kokiri Forest for the first time, the worst frame went from
434 ms to 89 ms and the frames over 50 ms from 5 to 3, in one measurement each.
New
- Texture detail (Screen tab;
texture_detailinnx2navi.ini): Reduced makes the large surface textures
without their largest mip level and Low without the two largest, so a loaded area fits the video memory of small
cards; surfaces seen up close look softer, and interface art, small textures and shadow maps are unchanged.
Automatic, the default, picks by the video memory Windows grants the game: full detail on cards of 10 GB and more,
Reduced on 8 GB cards, Low on cards of 6 GB and less. Pick Full to keep every texture as it is on any card.
Fixed
- Single frames with the whole scene lit differently (a flicker, brighter with the shadows off, most often while
other programs kept the processor busy, and far more often with the FPS boost on). Each frame the game signals the
renderer once it has written the frame's data; the renderer took its copies of that data just before it looked for
the signal, so a signal arriving in between let the frame be drawn from copies made too early. A signal now counts
only if it came before the copies. In captures of every picture shown, runs without the fix had up to 38 flicker
frames in 1,800 and no run with it had any. - DLAA now reaches the screen in gameplay: its picture went into a target nothing read any more, so gameplay showed no
anti-aliasing at all in that mode. - With a picture of 1080 lines, each DLSS and FSR mode renders the scene at the size its name says (Quality drew
960x540 instead of 1280x720). That is sharper and costs some frame rate at 1080p; pick a lower mode to get the old
speed. - Cards with 6 GB of video memory: once an area's textures had filled the card, the game's vertex, index and
storage buffers were refused a place in video memory and read over the bus at every draw (5 to 13 fps in two
reports from RTX 3060 Laptop cards). The buffers now keep their place, up to half of the video memory. - A crash when a texture slot brought back a texture whose memory the game had already freed.
- The settings menu says "after restart" only while a restart would change something, and the Restart button counts
the settings that wait. - Lines in the log could come out of order when several threads logged at once.
- The log now says when NVIDIA's shader cache is too small to hold the prepared shaders. If play stutters at every
start on an NVIDIA card, set Shader Cache Size to Unlimited in NVIDIA's settings (Graphics, Global Settings).
Known issues
- The first visit to an area after an install can still pause while the graphics driver builds what it has not seen.
- When the system's memory is nearly full, towns re-upload many textures and the frame rate drops; closing other
programs helps. Machines with 16 GB of RAM can run out of system memory in Hyrule Field. - Texture detail and the 6 GB fix were measured with the video memory limited on a larger card, not on a 6 GB card.
Tell us how it runs on yours. - Integrated AMD GPUs can fail at the title screen (their host memory heap is too small for the game's memory).
- Opening the game's settings menu can crash on some AMD Radeon GPUs.
- Nothing in this release was run on Linux by us.
Thanks
Pull requests in this release came from mooki000, tarballz and TophC7, and the 6 GB fix follows two testers' reports
and measurements from RTX 3060 Laptop cards. Thanks to everyone who sent logs, captures and test reports.
Report problems as issues, with the game's log (logs\nx2navi.log in the game folder) and what you were doing; Export
Save with the bug report box ticked packs the log, your settings and your save into one zip.
NX2navi is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. The Legend of
Zelda, Ocarina of Time and Nintendo Switch are trademarks of Nintendo.
NX2navi 0.7.0
A performance and feature release for The Legend of Zelda: Ocarina of Time for Nintendo Switch 2 (game version
1.1.1): a higher frame rate in towns and less stutter, less memory, DLSS Multi Frame Generation, save sharing, a
launcher you can restyle, and many fixes. No game files are included: the setup builds the game on your PC from
your own dump.
Install or update
- Already have 0.6.0 or 0.6.1: start the launcher; it offers 0.7.0, updates itself and keeps the game it compiled
and the shaders it prepared. Only what changed is compiled again, and the update fills the graphics driver's cache
again before you play. - Already have 0.5.0: the same, and the game's code 0.5.0 compiled is kept as it was compiled (for any x86-64
processor); Rebuild the Game in the launcher's home compiles it again for yours. - New install: download
NX2navi-Setup-0.7.0.exebelow, put it next to your.nupdump of the game and start
it. Windows SmartScreen warns on the first start because the setup is not signed: choose More info and Run
anyway. The launcher checks your game files, builds the game (10 to 25 minutes, once), prepares every shader and
starts it.
