What's new since build 65
Game fixes
- Star Fox: it now renders instead of showing a black screen. Its DLSS network goes through Lichii's de-jitter stand-in, which stops the heavy smearing and stretched geometry (#45, #46). The
ULDC.U16shader lowering is in (#45). Controller input works through HID command 300 (#64). The MSVC build of its colour match is fixed (#76). - Donkey Kong Bananza: fixes the crash after cutscenes and cuts the stutter from command-page draining on the split GPU thread (#70). Atomic compute shaders, pacing and descriptor fixes are in (#45). It runs well, though not at a locked 60 fps yet.
- Kirby Air Riders: fixes the white world (#56). Texture arrays with separate samplers no longer break, and the pipeline cache is now v50, so shaders rebuild once (#65). Shader translation is faster, and pipelines the game is waiting on now build immediately instead of queueing, so race stalls are shorter (#71).
- Mario Tennis Fever: fixes the device loss when the first court loads (#38).
- Nintendo Switch Sports Resort: system mixer audio in S16 format now plays (#75), with upstream's #472 fixes ported (#62).
- Yoshi and the Mysterious Book (demo): lowers the full-width IMNMX and buffer-reduction shaders (#66), and ports upstream's #123 shader subset and #502 video fixes (#62).
- Mario Kart World: the 30 fps mode and dynamic fps options from upstream #403 are under Graphics → Advanced (#45).
Video playback
- Ports upstream's H.264 framing, GPU-mapped presentation, end-of-stream readiness and bounded queue (#41 via #45).
- Compressed video inputs are kept beyond the readiness watermark (#49), and readiness notifications stop during teardown (#48).
Emulation and GPU
- Merges upstream Eglantine three times (#37, #42, #50). This brings in upstream's video decode fixes, per-draw GPU back-thread trims, DLSS through Streamline, the controller font fix and a tessellation guard (#426).
- Shader lowering adds native
BRA.U(#55), Ampere register-handle image loads and stores (#57), uniform shifts with an immediate high word (#58), geometry and FMUL fixes (#56), signed relocation compares (#74), and atomics behind unmapped native pointers (#47). - Split GPU thread: the thread is no longer drained before every pushbuffer entry (#54), and front-side buffer flushes run on the back thread (#59).
- Upstream safety ports from #329, #475 and #505, including range and syncpoint guards, swapchain recovery, the compute subgroup size check and the Polish language code (#62).
macOS
- Apple silicon: fastmem on 16 KiB pages, MoltenVK submission and render-pass work, and video session fixes. Measured in Mario Kart World on an M4 Pro, races went from about 9.5 fps to 30–38 fps (#22).
- Fixes the macOS build that failed in the window trace (#77).
Diagnostics (all off by default)
- NVIDIA Aftermath crash dumps are kept across launches (#67).
- Frame dumps, render, video and IPC tracing, the shader sweep and static shader extraction tools (#44, #60, #69, #71).
Known issues
- Star Fox gameplay is capped at about 30 fps, even though the game asks for 60. We're tracing the cause.
- Star Fox on RTX 50-series GPUs (5070 Ti, 5090) can lose the GPU device shortly after a scene change. If this happens to you, try NVIDIA driver 610.88.
- "Failed to allocate 14336 MiB of backing memory" means Windows ran out of RAM plus page file. Set the page file to system-managed and close memory-heavy apps.
- Yoshi demo: some textures are still black, and it can crash later in play.
- Kirby Air Riders: some races still stall while shaders build.
Automatic build of nx2 at 286117c.
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 (MSVC) | MSVC zip | The only Windows build with NVIDIA DLSS. Also use it if you run into graphical issues on other builds | |
| amd64 / x86_64 (MinGW) | PGO zip | Built with MinGW clang; bundles its own DLLs, no Visual C++ redistributable needed. No NVIDIA DLSS: use the MSVC zip for that |
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 (clang plus Eglantine's profile); prefer them when your CPU supports it.