Lichii Changelog:
Performance
✅ Ocarina of Time faster: async read-back stops the GPU thread waiting on the GPU, about +17% (28 → 33 fps at Kokiri) (#1028)
✅ Ocarina of Time faster again: memory-reading macros run on the back thread, so the front thread's wait is gone, about +8% more (#1056, port of jpkto's #805)
✅ Donkey Kong Bananza faster: cheaper semaphore waits and descriptor reuse, +9% (14.7 → 16.1 fps at the Ingot Isle gate) (#949)
✅ Bananza waits less: the restored semaphore mirror gives +0.4 fps and much shorter GPU waits (#979, #1014)
✅ Frees a full CPU core: the HostTiming thread now sleeps instead of spinning, with no fps or audio change (#1016)
Stutter and shaders
✅ New shader cache (v2): far fewer shaders built mid-game on relaunch (MKW 48 → 2 builds, hit rate 35% → 97%). Your old cache converts automatically in under half a second (#1036)
Memory
✅ About 6 GB less RAM on Windows: all-zero memory pages are released. At Kokiri, OoT dropped from 13.4 to 7.2 GB with almost no pagefile writes (#961, built on Ghostwolf13's #431)
New features
✅ .nx game support: load .nx archives, and convert NSP/XCI/NUP games with their updates and DLC to .nx (#923, fab918's #866)
Stability and fixes
Malformed PFS0, RomFS, NCA and XCI files no longer crash Lichii (#947, port of failaip12's Eglantine #462)
Fixed a use-after-free in the memory translation cache (#984)
Fixed a page-table overflow (#957)
Fixed texture-cache threshold log spam (#951)
For developers (off unless enabled)
The stutter trace with per-frame causes and long-frame detail, the shader cache bench, a memory trace and extra GPU profiling (#975, #1039, #951, #965)
Other
The README now warns that Lichii has no official website, only the game compatibility site (#1074)
Coming next (not in this build)
FSR 3.1 and FSR 4 for Ocarina of Time (AMD FSR 4 through AMD's official download, opt-in), a fix for Mario Kart World's texture-upload hitches, and the Bananza multi-core rebuild.
Automatic build of nx2 at 3dae119.
Download: Lichii build 130
Source: Here
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