RELEASE HISTORY

Lichii Emulator Builds and Updates

Explore notable Lichii Emulator releases, from graphics improvements and game compatibility fixes to new tools and platform updates. Each entry summarizes the published changes and links to the original release notes.

This page summarizes the 17 published GitHub releases checked on Nov 10, 2026, including older Eglantine builds. It is a manually maintained history, not a live feed. Back up your saves and verify the latest releases and known issues on GitHub.

CHANGELOG

Published release history

17 releases
Lichii Build 130Latest

Shader Cache v2, Lower RAM Usage and Faster Ocarina of Time

Build 130 focuses on reduced stutter, lower Windows memory consumption, improved Ocarina of Time performance, and the new .nx archive format.

Graphics and performance

  • Developer tests reported roughly 17% higher Ocarina of Time frame rate at Kokiri after asynchronous GPU read-back, with an additional approximately 8% improvement from moving memory-reading work to the back thread.
  • In a measured Donkey Kong Bananza scene, cheaper synchronization and descriptor reuse increased performance from about 14.7 to 16.1 FPS.
  • The HostTiming thread now sleeps rather than continually occupying a CPU core.

Shader cache, memory and game formats

  • Introduced shader cache v2; the release reports dramatically fewer shader builds during Mario Kart World relaunches.
  • Windows testing showed Ocarina of Time memory usage falling from approximately 13.4 GB to 7.2 GB by releasing unused zero-filled pages.
  • Added support for .nx archives and conversion of supported NSP, XCI and NUP content with updates or DLC into .nx; malformed game files are handled more safely.

Known issues and limitations

  • When upgrading, the release recommends clearing old pipeline caches once per game: right-click the game and choose Remove → Remove All Pipeline Caches. The first launch will rebuild shaders and may stutter.
  • Reported FPS and RAM changes are developer test measurements, not guaranteed gains on every system.
Read the original Lichii Build 130 release notes
Lichii Build 125Prerelease

Shader Precaching and Extensive Game Compatibility Fixes

A substantial update since Build 117 with shader preparation before launch, faster NUP loading, and fixes for Ocarina of Time, Mario Kart World and Donkey Kong Bananza.

Performance and shaders

  • Shaders are precached before game startup, reducing first-use hitches; compatible pipeline caches can be carried forward between versions.
  • NUP files now decompress only the portions a game actually reads, improving loading efficiency.
  • Donkey Kong Bananza performance rose from about 11.7 to 14.8 FPS at the developers’ specific benchmark location.

Game and platform fixes

  • Ocarina of Time gained a built-in FPS Unlock and Switch 2 frame-rate slider, alongside fixes for water flicker, cutscene playback and missing geometry.
  • Mario Kart World fixes address a 30 FPS lock with certain boosted GPU-clock settings and restore water effects.
  • Other updates address video synchronization, AMD compatibility, motion controls, Windows memory allocation and shader correctness.

Known issues and limitations

  • Performance improvements differ by game and hardware; the project recommends checking current notes for remaining issues.
Read the original Lichii Build 125 release notes
Lichii Build 117Prerelease

AMD Radeon Crash Regression Fixed

A targeted follow-up to Build 116, correcting a Windows AMD-driver crash during Ocarina of Time shader compilation.

AMD driver compatibility

  • Corrected incorrect cooperative-matrix capability detection on Radeon RX 6000, RX 5000, Vega and Polaris cards.
  • Restricted the faster matrix-processing path to supported AMD RDNA3-or-newer cards; NVIDIA and newer AMD GPUs were not affected by this regression.

Known issues and limitations

  • White streaks or trails around certain nighttime effects in Ocarina of Time may be reduced by disabling the experimental NVIDIA DLSS replacement option.
  • Splatoon Raiders was reported to have dark characters, a green tint and reduced frame rate.
Read the original Lichii Build 117 release notes
Lichii Build 116Prerelease

Ocarina of Time Fixes, NVIDIA DLSS and GPU Improvements

This feature-heavy release improved several games, graphics rendering and emulator tools, but introduced a Windows AMD regression fixed immediately in Build 117.

Ocarina of Time and graphics

  • Fixed disappearing grass in Hyrule Field, corrected AMD sky and haze rendering, and improved Dynamic FPS timing.
  • Introduced experimental NVIDIA DLSS Super Resolution replacement for compatible RTX cards and improved compatibility for GPUs without hardware mesh shaders.
  • Optimized neural-network shader handling on supported hardware; release notes include specific test-case FPS gains.

Other compatibility and features

  • Reported Mario Tennis Fever texture fixes and 60 FPS gameplay in developer testing.
  • Added microphone configuration, a present-rate FPS limiter, improvements to the updater, and Vulkan diagnostic fixes.