Requirements: Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the game and 1.5 GB
for the launcher; a GPU with Vulkan 1.3, VK_EXT_external_memory_host and VK_EXT_mesh_shader (current NVIDIA and AMD
cards).
Faster
- Towns. Large towns release and take back thousands of textures a second, and every one made the game's texture
table look up about 10,000 entries again. A texture that comes back unchanged now leaves the table alone. - Every frame. The wait after a frame's first GPU submission no longer includes the copy back to memory (3 to 4 ms
a frame), the command recorder no longer spins while it has nothing to do, and work a draw repeats is skipped. - Less stutter. Textures are created over several frames instead of all at once, shaders are read from the disk
off the render thread, a controller that connects or disconnects no longer stalls the game for 100 ms and more, and
DLSS Frame Generation no longer makes 100 to 150 ms frames after menus and cutscenes. - Experimental FPS boost (Screen tab of the settings menu, off by default, takes effect after a restart;
wb_lazy
innx2navi.ini). What the game's shaders write into its memory is copied back from the video card after every GPU
submission, in case the game's CPU code reads it: 66 MiB a frame in Hyrule Field, more than half of the frame's GPU
time. With the boost on it is copied once and after that only when the CPU touches it: standing in Hyrule Field on
our test PC (RTX 5090, 3416x1440, DLAA) that is 76 fps instead of 57. It is experimental because single frames of the
scene can flicker with it on, more when other programs keep the processor busy; tell us what you see if you try it. - Threads that wait. A signalled event woke every waiting thread of the game, 200 times a second for the audio
renderer's alone, and each took a processor core to find nothing for it. Only the threads that wait for that event
wake now. - The log. A thread of its own writes it, so a slow disk, a virus scanner or a console window no longer holds up
the thread that draws the frame (log_async = 0for the old way). - Less memory. With a full shader cache the game holds about 1.6 GiB less video memory from the title screen on
(twenty very large shaders the game never runs were created at every start), video memory blocks are smaller, DLSS
models that are not in use are freed, textures no shader has sampled for two minutes give way when memory runs low,
and textures give way before the game's buffers lose their place in video memory.
New
- DLSS Multi Frame Generation at 2x, 3x and 4x on cards that support it (Frame generation on the Screen tab).
With frame generation on and no frame limit chosen, the game limits itself to the display's refresh rate. - Share a save: Saves in the launcher (Export Save, Import a Save) and Saves on the Game tab of the
settings menu write your save into one zip in your Downloads folder, with the game's log and settings for a bug
report, and import a zip someone shared. Attach the bug report zip to a report from a place in the game, so it can
be reached and checked quickly. An import copies your current save to thesavesfolder of the game folder first;
in the game it takes effect at the next start. - Customize Launcher (on the launcher's home screen): six colour schemes, a background picture of your own with
adjustable dimming, animations (a gliding cursor, sliding screens, drifting sparks) and sound effects: the game's
own select and back sounds, read from your game, quiet (Low) unless you pick another loudness or turn them off. - Texture filtering on the Screen tab: anisotropic filtering, applied while the game runs.
- More settings take effect without a restart: HDR between off and the tone mapper (only the game's native HDR still
waits for one), the camera's stick sensitivity, the speakers (stereo or 5.1), and the texture sharpness that goes
with the DLSS or FSR 3.1 mode. - The setup checks every game file and stands in for damaged textures instead of failing later in play.
- On processors whose two dies differ (AMD's two-die X3D models) the game runs on the die with the larger cache.
cache_die = 0innx2navi.initurns that off.
Linux
None of the following could be run by us: it comes from contributors' pull requests, compiled here on Windows only.
Tell us what works and what does not.
- An AppImage with a window to install, update and play. An automated job builds it after this release is
published and attaches it here when it succeeds. It includes NVIDIA's DLSS library, or downloads it beside the game
on machines with NVIDIA's driver. - DLSS frame generation on Linux, 2x to 6x or dynamic, switched while the game runs.
- Steam Deck: its own button prompts (
prompts = steamdeck), and a profile with four virtual cores, BC3 for ASTC
textures and a shorter spin hand-off. - Shadow storage (Linux and Proton): the black 3D world is fixed, each side copies only what it wrote, shaders can
follow the game's pointers into shadow copies, and lighting no longer adds up frame after frame. - The recording thread gets a fast core and its sibling, the low-memory handling can read a memory limit, FSR 3.1 is
offered only where its library can load, and NVIDIA's shader disk cache is set only with NVIDIA's driver. - A source checkout builds again (the runtime's shader headers are made before the game compiles), and the build reads
the processor's level from/proc/cpuinfowhen the compiler's own detection finds none.
