Lichii build 83 is released. Lichii is an experimental, open-source Nintendo Switch and Switch 2 emulator written in C++. It builds on Eglantine, Eden, yuzu and Sudachi, preserving their contributions while developing this fork's game compatibility and renderer fixes. This is an independent fork, not an official release of those upstream projects. Lichii is not affiliated with Nintendo.
Lichii Changelog:
Ocarina of Time
Fixed missing vegetation and incorrect material data by resolving additional shader pointers and storage-buffer bindings.
Expanded read-only pointer-table bindings so grass shaders can access their instance data.
Corrected sky-ambient buffer tracking, improving affected lighting and colours.
Fixed the glowing doorway caused by incorrect mesh-shader register handling.
Fixed an occlusion-query reset bug associated with one-frame white flashes, and bounded query growth across submissions.
Fixed nested-return handling in shaders that could produce a black 3D scene on AMD.
Added support for more shadow gathers, 1080p upscaler gathers and previously unsupported compute instructions.
Fixed stale query reads in native macros under accurate GPU modes.
Added Max Resolution (built-in) in Add-Ons. It is enabled by default for the supported game build and can be disabled.
Added Ocarina-specific frame-ahead presentation tuning.
Performance and threading
Integrated the tested perf9 optimizations into production.
Moved supported native shader emission and Vulkan shader-module creation onto bounded background workers.
Added parallel unswizzling for eligible native textures, with owned input data and completion before upload.
Reduced repeated memory-range and layout calculations through map-time tracking.
Optimized GPU method dispatch and constant-buffer batching while preserving page boundaries.
Reduced clean-buffer scans, redundant index-buffer binds, usage-tracker resets and repeated uniform-bank checks.
Improved pipeline retention, fragment-barrier handling, GPU submission batching and fence flushing.
Reduced unnecessary GPU-write intersection checks and cached-page sorting.
Changed native CPU readbacks to on-demand flushing and batched previously read GPU-written ranges.
Avoided unnecessary GPU downloads when CPU writes update part of a GPU-owned page, while preserving neighbouring GPU data.
Limited fence downloads to the pages that require them.
Skipped uploads for new render targets fully overwritten by a clear.
Added brief idle polling for desktop Switch 2 guest cores to reduce thread wake-up overhead.
Stability and compatibility
Fixed a dirty-memory gathering race that could crash VP9 movie playback, including FINAL FANTASY RESONANCE.
Added eden-cli restart handoff support so launchers can preserve game state across application-requested restarts.
Corrected early wake and timeout handling for AMD MWAITX, Intel UMWAIT and fallback event waits.
Prevented draws from reaching Vulkan after their graphics pipeline failed to build.
Fixed swapchain recreation and suboptimal-image handling, including resize-related device-loss cases.
Corrected invalid depth-stencil reinterpretation copies associated with Star Fox crashes.
Deferred command-list snapshots when required GPU mappings are still queued, addressing stale command data.
Corrected Mario Kart World presentation pacing to use the presenting process.
Made Donkey Kong Bananza wait for its current frame by default to avoid premature buffer reuse.
Detected Switch 2 XCI metadata before choosing the guest clock.
Improved handling of empty NUP content directories and displayed NUP update versions in the game list.
Added 32-bit global atomic compare-and-swap shader support and corrected alpha-reference pipeline keys.
Restored conditional shader barriers on Mesa ANV.
Build and developer tools
Fixed GCC 13 warnings-as-errors failures in tests, MSVC signedness errors and Windows clang-cl NOMINMAX compatibility.
Fixed the macOS ARM64 buffer-tracker build failure by matching collected range lengths to the tracker's size_t API.
Added a GCC 13 Linux production build-and-test CI gate.
Added an opt-in local debug server and MCP adapter with screenshots, logs, frame captures, shader rejection, memory inspection and scripted input.
Expanded frame dumps, profiling, shader diagnostics and regression coverage. Diagnostic tools remain off by default.
Updated build tooling, release documentation and RenderDoc investigation guidance.
The newer Frizti performance ports, FSR3 frame-generation fixes, Bananza bitmap optimization and Dark's Ocarina Dynamic FPS patch are not included.
Performance and compatibility vary by game, scene and hardware. The perf9 build was tested successfully in Ocarina of Time; this is not a cross-game performance guarantee.
Download: Lichii build 83
Source: Here
2026-11-06
Tags:
Console,
Lichii,
Official_Build,
Switch2

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