The Legend of Zelda: Ocarina of Time Remake Now Runs at 60 FPS on PC Emulators Lichii and Eglantine, a Day After Booting at 20-30 FPS

Yesterday we reported that The Legend of Zelda: Ocarina of Time remake was booting on PC at 15 to 30 FPS within hours of its official Switch 2 launch, albeit with heavy visual glitches. Just a day later, the situation has already massively improved. DSOGaming reports that the Lichii emulator has fixed most of the remake’s visual issues in a single day, with the starting area and the Great Deku Tree now running at 60…
Yesterday we reported that The Legend of Zelda: Ocarina of Time remake was booting on PC at 15 to 30 FPS within hours of its official Switch 2 launch, albeit with heavy visual glitches. Just a day later, the situation has already massively improved.
DSOGaming reports that the Lichii emulator has fixed most of the remake’s visual issues in a single day, with the starting area and the Great Deku Tree now running at 60 FPS rather than the 20-30 FPS of launch day. One user on X went further, describing the latest build as running at a stable 4K 60 FPS with clear visuals, no bloom problem, no artifacts, and no slow motion, with only minor stutters and freezing left.
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 fault on the Great Deku Tree during the opening animation, desynced audio in parts of the first cinematic, and slowdowns from low framerate. Which is roughly where you'd expect a two-day-old compatibility effort to be. Still, their video demonstrates a largely playable game, as you can see in the embed below.
The Eglantine repository shows the frantic activity of the modding team to improve Ocarina of Time compatibility. Lichii is a fork of Eglantine, which itself builds on Eden, yuzu and Sudachi, and Eglantine has pushed two Ocarina-specific test branches in the past day alone.
The fix/oot-blackscreen branch, built early on November 6, fixed those artifacts people have initially experienced. The Vulkan scheduler now pauses rather than resets the occlusion counter at each submission, which was producing the white flashes. Shader work covering nested returns addresses a black scene on AMD hardware. Storage buffers are now bound behind loaded pointers specifically for the game’s vegetation, which the developers’ own notes tie to the white wash some users reported.
A second branch, oot-optimization-fixes, landed around four hours ago and is almost entirely performance work: pipeline caching across sixteen sessions, saving every fifteen seconds; building a pipeline that a draw is actually waiting on rather than queuing it behind others; and building cached pipelines on background threads during boot.
The DLSS Conundrum
As an interesting side note, YouTuber ElAnalistaDeBits has taken a rather different approach to improving the remake's image quality: injecting NVIDIA DLSS via HDMI. The results, he shows, substantially clean up the shimmering that Nintendo’s choice of FSR 1.0 leaves in the native game.
It's a demonstration rather than a fix, of course. The console is still rendering what it always did, and nothing about the capture changes that. But it's a keen one, because the Switch 2's hardware notoriously supports DLSS and third-party developers do use it regularly. Nintendo's own first-party output, including Ocarina of Time, continues to employ FSR 1.0 instead, which is puzzling, 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'll just keep doing their own thing without explaining themselves to anyone. Of course, that largely works for them, as seen once again with the excellent reception of this remake.
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