New here or getting bad performance? Stop the game, then use Help → Apply Recommended Settings... to apply the recommended settings in one click. Help → Restore My Previous Settings undoes it.
Automatic build of nx2 at 17baed7.
What changed since build 130
Build 150 was built from nx2 17baed7. Build 130 was 3dae119. That's 51 merged changes.
Big fixes
- Ocarina of Time: white wash / blown-out lighting fixed. Destroyed GPU memory kept its old backing, so reused memory showed stale pages. Diagnosis and fix by 99ivs, with a safety refresh by PantACRO4life (#1236).
- Mario Kart World: dark characters and karts fixed. Compute shaders reading lighting data were cut off at 8 MiB and now see the whole buffer (#1231).
- Ocarina of Time: out-of-memory crash on Windows. The texture cache now stays within Windows' memory commit limit (#1210).
- Ocarina of Time: ocarina crackle fixed (ADPCM sign) (#1196).
- Ocarina of Time: dark fairy fountain and Water Temple walls. These are dumps with damaged texture members. Lichii now serves a stand-in instead of black (#1197).
New features
- NVIDIA DLSS 4.5 settings. Pick the model preset (E/F/J/K/L/M or NVIDIA default; M is the default) and the quality (Automatic, Native DLAA, Quality, Balanced, Performance, Ultra Performance). The status bar shows
DLSS <mode> <preset>while DLSS is active. Native DLAA path ported from myshadowww's #840 (#1249). - DLSS stays on when NVIDIA warns about the VRAM budget, instead of switching itself off. By Christopher Peters (#941).
- Ocarina of Time: AMD FSR 3.1 and FSR 4 in place of the game's anti-aliasing network. FSR 4 uses AMD's official runtime, downloaded on request. Includes camera jitter and LOD bias (#1060, #1061, #1062).
- Lichii now has its own data folder (
%APPDATA%\lichii,~/.local/share/lichii), with a safe import from Eden. Copy keeps your old data, and an interrupted import can be retried (#1253, a port of gabriel-accetta's #1148). - Generated-frame FPS is shown next to the FPS when frame generation is on. By Zarigis (#796).
- No more recommended-settings pop-up on game boot, so frontends launch cleanly. You can still apply the recommended settings from the Help menu (#1264, #1200).
- UI translations ship in releases, the status bar is translated, and zh_CN and es were updated. By janvitos, cirnoice9 and DevMikeRoger (#819, #826, #827, #893).
Performance
- Fewer GPU commands per frame: dispatch barriers recorded with their dispatch, and in-order uploads batched. By jpkto (#1245, #1246).
- Faster texture swizzling on the CPU. By Marc Stampfli (#784).
- Skips texture uploads that a layer copy overwrites anyway (#1079).
Crash and stability fixes
- Right-click in the game list no longer crashes on paths with non-ANSI characters (#1258).
- No crash when a buffer allocation goes over the memory budget. By Marin Salinas (#959).
- Changing settings while a game loads no longer freezes the UI. By Jay (#1168).
- Shutdown no longer hangs on threads waiting for the GPU. By jpkto (#1058).
- Lichii starts even when Windows blocks nxformat.dll, and nxformat is updated to 1.0.1 (#1127, #1078 by Bruno).
- The kernel shuts down cleanly when a file has no loader. By Eduardo Gomes (#972).
- Fixes a stale storage pointer when an evicted pipeline is rebuilt (#1143), and a GPU unmap on service command 102 (#1199).
- A clearer error when a pipeline fails because Windows ran out of commit memory. By janvitos (#807).
Games and content
- DLC packaged inside a NUP is now found (#1257).
- The Duskbloods: colour grading fixed (3D texture slice copies). By cerroverb (#853).
- Audio no longer drops out on PipeWire and Steam Deck. By cerroverb (#850).
- IPSwitch patches:
\eis read as ESC. By Amix (#1108).
Platforms and packaging
- macOS: the app launches again on macOS 15.0–15.3 (#1254). macOS builds compile again (#1212, plus a fix in #1249).
- Linux: the tar.gz is now self-contained, built from the AppImage's AppDir. It needs glibc 2.39, the same as the AppImage (#1255).
- The updater retries a download up to three times (#1101).
- Build fixes for MSVC, GCC 16 and -Werror (#1154, #1128, #1126, #1045).
Diagnostics and docs
- DLSS presets E/F accepted by the
EDEN_NX2_DLSS_PRESETenv variable, and DLSS memory logged (#1098). Removed dead service stubs (#1252). Added tests (#1100). - Docs: Linux Bluetooth HFP note, a Visual Studio 2022 Qt link note, CPMUtil link, and new program ids (#946, #835, #795, #1260).
Thanks to everyone who contributed fixes in this build.
Downloads
Linux
Linux packages come as an AppImage and a tar.gz. Both are self-contained and need glibc 2.39 or newer (Ubuntu 24.04, Fedora 40, Debian 13, Arch). The tar.gz holds the same files unpacked, for systems without FUSE: extract it and run lichii/lichii.
| 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.