Playable The Legend of Zelda: Ocarina of Time
Current build very stable
What happened
Previous builds (95-125) i had a lot of issues and crashes that consistently improved through each release.
Frequent crashes during first-time area transitions, loading screens, Vulkan pipeline compilation, and shader precaching.
Previous version crashes included SIGSEGV (segmentation fault), SIGILL (illegal instruction), SIGFPE (integer divide-by-zero), and occasionally SIGABRT (memory corruption/double-free errors).
Core dumps repeatedly showed crashes inside libnvidia-gpucomp.so.620.70.06, particularly on the VkPipelineBuild and VkShaderPrecach threads.
Crashes were inconsistent: retrying the same area transition or precaching operation would generally succeed after repeated tries. Successfully processed shaders appeared to persist across restarts, allowing gradual progress.
Eventually brute-forced the entire shader precache through repeated restarts, accumulating approximately 11,000 shaders.
On build 130 no crashes so far. I experimented with a new shader cache (renamed my shader folder) and also did not get any crashes (although only tested it briefly)
How far they got
Death mountain
Steps to reproduce
No reproduction steps supplied.
Settings
Resolution: Res2X
GPU accuracy: Unknown
Asynchronous shaders: true
No sharpening, smaa, fps unlock, DMA accuracy safe
Tested on this setup
- Lichii build
- build-130
- Build section
- Build 130
- Game version
- 2.0.0
- CPU
- Intel i7 14700k
- GPU
- Nvidia RTX 5070 ti
- GPU driver
- 620.70.06
- Operating system
- Cachyos kernel 7.3.3-1
- RAM
- 32gb DDR5
- Graphics API
- Vulkan