Runs Metroid Prime 4: Beyond – Nintendo Switch 2 Edition
Playable, but drops to ~5 FPS in the Vi-O-La bike room (single CPU thread bound, GPU idle). Black objects fixed by VRAM
What happened
1) Severe slowdown in the Vi-O-La bike room
- In the room with several replicas of Vi-O-La bike, FPS drops to ~5 (frame time ~208 ms).
- GPU usage only ~18% (3D engine ~6%); total CPU ~30-48%, but ONE logical core sits at 100% while the other 11 are mostly idle.
- As soon as the image is static (pause menu, scan visor), it instantly goes back to 60 FPS. Looks like the emulated GPU command processing thread is the bottleneck when many objects are drawn.
- No shader compilation storm in the log at that time (only a few runtime pipelines per 10 s). Same result in docked and handheld mode, so not resolution-related.
2) Black objects (fixed by a setting, tested on build 150)
- Some objects rendered fully black, as if they had zero lighting.
- The log showed six 3D textures that could not be allocated:
"AllocateImage: Image 1408x256x1008 (1 levels, 1 layers, format 133/143) does not fit; using an unbacked sparse image"
- Setting VRAM usage mode from Conservative to Aggressive fixed it (the RTX 3060 then reports 10.28 GiB available instead of 7 GiB). Useful tip for other NVIDIA 8-12 GB users; maybe the default for this title should be Aggressive.
How far they got
Several sessions, currently at the room where the Vi-O-La bike is obtained, FPS drop at 5 only in the room. Everything before that runs well with the settings above.
Steps to reproduce
1. Play up to the room where the Vi-O-La bike is obtained.
2. Look at the area with the replicas: FPS drops to ~5, one CPU core at 100%, GPU ~18%.
3. Open the pause menu or scan visor: back to 60 FPS immediately.
Settings
Resolution: Res1X
GPU accuracy: High
Asynchronous shaders: true
VRAM usage: Aggressive (required, see details). Precache shaders: Always. Async presentation: on. NVDEC: GPU. Scaling filter: FSR. Console mode: Docked (issue also reproduced in Handheld). Everything else default (VSync FIFO, FXAA, reactive flushing on, pin GPU threads on, CPU accuracy Auto).
Tested on this setup
- Lichii build
- nx2-build-160 (Lichii Development Build)
- Build section
- Build 160
- Game version
- Unknown - build_id 8275FBE1EC5191C279F3A943AD8524F4BAB087A3
- CPU
- AMD Ryzen 5 3600 (6C/12T)
- GPU
- NVIDIA GeForce RTX 3060 12 GB
- GPU driver
- 617.42 (32.0.16.1742)
- Operating system
- Windows 11 25H2 (build 26200)
- RAM
- 16 Gb
- Graphics API
- Vulkan