Runs The Legend of Zelda: Ocarina of Time
Missing foliage, black/corrupted ground textures and skipped draw calls due to unhandled Ampere gather modes.
What happened
Audio, input work fine. However, ground textures, foliage and several 3D meshes fail to render or show visual glitches. Logs show "Draw skipped (no pipeline)" triggered by rejected shaders:
- native texture gather mode (lower_to_maxwell / shader_cache.cpp)
- native compute high effective address mode (kepler_compute.cpp)
- unhandled texture formats (e.g. format=67, 58, 44, 41, 114) in format_lookup_table.
How far they got
Kokiri Forest / Intro cutscene and early gameplay.
Steps to reproduce
1. Boot game with Vulkan backend.
2. Start new game and enter gameplay in Kokiri Forest.
3. Observe missing foliage, terrain rendering glitches, and repeated "Draw skipped (no pipeline)" in log.
Settings
Launch settings: Docked mode; resolution scale 1x; GPU accuracy Low; asynchronous shaders on.
Tested on this setup
- Lichii build
- Lichii build-95 (222877d4f7c8)
- Build section
- Build 95
- Game version
- 2.0.0
- CPU
- AMD Ryzen 5 7600X 6-Core Processor
- GPU
- NVIDIA GeForce GTX 1070
- GPU driver
- NVIDIA 582.78.0.0
- Operating system
- Windows 11 Version 26H2
- RAM
- 31.7 GiB
- Graphics API
- Vulkan