Fixed
- Ground, walls and characters that appeared and disappeared, black or unlit frames, and stalls of up to two seconds
wherever something was shown for the first time (a new area, a cutscene). The graphics driver's cache had lost the
shader libraries prepared at install, so every new pipeline compiled during play: after a driver update, or after
an update of NX2navi that changes how the libraries are built (this one does on AMD RX 7000 and RX 9000 cards,
where it also ends the 20 second start). The game now checks the driver's cache at every start and fills it again
in the background by itself, an update fills it again before you play, draws wait a moment for a pipeline that only
needs linking instead of being left out, and lighting passes are no longer left out at all. - A black or unlit frame, or a light or a piece of ground missing for a frame, when something new came on screen (a
hit, a new effect, a new enemy). A draw whose pipeline was not ready in time was left out of that frame, a lighting
pass among them once its 50 ms were spent, and the frame was shown without it. Such a frame is no longer shown:
the previous picture stays for the frame or two it takes, while the game runs on (frame_hold_ms, 120 by default;
0 shows every frame as before). - A dark or black flash when a DLSS or FSR 3.1 mode was picked in the settings menu. The game makes its scene images
again at the new size and the first frames drawn into them came out dark or black; the previous picture now stays
on screen for those few frames, with frame generation on as well. - The ground, walls and buildings drawn black for the first second or seconds after a load screen (longer on a busy or
slower processor). An area's textures were made a few dozen a frame like textures that stream in during play; after a
load they are now made at once, before the area fades in. - The performance overlay's VRAM line counted every program on the graphics card as if it were the game. It now
shows the game's own share beside it (game 6.8 GB of 10.4 GB in use, in one measurement). - The performance overlay's frame rate, lows and frame-time graph are now those of the pictures as they reach the
screen. They were measured at the game's present calls, which come in uneven steps although the pictures do not: in
a village the calls came 36 and 9 ms apart in turn and the graph drew a sawtooth with a 1% low of 14 fps, while the
pictures went out about 20 ms apart and changed by 4 ms from one to the next. A picture that arrives early now also
waits until seven eighths of the recent interval have passed (pace_smooth, on by default; not with frame
generation), which brought that change down to 3 ms at the same frame rate. - GPU frame prep on its own thread (
replay_async, off by default): the shader constants of a frame are now
copied when the game hands the frame over, not when the other thread gets to it up to a frame later, by which time
the game had sometimes reused that m...
NX2navi 0.6.1
A fix release for The Legend of Zelda: Ocarina of Time for Nintendo Switch 2 (game version 1.1.1): crash and
memory fixes, a higher frame rate, Navi's light on AMD GPUs, and updates that keep your compiled game and shaders.
No game files are included: the setup builds the game on your PC from your own dump.
Install or update
- Already have 0.6.0: start the launcher; it offers 0.6.1, updates itself and keeps the game it compiled: only
what changed is compiled again, and the prepared shaders are kept. The shader translator changed, so the game plays
with the shaders already prepared and translates them again in the background. - Already have 0.5.0: the same, and the game's code 0.5.0 compiled is kept too, as it was compiled (for any x86-64
processor); Rebuild the Game in the launcher's home compiles it again for yours. - New install: download
NX2navi-Setup-0.6.1.exebelow, put it next to your.nupdump of the game and start
it. Windows SmartScreen warns on the first start because the setup is not signed: choose More info and Run
anyway. The launcher builds the game (10 to 25 minutes, once), prepares every shader and starts it. - AMD and Intel GPUs: the game's shaders change for your GPU in this release (see Fixed), so the graphics driver
builds its pipelines again on the first start and on the first visit to each area.
Requirements: Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the game and 1.5 GB
for the launcher; a GPU with Vulkan 1.3, VK_EXT_external_memory_host and VK_EXT_mesh_shader (current NVIDIA and AMD
cards).
New
- Updates download in the background, even while you play, and install when the game is not running: when the
launcher starts or right after the game exits. Turn off Install Updates Automatically in the launcher's Settings to
install them yourself from the Updates row. - Later updates keep the compiled game and the prepared shaders, so they take minutes instead of a full build.
- Rebuild the Game compiles the game for your current processor.
