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Lichii nx2 build 130 (3dae119)
⚠️ Delete your old pipeline cache before playing
This build uses a new shader cache (v2). To avoid stutter or problems from leftover caches of older builds, delete each game's old pipeline cache once:
- In Lichii, right-click the game in your game list.
- Choose Remove → Remove All Pipeline Caches and confirm.
- Repeat for each game you play.
Or delete the folder by hand (close Lichii first):
- Windows:
%APPDATA%\eden\cache\shader\. If you use a portable install, it'suser\cache\shader\next tolichii.exe. - Linux:
~/.cache/eden/shader/. If you use a portable install, it'suser/cache/shader/next to the AppImage.
Each game has its own folder, named after its program id (for example 0400486024DEC000 for Ocarina of Time). Delete the folders of the games you play, or the whole shader folder.
The first launch after this builds shaders again, so expect some stutter at first. It goes away as the new cache fills, and it stays filled on later launches.
What's new since build 125
Performance
- ✅ Ocarina of Time faster: async read-back stops the GPU thread waiting on the GPU, about +17% (28 → 33 fps at Kokiri) (#1028)
- ✅ Ocarina of Time faster again: memory-reading macros run on the back thread, so the front thread's wait is gone, about +8% more (#1056, port of jpkto's #805)
- ✅ Donkey Kong Bananza faster: cheaper semaphore waits and descriptor reuse, +9% (14.7 → 16.1 fps at the Ingot Isle gate) (#949)
- ✅ Bananza waits less: the restored semaphore mirror gives +0.4 fps and much shorter GPU waits (#979, #1014)
- ✅ Frees a full CPU core: the HostTiming thread now sleeps instead of spinning, with no fps or audio change (#1016)
Stutter and shaders
- ✅ New shader cache (v2): far fewer shaders built mid-game on relaunch (MKW 48 → 2 builds, hit rate 35% → 97%). Your old cache converts automatically in under half a second (#1036)
Memory
- ✅ About 6 GB less RAM on Windows: all-zero memory pages are released. At Kokiri, OoT dropped from 13.4 to 7.2 GB with almost no pagefile writes (#961, built on Ghostwolf13's #431)
New features
- ✅ .nx game support: load .nx archives, and convert NSP/XCI/NUP games with their updates and DLC to .nx (#923, fab918's #866)
Stability and fixes
- Malformed PFS0, RomFS, NCA and XCI files no longer crash Lichii (#947, port of failaip12's Eglantine #462)
- Fixed a use-after-free in the memory translation cache (#984)
- Fixed a page-table overflow (#957)
- Fixed texture-cache threshold log spam (#951)
For developers (off unless enabled)
- The stutter trace with per-frame causes and long-frame detail, the shader cache bench, a memory trace and extra GPU profiling (#975, #1039, #951, #965)
Other
- The README now warns that Lichii has no official website, only the game compatibility site (#1074)
Coming next (not in this build)
FSR 3.1 and FSR 4 for Ocarina of Time (AMD FSR 4 through AMD's official download, opt-in), a fix for Mario Kart World's texture-upload hitches, and the Bananza multi-core rebuild.
Automatic build of nx2 at 3dae119.
Linux
Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 | AppImage · tar.gz | AppImage · tar.gz | Make the AppImage executable (chmod +x) and run it |
| ARM (aarch64) | AppImage · tar.gz | AppImage · tar.gz |
Windows
Windows packages are in-place zip files: extract and run lichii.exe, or eden-cli.exe from a terminal.
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| amd64 / x86_64 | zip | PGO zip | Both built with clang-cl and ThinLTO; the PGO zip adds a profile trained on Ocarina of Time |
macOS
| Build Type | Standard | PGO (Recommended) | Notes |
|---|---|---|---|
| arm64 (Apple Silicon) | zip | macOS 15 or newer. Not notarized: right-click and choose Open the first time, or run xattr -dr com.apple.quarantine lichii.app. eden-cli is inside the app, in Contents/MacOS |
The PGO builds are the same programs compiled with profile-guided optimization. Linux uses clang with Eglantine's profile; Windows uses clang-cl and ThinLTO with a profile trained in Lichii on Ocarina of Time, so other games gain less. Prefer them when your CPU supports it.