Playable The Legend of Zelda: Ocarina of Time
Playable at 40-60 FPS on RTX 2060 6GB (GPU Mode Fast + NVIDIA DLSS replacement), with short drops to 15-20 FPS and occas
What happened
Worked: ocarina songs (button input), cutscenes, boss fight, Din's Fire, shader cache persists between sessions.
Performance: 26 FPS with GPU accuracy Accurate -> 33 FPS with Fast -> 40-60 FPS with Fast + DLSS replacement + async presentation/shader compilation (reaches 60 FPS in lighter scenes, 40-49 in heavy areas like Kokiri Forest and Dodongo's Cavern). Short drops to 15-20 FPS that last a moment and then recover. GPU usage ~60%, bottleneck seems CPU/emulation. 16 GB RAM nearly full (~95%) while playing.
Issues: occasional texture/shader glitches - some textures look wrong or corrupted for a moment, then return to normal. Intermittent, not tied to a specific area yet.
Known: shader compilation stutter on first visit to new areas.
How far they got
Child Link section: Kokiri Forest, Hyrule Field, Kakariko Village, Death Mountain Trail, Goron City, Dodongo's Cavern (King Dodongo defeated), Great Fairy fountains.
Steps to reproduce
No reproduction steps supplied.
Settings
Launch settings: Handheld mode; resolution scale 1x; GPU accuracy Low; asynchronous shaders on.
Tested on this setup
- Lichii build
- Lichii build-93 (09b78bd2dfdd)
- Build section
- Build 93
- Game version
- 2.0.0
- CPU
- 12th Gen Intel(R) Core(TM) i5-12400F
- GPU
- NVIDIA GeForce RTX 2060
- GPU driver
- NVIDIA 621.1.0.0
- Operating system
- Windows 11 Version 26H2
- RAM
- 15.8 GiB
- Graphics API
- Vulkan