Fixed
- A higher frame rate: far less copying into the game's video memory each frame, the GPU starts its work earlier, and
render target images are reused. - Navi's glowing orb should draw again on AMD GPUs, and the black and white blocks on Navi and Link on Radeon RX 5000
and 6000 cards should be gone: on every GPU but NVIDIA's, the game's shaders now keep the NaN and infinity results
they rely on. Tell us if Navi is still missing her light on your AMD GPU. - The device-lost crash at area loads on GeForce RTX cards (seen on the 4090, 5090, 5080 and 5070 Ti), most often when
the system's memory ran low: a released texture could be read after it was freed. - A crash at start with code 71 when RivaTuner Statistics Server runs.
- Long sessions running out of memory: idle textures are now freed when the system's memory runs low too, not only the
video memory. - Shader preparation no longer crashes the RADV driver (AMD GPUs on Linux) on a texture size query.
- Things that moved no longer leave a trail when neither DLSS nor FSR 3.1 is on.
- The game's own Restart no longer brings the launcher back over the game, where Play could start a second copy.
- A cut connection while the launcher reads a small file, such as the package index of Gather Build Tools, is tried
again instead of failing the install. - After a crash, the game's log ends with the exit code and what it means, also when the game was ended before it could
write a line itself, and the crash report stays in place when a driver or overlay installs its own.
Known issues
- The first visit to an area after an install can pause while the graphics driver builds what it has not seen.
- Machines with 16 GB of RAM can run out of system memory in Hyrule Field.
- Integrated AMD GPUs can fail at the title screen (their host memory heap is too small for the game's memory).
- Opening the game's settings menu can crash on some AMD Radeon GPUs.
- A rare crash in the game's particle code.
For builders
- With lld,
tools/make_game.pylinks the game's manifest and icon itself instead of through windres, so a build or
user folder whose name holds characters outside Windows' code page no longer fails the Compile step. NX2NAVI_PROFILE_SLOWwrites a profile of every slow frame, andmem_censusalso reports the memory of each of the
game's address regions.
Thanks
Pull requests in this release came from epicmeme546, itaskaev2 and mitch030504.
Report problems as issues, with the game's log (logs\nx2navi.log in the game folder) and what you were doing.
NX2navi is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. The Legend of
Zelda, Ocarina of Time and Nintendo Switch are trademarks of Nintendo.
NX2navi 0.6.0
A feature and fix release for The Legend of Zelda: Ocarina of Time for Nintendo Switch 2 (game version 1.1.1):
smoother play, lower memory use, correct lighting on characters, a new HDR, Xbox, PlayStation and keyboard button
prompts, and many crash and freeze fixes. No game files are included: the setup builds the game on your PC from your own dump.
Install or update
- Already have 0.5.0: start the launcher; it offers 0.6.0, updates itself and rebuilds the game from the files it
already has, without the dump. This update compiles the game again for your processor, so it takes about as long as
the first build (10 to 25 minutes, once); later updates compile only what changed. The shaders are prepared again
too. - New install: download
NX2navi-Setup-0.6.0.exebelow, put it next to your.nupdump of the game and start
it. Windows SmartScreen warns on the first start because the setup is not signed: choose More info and Run
anyway. The launcher builds the game (10 to 25 minutes, once), prepares every shader and starts it.
Requirements: Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the game and 1.5 GB
for the launcher; a GPU with Vulkan 1.3, VK_EXT_external_memory_host and VK_EXT_mesh_shader (current NVIDIA and AMD
cards).
New
- Xbox, PlayStation and keyboard and mouse button prompts, and a PlayStation choice for the button layout. The setup
carries the button art and the build draws the prompts on your PC; the keyboard prompts follow your key bindings
(controls.md). - A new HDR: the game's picture tone mapped to your display's peak, with exposure, highlights, shadows, contrast,
saturation and gamma in the menu, or the game's own native HDR. A change of desktop resolution, layout or HDR in
fullscreen is followed. - Pick the monitor the game opens on (
monitor,--monitor) and the sound output device (audio_device,
--audio-device); the game opens straight in fullscreen when fullscreen is on. - The game's microphone input uses your default microphone (
microphone = 0turns it off). - Your Discord status shows "Playing NX2navi" with your play time while the game runs. It is on by default; turn it
off in the game's settings menu (Game tab) or in the launcher's Settings (Discord Status). - DualShock 3 controllers on Windows, read directly when no driver presents them (off by default:
ds3 = 1). - A 1080p game resolution.
- NVIDIA DLSS Frame Generation on GeForce RTX 40 and 50 GPUs, with DLSS on: the setup now carries what it needs, and
it is paced with Reflex so it does not halve the frame rate. - DLAA runs with native HDR too.
- The frame limit can be handed to RivaTuner Statistics Server where it runs.
