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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.