Playable The Legend of Zelda: Ocarina of Time
Runs very well: locked 60 FPS at 2x with only minimal, short freezes.
What happened
With async shaders and EDEN_NX2_ASYNC_DISCARD=1 the game runs at a stable 60 FPS almost all the time. The only issue is occasional short freezes, mostly when new areas or effects appear for the first time while shaders compile. They get rarer as the shader cache fills. Earlier, longer freezes (1.5-4 s) after playing for a while came from cached pipelines being evicted and rebuilt; a local build that limits the pipeline cache by size instead of time fixed those. Important: set CPU/GPU time to Normal, otherwise the game runs too fast with the Dynamic FPS patch. No crashes, audio fine, Pro Controller works.
How far they got
Played through the Great Deku Tree and Dodongo's Cavern up to the boss fight against King Dodongo (Infernal Dinosaur). No crashes.
Steps to reproduce
No reproduction steps supplied.
Settings
Resolution: Res2X
GPU accuracy: Low
Asynchronous shaders: Unknown
VSync Mailbox, async presentation on, NVDEC on GPU, ScaleForce filter, FXAA, memory layout 8 GB, CPU/GPU time Normal (fast time causes double speed with the Dynamic FPS patch), EDEN_NX2_ASYNC_DISCARD=1
Tested on this setup
- Lichii build
- Development build nx2-95df0bc79d (self-compiled from current nx2 source, with a small patch: pipelin
- Build section
- Other / unknown
- Game version
- v131072
- CPU
- AMD Ryzen 7 7700X
- GPU
- NVIDIA GeForce RTX 5080
- GPU driver
- 617.14
- Operating system
- Windows 11 26H2 (Build 26300.9711)
- RAM
- 32 GB DDR5
- Graphics API
- Vulkan