github zortos293/Lichii build-116
Lichii nx2 build 116 (92f0212)

latest release: build-117
32 minutes ago

Recommended download: the PGO build. It's the most stable build for this release. The standard build is there for anyone the PGO build doesn't work for.

Highlights

  • Ocarina of Time is now very stable. Many users get 60+ fps, and the foliage is fixed, including Hyrule Field grass that used to disappear (#551).
  • Mario Tennis Fever runs fully. The texture glitches are fixed and it runs at 60 fps.
  • NVIDIA DLSS for Ocarina of Time (#606, imports #456 by Rengundom). RTX cards can replace the game's own upscaler with DLSS Super Resolution. Turn it on under Emulation → Configure → Graphics → Use NVIDIA DLSS in place of a game's DLSS (experimental).
  • GPUs without mesh shaders can now draw mesh-shader scenes (#569, based on #527 by emiliopedrollo). These scenes, such as missing geometry inside the Deku Tree, now run through compute on GPUs that lack mesh shader support, for example NVIDIA GTX 10-series (Pascal), AMD RX 5000 (RDNA1) and MoltenVK. Please report how it runs on those cards.
  • Faster on AMD RDNA4 and NVIDIA: the game's neural-network shaders run on the GPU's matrix units (#583, estevanbs: Ocarina 41 → 60 fps on RDNA4; #582, mstampfli: +12% standing, +24% walking).
  • Lossless Scaling frame generation (LSFG) loads again (#587, PantACRO4life).

Ocarina of Time

  • Hyrule Field grass no longer disappears after you visit Link's house or Castle Town (#551, imports #395, #421, #434).
  • Blown-out sky and haze on AMD are fixed: table-pointer pools are bound at full reach (#351, jpkto), and min, max and clamp are now defined for NaN (#432, mja00). Confirmed on an RX 9070 XT.
  • New option to turn off the game's sharpening anti-aliasing (#616, ProphetWild). The default, "Game", behaves as before. DLSS takes priority when both are on.
  • Dynamic FPS stays real down to 10 fps (#584, ctgl1987).
  • About 11% faster in Kokiri village, because suspended GPU channels are polled more often (#446).
  • Shader and GPU correctness: QMD release formats (#436), mesh programs that output points or lines (#515, upstream Eglantine), bindless handle reads (#245), and TXD/ATOMG register shadowing (#588, vouion).

Performance

  • Faster buffer-cache page walks (#580, mstampfli), fewer needless cache invalidations (#250), and a faster RangeSet (#481).
  • The software matrix-multiply fallback is unrolled (#174).
  • The split GPU threads are pinned on Linux too (#530).
  • Disk-cache pipelines that were never used are no longer evicted (#550), and there's a bounded wait for Switch 2 pipelines that haven't been built yet (#465).

Stability

  • An image that doesn't fit in VRAM now fails cleanly instead of crashing, which helps 8 GB AMD cards (#440).
  • Framebuffers stay within device limits, which helps Apple GPUs (#427).
  • Descriptor storage grows when a frame runs out (#495).
  • Switch 2 GPU page tables are sized correctly (#333).
  • Installed Overwolf hooks are disabled before Vulkan loads (#365).
  • NSO loads fail cleanly on bad compression (#160), and IPSwitch files tolerate non-patch lines (#221).
  • Audio no longer pads with silence while the host still has audio queued (#585, janvitos).

Features

  • An FPS limit for the game's present rate (#270).
  • Switch 2 microphone capture and controls configuration (#497).
  • The status bar shows frame generation status (#537).
  • Updater: AppImage updates install in place with one rollback copy (#509), plus a PGO fallback, skip and remind options, a digest check and clearer errors (#504).
  • NUP icon and title edits (#499), a maximized window stays maximized when a game boots (#484), and the Linux MIME package is fixed (#511).

Builds

  • Windows builds now use clang-cl with ThinLTO (#518), and the PGO build is optimized with an Ocarina of Time profile (#526).
  • Better diagnostics for device loss (#512).

Known issues

  • With DLSS on, Navi, fireflies and smoke can leave trails at night in Ocarina of Time. A fix is being tested.
  • AMD Radeon RX 6000 series and older (Windows driver): Ocarina of Time crashes while it builds shaders after boot. Keep using build 95 on these cards until the fixed build is out. RX 7000/9000 and NVIDIA are not affected.
  • Splatoon Raiders: characters look too dark, there is a green tint and FPS is lower than in earlier builds. This is being investigated, and a fixed build will follow.

Automatic build of nx2 at 92f0212.

Linux

Linux packages come as an AppImage (self-contained, needs glibc 2.39 or newer: Ubuntu 24.04, Fedora 40, Debian 13, Arch) and a tar.gz (uses your system libraries, so Qt 6 and the usual libraries must be installed).

Build Type Standard PGO (Recommended) Notes
amd64 AppImage · tar.gz AppImage · tar.gz Make the AppImage executable (chmod +x) and run it
ARM (aarch64) AppImage · tar.gz AppImage · tar.gz

Windows

Windows packages are in-place zip files: extract and run lichii.exe, or eden-cli.exe from a terminal.

Build Type Standard PGO (Recommended) Notes
amd64 / x86_64 zip PGO zip Both built with clang-cl and ThinLTO; the PGO zip adds a profile trained on Ocarina of Time

macOS

Build Type Standard PGO (Recommended) Notes
arm64 (Apple Silicon) zip macOS 15 or newer. Not notarized: right-click and choose Open the first time, or run xattr -dr com.apple.quarantine lichii.app. eden-cli is inside the app, in Contents/MacOS

The PGO builds are the same programs compiled with profile-guided optimization. Linux uses clang with Eglantine's profile; Windows uses clang-cl and ThinLTO with a profile trained in Lichii on Ocarina of Time, so other games gain less. Prefer them when your CPU supports it.

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