Playable The Legend of Zelda: Ocarina of Time
RX 5700 8GB: 60fps title/cutscenes, ~40fps gameplay, no crash in 75min. Stutters while shaders build.
What happened
Worked:
- Title screen and cutscenes hold a steady ~60 fps. On build 117 the same scenes ran at ~16 fps with audio cutting out, so the movie-network change fixed that on this card.
- Gameplay averaged ~40 fps over the session (range about 14-60, mostly 30-45).
- No crash in 75 minutes. Build 117 (and build 119 before the changes below) crashed loading into gameplay with out-of-VRAM on this 8 GB card.
- Shader precache built 4708 of 4794 compute programs (0 failed) in about 8 minutes, in the background after boot.
Failed / issues:
- Freezes and stutter during gameplay, worst while new shaders build. 405 pipelines were still built during play after precache (one took ~1.5 s), and GPU channels waited on semaphores for 2+ s about 235 times, spread across the whole session.
- About 63 minutes in, a short burst of images allocated over the memory budget. It recovered with no crash.
- Asserts: 29x texture_cache.h:2894 "Unimplemented!", 3x texture format=0 in format_lookup_table, plus unimplemented service commands 903 and 1050.
What made it work on 8 GB: precache shaders = Always, texture cache capped lower (EDEN_NX2_TC_EXPECTED_MIB=3072, EDEN_NX2_TC_CRITICAL_MIB=3840 in nx2_switches.txt), and other GPU apps closed before launch.
How far they got
About 75 minutes from a new game: title, intro and first cutscene, then into gameplay. No crash.
Steps to reproduce
1. Build 119 PGO, Windows 11, AMD RX 5700 8 GB (driver 32.0.21045.16010).
2. Boot Ocarina of Time with precache shaders on and start a new game.
3. Play in Kokiri Forest. New areas and effects freeze for a moment while their shaders build. Without the lower texture-cache caps, loading into gameplay runs out of VRAM and crashes in amdvlk64.dll.
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-119 (bf48fe92cc88)
- Build section
- Build 119
- 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
- Unknown