Runs Donkey Kong Bananza
No glitches, but ~30 FPS avg, 15-17 FPS in vegetation-heavy hills. Handheld + 0.75x (docked & 1x = 12 FPS)
What happened
Graphically perfect: no artifacts, no crash, no black textures. Performance is the only issue.
Session comparison (gameplay FPS from the log's per-present stats, menus excluded):
- Docked, 1x, Accuracy High, reactive flushing on: ~12 FPS avg, drops below 1 FPS
- Handheld, 0.75x, Accuracy High, reactive flushing on: ~28 FPS avg, min ~15
- Handheld, 0.75x, Accuracy Low, reactive flushing off: ~30 FPS avg, min ~12 (2h45 session)
=> Handheld + lower resolution gives almost all the gain. Accuracy Low and reactive flushing off add very little.
Slowest area: the hills with a lot of vegetation on screen, ~24-27 FPS avg with dips to 15-17 FPS. In slow sections, 60-70% of each frame is spent "blocked on the GPU fence" while Task Manager shows no saturated GPU or CPU overall. On Metroid Prime 4 with the same PC I saw one logical core at 100% in similar cases, so this looks like the GPU command processing thread rather than the host GPU.
Shader compilation: still frequent with Precache shaders = Always and async shaders on, ~0.5 s of draws held for unbuilt pipelines per 10 s on average, over 1 s in new areas.
Minor log errors with no visible effect: "Unmapped Device ReadBlock ... from buffer_cache" (16x), "Samples query ran N slots with no reset or report" (13x).
Anonymized log extract attached (build 160, full frame stats kept).
How far they got
15-20 FPS - About 5 hours over 3 sessions, last one ~2h45. Currently around the hills area. No crash, no graphical issue.
Steps to reproduce
1. Play in Handheld mode, 0.75x, default settings otherwise.
2. Go to the hills area with dense vegetation.
3. FPS drops to 15-25 while no GPU/CPU usage looks saturated in Task Manager.
Settings
Resolution: Res3_4X
GPU accuracy: Low
Asynchronous shaders: true
Asynchronous presentation: true
Video decoding: Gpu
Scaling filter: Fsr
Memory layout: Memory_4Gb
CPU accuracy: Auto
VSync: Fifo
Anti-aliasing: Fxaa
Frame generation: false
Asynchronous GPU emulation: true
Anisotropic filtering: Automatic
ASTC decoding: Gpu
Frame pacing: Target_Auto
ASTC recompression: Bc3
Disk shader cache: true
Console mode: Handheld
Tested on this setup
- Lichii build
- Lichii Development Build | nx2-build-160
- Build section
- Build 160
- Game version
- Unknown (NUP standalone update, version not shown in the log
- CPU
- AMD Ryzen 5 3600 6-Core Processor | AVX2 | FMA
- GPU
- NVIDIA GeForce RTX 3060
- GPU driver
- NVIDIA 617.42.0.0
- Operating system
- Windows 11 Version 25H2 (Build 26200.9711)
- RAM
- 15.95 GiB
- Graphics API
- Vulkan