- The launcher shows the shader preparation moving, with a time estimate that follows its pace, and preparation
translates about twice as fast. Every one of the game's 42,177 shader programs now translates. - Import Saves can import a single save slot into its own slot and keep the rest of the save.
Fixed
- Link and the other characters are no longer drawn too dark: the game's GPU queues replay in the order their events
allow. - The white specks in foliage are gone, and so are trees that flickered or stretched into columns.
- A running Link no longer trails with DLSS or frame generation; widescreen pictures render at the DLSS mode's real
share, and the DLSS mode's render scale applies as soon as it is picked. - The intro's narration no longer doubles and the dream shows correctly at high refresh rates (movies hold 60 fps).
- Memory: the title screen no longer climbs to 30 GB; released textures and idle VRAM copies are freed when video or
system memory runs low; very large compute shaders are built in the background instead of stalling a frame. - Shader and pipeline stutter: fewer first-encounter pauses, entering a new area no longer waits for its pipelines one
at a time, andpipeline-cache.binis capped (512 MB by default) so it no longer grows without end. - DLSS Ultra Performance upscales to the picture's size instead of to the first pass wider than the scene.
- Movies play at their 60 fps instead of in slow motion.
- A shader conversion of signed integers to floats is translated correctly.
- Less copying of the GPU's writes back to the game's memory.
- With the performance log on, the game no longer hitches every ten seconds.
- Kokiri Forest runs faster.
- The audio renderer no longer goes silent or hangs on edge values, and menu sounds no longer click when restarted.
- Windows' switched mouse buttons are followed; the window opens inside the screen and fullscreen comes back when the
window is raised; the game closes down properly when Windows shuts down. - A crash when the game's microphone stream could not open is gone.
- The game's window and taskbar button show Navi, and starting the game from the launcher no longer opens an empty
console window beside it. - The game keeps presenting after a failed present, and only one game runs per profile at a time.
- Saves: Import Saves and Quit keep saves safe, a linked profile folder keeps working, and save writes check their
sizes. - Mods are found under this game's title id (0400486024DEC000), a mod folder that cannot be listed is logged, and one
cheat the lifter cannot take is marked unsupported instead of failing them all. - The launcher: a damaged
.nupis reported instead of hanging, a rollback says why, a broken self-update can be
repaired by the setup, uninstall leaves a game folder kept inside the launcher's folder, and settings values that
would change on reading back are quoted.
Known issues
- The first visit to an area after an install can pause while the graphics driver builds what it has not seen.
- Machines with 16 GB of RAM can run out of system memory in Hyrule Field.
- Integrated AMD GPUs can fail at the title screen (their host memory heap is too small for the game's memory).
- A rare crash in the game's particle code.
For builders
tools/make_game.pybuilds the game natively on Linux, and the build kit can be packed as an AppImage. The launcher
and the setup are Windows only.
Thanks
Pull requests in this release came from AdrianHernandezz, camillezaugg-lab, epicmeme546, FemOrWhat, GonzaCass,
itaskaev2, Larbaco, loteran, ShinySylveonn, spidercraft, Wintego and xyzzyy.
Report problems as issues, with the game's log (logs\nx2navi.log in the game folder) and what you were doing.
NX2navi is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. The Legend of
Zelda, Ocarina of Time and Nintendo Switch are trademarks of Nintendo.
NX2navi 0.5.0
A fix release for The Legend of Zelda: Ocarina of Time for Nintendo Switch 2 (game version 1.1.1): the fog and lighting are back to the game's own. No game files are included: the setup builds the game on your PC from your own dump.
Install or update
- Already have 0.4.0: start the launcher; it offers 0.5.0 and updates. The first start after the update prepares the shaders again (about a minute and a half on the boot screen).
- New install: download
NX2navi-Setup-0.5.0.exebelow, put it next to your.nupdump of the game and start it. Windows SmartScreen warns on the first start because the setup is not signed: choose More info and Run anyway. The launcher builds the game (10 to 25 minutes, once), prepares every shader and starts it.
Requirements: Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the game and 1.5 GB for the launcher; a GPU with Vulkan 1.3, VK_EXT_external_memory_host and VK_EXT_mesh_shader (current NVIDIA and AMD cards).
Fixed in this release
- Kokiri Forest and other foggy areas are no longer washed out in a bright white and yellow haze: the fog the game builds up on the GPU adds up correctly again (0.4.0 broke the shader loop that adds to it).
- Small white flowers and other foliage in the grass no longer flicker white from frame to frame.
