Playable The Legend of Zelda: Ocarina of Time
Finally runs on Mac with build 117! M4 Pro: 14-20 fps in game, no more crash after the intro
What happened
MacBook Pro 14" M4 Pro, 24 GB, macOS 27.3, Lichii build-117 (MoltenVK). Game 0400486024DEC000, NUP, update 2.0.0.
With Lichii up to build 95 and all Eglantine builds up to 07 Nov, the game always crashed on Mac (reported on M1, M4 and M4 Pro) at the transition from the intro to the first 3D scene (Metal "Internal Error 0x10d" / VK_ERROR_DEVICE_LOST). With build 117 it gets into gameplay for the first time, probably thanks to the mesh shader emulation (#569) and the Apple framebuffer fix (#427).
Performance: intro about 7 fps (the intro runs at game speed, so it takes about 20 min on first launch), in game 14-20 fps with GPU Fast, Handheld, 0.75x, Max Resolution off, Reactive Flushing off. Heavy stutter on first run while shaders build (588 at once after the intro). Docked and GPU Accurate cost noticeably more fps on Mac.
One hang after about 20 min of play: guest CPU fault (unmapped read at 0x58, then jump to address 0), screen stays at 0 fps. CPU accuracy was set to Unsafe at the time, retesting with Auto.
How far they got
Intro, Kokiri Forest and Link's house, about 20 minutes of gameplay. Game saved fine.
Steps to reproduce
No reproduction steps supplied.
Settings
Resolution: Res3_4X
GPU accuracy: Low
Asynchronous shaders: true
GPU Mode Fast, Handheld, Reactive Flushing off, AA off, VSync FIFO, CPU accuracy Unsafe (will retest with Auto). Docked + Accurate cost a lot of FPS on Mac (14 fps vs 17-20).
Tested on this setup
- Lichii build
- build-117 (89440b2), macOS arm64
- Build section
- Build 117
- Game version
- 2.0.0 (NUP)
- CPU
- Apple M4 Pro (12 cores)
- GPU
- Apple M4 Pro (integrated)
- GPU driver
- MoltenVK bundled with build-117
- Operating system
- macOS 27.3
- RAM
- 24 GB unified memory
- Graphics API
- Vulkan