Playable The Legend of Zelda: Ocarina of Time
runs smooth and definitely playable
What happened
claude:
I’ve evaluated the log (about 67 minutes, 383 measurement windows of 600 frames each, roughly 230,000 frames in total).
Key Result
Overall performance is good. The average is 56.8 FPS against the 60 FPS cap. The picture is disturbed mainly by shader stutter, not by GPU load.
Metric Value
Avg frame time 17.6 ms (median 16.7 ms, matching the 60 FPS cap)
Windows at ≥58 FPS 286 of 383 (75%)
Windows at 55-58 FPS 38 (10%)
Windows at 45-55 FPS 45 (12%)
Windows at 30-45 FPS 12 (3%)
Windows below 30 FPS 2 (<1%), worst at ~4172 s with 47.6 ms (~21 FPS)
Frames over 100 ms 335 of ~229,800 (0.15%), spread across 115 windows
Longest single spike up to ~16 s (window around 3563 s), otherwise typically 0.7-3 s
The GPU Is Not the Bottleneck
Waiting on the GPU fence averages 0 µs (max 125 µs).
Compositing takes about 17 µs.
Frame time is bound by V-Sync/frame pacing (avg 13.7 ms vblank pacing), not by compute power.
Video playback (1080p, 7,040 frames) ran without dropped frames. The second video had 21 late-dropped frames.
How far they got
beat the deku tree dungeon.
Steps to reproduce
No reproduction steps supplied.
Settings
Resolution: Res2X
GPU accuracy: Unknown
Asynchronous shaders: Unknown
-Use NVIDIA DLSS in place of a game's DLSS
-FPS Limit: 60
Tested on this setup
- Lichii build
- build-130 Clang 22.1.8
- Build section
- Build 130
- Game version
- The Legend of Zelda: Ocarina of Time 2.0.0
- CPU
- 13th Gen Intel(R) Core(TM) i5-13600KF
- GPU
- NVIDIA GeForce RTX 5070 Ti
- GPU driver
- NVIDIA 621.1.0.0
- Operating system
- Windows 11
- RAM
- 32
- Graphics API
- Vulkan