- The trees stay fixed: no dark columns reaching the sky.
Known issues
- Entering a new area can hold one frame for about 0.2 s while its textures are set up, and the first visit to an area after an install can pause briefly while the graphics driver builds what it has not seen.
- A rare crash in the game's particle code.
- DLSS Frame Generation is not offered yet: AMD FSR 3.1 frame generation works on every GPU, NVIDIA's included.
Report problems as issues, with the game's log (logs\nx2navi.log in the game folder) and what you were doing.
NX2navi is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. The Legend of Zelda, Ocarina of Time and Nintendo Switch are trademarks of Nintendo.
NX2navi 0.4.0
The first public release of NX2navi: The Legend of Zelda: Ocarina of Time for Nintendo Switch 2 (game version 1.1.1), recompiled into a native Windows game with a Vulkan renderer. No game files are included: the setup builds the game on your PC from your own dump.
Install
- Download
NX2navi-Setup-0.4.0.exebelow. It is the only file you need; the other files are for the launcher's updates. - Put it next to your
.nupdump of the game and start it. Windows SmartScreen warns on the first start because the setup is not signed: choose More info and Run anyway. - The launcher finds the dump, downloads its build tools, builds the game (10 to 25 minutes, once) and prepares every shader, then starts it.
Requirements: Windows 10 or 11; an x86-64 CPU with SSE4.2; 16 GB of RAM; about 30 GB free for the game and 1.5 GB for the launcher; a GPU with Vulkan 1.3, VK_EXT_external_memory_host and VK_EXT_mesh_shader (current NVIDIA and AMD cards).
Features
- Native code, not emulation; 60 fps by default, or 30 to 240 fps, your display's refresh rate or unlimited
- Widescreen and ultrawide (21:9, 32:9 or your window's shape) with the HUD, menus and movies kept 16:9
- Resolutions above the game's 1440p: 1800p, 4K, 5K or your window's own size
- NVIDIA DLSS (DLAA to Ultra Performance, RTX GPUs) or AMD FSR 3.1 (Native AA and the same modes, any GPU), or FSR 1 and bilinear scaling with a sharpness setting
- AMD FSR 3.1 frame generation on any GPU, with the HUD kept out of the generated frames
- HDR: the game's own native HDR, or an enhanced HDR made from its SDR picture
- Every shader prepared when the game is built, and pipelines built in the background, so play does not stop to compile them
- In-game settings menu (F1, or Minus and Plus together on a gamepad) and a performance overlay (F10)
- Keyboard, mouse and gamepads with remapping, Nintendo or Xbox button layout, rumble and gyro
- Stereo or 5.1 surround; docked or handheld mode
- Textures kept compressed on PCs with less than 20 GB of video memory or 48 GB of RAM, for about half the video memory
New in this release
- Trees no longer stretch into a dark column reaching the sky (Hyrule Field, Kakariko, Death Mountain): what the game's GPU passes write about trees and foliage now reaches the game's memory.
- Every one of the game's 36,031 shader variants now translates, so no object is left undrawn for a failed shader.
- A draw that has to wait for its pipeline no longer compiles on the game's drawing thread; the warm-start stalls on the test route are gone.
- Frame generation in a window of another shape than the picture keeps the black bars clean.
- Atomic operations in shaders no longer spin on stale values on some drivers.
- A graphics card chosen in the menu that is gone or not usable no longer stops the game from starting: the best usable one is taken instead.
- Holding Esc no longer opens the menu and closes it again; the menu no longer opens unseen on the boot screen.
- Picking a DLSS mode, which applies after a restart, no longer lowers the picture until then; FSR 1 or bilinear scaling also turns frame generation off.
- The HDR peak brightness slider reaches 10,000 nits.
- Crashes, freezes and races fixed across the renderer, saves, movies and the window; lower video memory use.
- The Triforce as the game's and the launcher's icon.
Known issues
- Entering a new area can hold one frame for about 0.2 s while its textures are set up, and the first visit to an area after an install can pause briefly while the graphics driver builds what it has not seen.
- A rare crash in the game's particle code.
- DLSS Frame Generation is not offered yet: AMD FSR 3.1 frame generation works on every GPU, NVIDIA's included.
Report problems as issues, with the game's log (logs\nx2navi.log in the game folder) and what you were doing.
NX2navi is an independent, non-commercial fan project, not affiliated with or endorsed by Nintendo. The Legend of Zelda, Ocarina of Time and Nintendo Switch are trademarks of Nintendo.