Playable The Legend of Zelda: Ocarina of Time
RX 5700 8GB: playable, ~34fps gameplay, but freezes constantly building shaders in new areas
What happened
Worked:
- Gets through the intro. Build 124 crashed there on this card (#940). The same unmapped buffer_cache read errors still appear about 45 s into the intro, but 128 survives them.
- Title/cutscenes avg ~39 fps, gameplay avg ~34 fps. No out-of-VRAM.
Failed:
- Constant freezes when walking around or entering new areas, while shaders build. About 400 pipelines were built during play even with precache on (23 took over 100 ms, the slowest 1.8 s), plus 64 mesh-emulation pipelines.
- About 130 GPU semaphore waits of 2 s or more in ~10 min of gameplay (about 13 per minute, vs about 3 per minute on build 119).
- Boot spends ~7 minutes building mesh pipelines before the title.
- Worse to play than build 119 on the same PC and settings (119: ~40 fps gameplay, far fewer freezes).
How far they got
Out of the forest
Steps to reproduce
1. Build 128 PGO, Windows 11, AMD RX 5700 8 GB (no mesh shaders), driver 32.0.21045.16010.
2. Precache shaders Always, EDEN_NX2_TC_EXPECTED_MIB=3072, EDEN_NX2_TC_CRITICAL_MIB=3840.
3. Boot Ocarina of Time 2.0.0, start a new game and walk around Kokiri Forest. It freezes each time a new area or effect appears.
Settings
Handheld mode; resolution 1x; Max Resolution (built-in) patch disabled; Dynamic FPS patch on; GPU accuracy Low; asynchronous shaders on; precache shaders Always; NVDEC GPU; anti-aliasing None; OoT anti-aliasing No sharpening; post-processing off; Bilinear filter; VRAM usage Conservative; ASTC recompression BC3.
Tested on this setup
- Lichii build
- Lichii build-128 (7cafe291b4f9)
- Build section
- Build 128
- Game version
- 2.0.0
- CPU
- AMD Ryzen 7 3700X 8-Core Processor
- GPU
- AMD Radeon RX 5700
- GPU driver
- AMD proprietary driver 2.0.353
- Operating system
- Windows 11 Version 26H2
- RAM
- 63.9 GiB
- Graphics API
- Vulkan