Runs The Legend of Zelda: Ocarina of Time
Low performance and shader compilation stutter on Ryzen 5 5600 and RX 7800 XT
What happened
The game boots and gameplay works, but performance is generally around 35–45 FPS in demanding areas and can fall lower when entering new locations or compiling pipelines. Previously visited areas become smoother after the pipeline cache is populated, but the game still does not maintain 60 FPS.
In a separate comparison run, Max Resolution and Dynamic FPS were disabled while FPS Unlock was enabled. Disabling Max Resolution did not produce a significant sustained performance improvement. During that comparison run, AMD metrics showed average CPU utilization of about 93%, while average GPU utilization was about 65% and peaked at 75%. CPU and GPU temperatures remained normal, with no apparent thermal throttling. VRAM usage was generally around 12–13.3 GB.
In the latest reported session, Max Resolution and Dynamic FPS were enabled.
How far they got
Tested the introduction and early gameplay areas for several minutes, moving between multiple locations and revisiting previously loaded areas.
Steps to reproduce
1. Launch the game using Vulkan.
2. Load a gameplay save.
3. Move through several locations and rotate the camera.
4. Enter previously unvisited areas to trigger new pipeline compilation.
5. Observe frame-rate drops and stutter.
6. Revisit the same areas and compare performance after the pipeline cache has been populated.
Settings
Launch settings: Docked mode; resolution scale 1x; GPU accuracy Low; asynchronous shaders on.
Tested on this setup
- Lichii build
- Lichii build-130 (3dae119aeac2)
- Build section
- Build 130
- Game version
- 1.1.1
- CPU
- AMD Ryzen 5 5600 6-Core Processor
- GPU
- AMD Radeon RX 7800 XT
- GPU driver
- AMD proprietary driver 2.0.416
- Operating system
- Windows 11 Version 26H2
- RAM
- 31.9 GiB
- Graphics API
- Vulkan