Yesterday we reported that The Legend of Zelda: Ocarina of Time remake started on PC at 15 to 30 FPS a few hours after its official launch Switch 2 launch, but with big visual problems. A day later, the situation had already improved considerably.
DSOGaming reports that the Lichii The emulator fixed most of the remake’s visual issues in a single day, with the starting area and the Great Deku Tree now runs at 60 FPS rather than the 20-30 FPS of launch day. One in X users went further, describing the latest version as running at a stable 4K 60 FPS with clear visualsno blooming issues, no artifacts and no slow motion, with only minor stutters and freezes.
Separately, a Discord user running a 5700X CPU and RTX 5070 GPU with precompiled shaders reported in the Eglantine server reaching the Kokiri Sword from a new save with texture flickering still present on foliage and ground, a lighting glitch on the large Deku tree during the opening animation, out-of-sync audio in parts of the first cutscene, and slowdowns due to a low frame rate. This is about where you’d expect a two-day-old compatibility effort to go. Still, their video shows a largely playable game, as you can see in the embed below.
THE Eglantine The repository shows the frenzied activity of the modding team to improve Ocarina of Time compatibility. Lichii is a fork of Eglantine, which itself relies on Eden, yuzu and Sudachi, and Eglantine pushed two Ocarina-specific test branches in the last day alone.
The fix/oot-blackscreen branch, built early on November 6, fixed artifacts people initially encountered. The Vulkan scheduler now pauses rather than resets the occlusion counter on each submit, which was causing white flashes. Shader work covering nested returns is for a black scene on AMD hardware. Storage buffers are now linked behind pointers loaded specifically for the game’s vegetation, which the developers’ own notes link to the whitewashing reported by some users.
A second branch, oot-optimization-fixes, landed about four hours ago and is almost entirely performance work: pipeline caching over sixteen sessions, saving every fifteen seconds; build a pipeline that a pull is actually waiting for rather than queuing it behind others; and create cached pipelines on background threads during startup.


The DLSS conundrum
As an interesting side note, YouTuber ElAnalistaDeBits took a rather different approach to improving the image quality of the remake: injecting NVIDIA DLSS via HDMI. The results, he shows, Significantly clean up the shimmer that Nintendo’s choice of FSR 1.0 leaves in the native game.
This is of course a demonstration rather than a solution. The console still renders what it always has, and nothing in the capture changes that. But it’s an interesting question, because the Switch 2 hardware notoriously supports DLSS and third-party developers use it regularly. Nintendo’s first-party products, including Ocarina of Time, continue to use FSR 1.0 instead.which is confusing to say the least.
There’s simply no comparison between AMD FSR 1.0 and even the relatively old DLSS 3.1 CNN model available on the Switch 2.but Nintendo being Nintendo, they will continue to do their own thing without explaining themselves to anyone. Of course, it largely works for them, as proven once again by the excellent reception of this remake.
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