Playable The Legend of Zelda: Ocarina of Time
Encountered severe graphic and audio anomalies including cutscene audio/video desync, broken LOD/shadows, pure black wat
What happened
Worked: Core gameplay mechanics, UI overlays, player character controls, performance, and general audio playback.
Failed: Severe visual and rendering glitches, plus cutscene desync issues:
Cutscene Audio/Video Desync: Cutscenes (such as the opening lore introduction) suffer from severe desynchronization. The video appears to lag behind at a lower frame rate while the audio runs faster, causing the audio to finish long before the video ends. (Note: general gameplay narration and soundtracks sync normally).
Distant Textures & Shadows: Distance textures fail to load proper lighting/shadows and remain dark until Link approaches.
Water Rendering: Water bodies appear completely solid black at medium to long distances.
Screen Artifacts: A persistent, neon-pink jagged boundary line stays locked at the top of the viewport frame.
Extreme Lighting Overexposure: Extreme bloom/overexposure occurs near and inside Kokiri Forest—especially when transitioning from Kokiri Forest to Hyrule—blinding the screen entirely white.
Shader Stuttering & Flashing: Sudden white texture flashes occur briefly whenever new shaders build/compile.
Zone Lighting Blackouts: Entering specific map zones triggers full environmental blackouts where everything except Link's model turns completely black.
How far they got
Defeated the Great Deku Tree boss, explored Kokiri Forest, crossed Hyrule Field, and played up to entering Hyrule Castle.
Steps to reproduce
Launch the game using Vulkan API and watch the opening lore cutscene to observe the audio and video desynchronization.
Move through Kokiri Forest toward the exit into Hyrule Field to observe extreme sky overexposure and whiteouts.
Look at distant terrain and water bodies to observe dark/missing LOD shadows and black water rendering.
Observe the upper portion of the viewport to notice the persistent pink visual boundary artifacts.
Move between different map zones/sub-areas to reproduce environmental lighting blackouts and shader flash artifacts.
Settings
Launch settings: Docked mode; resolution scale 0.75x; GPU accuracy Low; asynchronous shaders on.
Tested on this setup
- Lichii build
- Lichii build-93 (09b78bd2dfdd)
- Build section
- Build 93
- Game version
- 2.0.0
- CPU
- AMD Ryzen 7 5800X 8-Core Processor
- GPU
- AMD Radeon RX 7600
- GPU driver
- AMD proprietary driver 2.0.416
- Operating system
- Windows 11 Version 26H2
- RAM
- 15.9 GiB
- Graphics API
- Vulkan