Known issues and limitations

  • Build 116 introduced an AMD RX 6000-and-older driver crash in Ocarina of Time; users of affected GPUs should install Build 117 or later instead.
  • Experimental DLSS replacement can cause white trails; Splatoon Raiders graphics regressions were under investigation.
Read the original Lichii Build 116 release notes
Lichii Build 95 (tagged build-94)Prerelease

Ocarina of Time Rendering Fixes and Crash Corrections

This release calls itself Build 95 in the emulator but was mistakenly published under the build-94 GitHub tag; there is no separate Build 94 release.

Ocarina of Time graphics

  • Fixed nearby foliage fading away, flashes during camera movement, misplaced terrain layers, and stale Z-target reticles.
  • Improved shader handling for Gerudo Valley and corrected several GPU macro and shader edge cases.

Reliability and shader caching

  • Addressed a random sparse-memory race and two crashes while scanning game folders.
  • Cached additional Vulkan pipelines for reduced stutter on later sessions; added several experimental CPU/GPU efficiency options.

Known issues and limitations

  • The project reports limited gameplay testing of some fixes and does not promise a measurable FPS improvement.
  • Use the build-94 download tag to obtain the release that reports itself as Build 95.
Read the original Lichii Build 95 (tagged build-94) release notes
Lichii Build 93Prerelease

AMD Graphics and Vulkan Stability Fixes

Build 93 focuses on graphics correctness for AMD hardware, more reliable Vulkan synchronization, and improvements to desktop configuration and background tasks.

Graphics and Vulkan

  • Corrected shader handling for misaligned 64-bit and 128-bit storage-buffer accesses, reducing the risk of incorrect reads and writes.
  • Improved Vulkan memory synchronization for indirect dispatch arguments and data written by compute shaders.
  • Applied targeted workarounds for AMD shader behavior and unusually slow shader compilation.

Performance and reliability

  • New desktop configurations use a performance-oriented starting profile; existing preferences are preserved.
  • Fixed a missed wake-up during worker cancellation, including shader-loading tasks.

Known issues and limitations

  • AMD fixes are targeted and were not verified across all affected gameplay. Performance and frame times may vary by driver and game.
  • Some AMD rendering issues and the initial Linux shader-loading stall remained under investigation at this release.
Read the original Build 93 release notes
Lichii Build 88Prerelease

Faster Pipeline Caching and FSR3 Refinements

Build 88 improves graphics pipeline preparation, updates the Vulkan cache, and adds adjustments for frame generation and Ocarina of Time.

Graphics and performance

  • Cached graphics pipelines can be prepared in background tasks, helping limit interruptions during play.
  • Updated the Vulkan disk cache to version 53 while preserving compatible version 52 caches.
  • Refined FSR3 frame generation, including temporal history and motion interpolation. The feature remains disabled by default.

Game add-ons

  • Included a Dynamic FPS add-on for The Legend of Zelda: Ocarina of Time, enabled by default for the supported game build.
  • Dynamic FPS and Max Resolution are separate add-ons that can be managed individually.

Known issues and limitations

  • An existing shutdown race may cause the emulator to hang when closing.
  • Dynamic FPS timing and performance vary by game state and system configuration; a consistent speed or FPS gain is not guaranteed.
Read the original Build 88 release notes
Lichii Build 83Prerelease

Ocarina of Time Visual Fixes and Background Shader Work

Build 83 addresses multiple rendering problems in Ocarina of Time while improving shader processing, texture handling, and emulator stability.

Game compatibility

  • Restored missing vegetation and improved sky lighting, material handling, and white-flash behavior in Ocarina of Time.
  • Corrected shader and mesh handling behind several visible graphics issues.
  • Added the Max Resolution add-on for the supported Ocarina of Time build.

Performance and developer tools

  • Moved supported shader work to background threads and introduced parallel texture unswizzling.
  • Fixed a movie-playback crash and window-resize situations that could lead to graphics device loss.
  • Added an optional local debugging server and MCP adapter for advanced diagnostics; both are off by default.

Known issues and limitations

  • Performance and compatibility can still differ across games and hardware. Changes tested in Ocarina of Time do not establish a universal performance improvement.
Read the original Build 83 release notes
Lichii Build 75Prerelease

Star Fox at 60 FPS and In-App Updates

Build 75 brings changes to game compatibility and introduces an updater that finds the appropriate release package for your operating system.

Game improvements

  • Raised Star Fox gameplay from 30 FPS to 60 FPS in the tested configuration.
  • Improved booting and rendering for the game described in the original notes as the “green-hat kid adventure.”

Updater and diagnostics

  • Introduced an in-app updater that checks the project’s GitHub releases and selects a platform-appropriate download.
  • Added optional diagnostic switches for sampled textures and shader comparisons.

Known issues and limitations

  • Star Fox may still encounter graphics device loss on RTX 50-series GPUs after scene changes; the release notes suggest trying NVIDIA driver 610.88.
  • A backing-memory allocation error on Windows can indicate insufficient physical memory plus page-file capacity. The release notes advise using a system-managed page file.
  • The “green-hat kid adventure” was reported to have heavy fog, low frame rates, and some unsupported shaders.
Read the original Build 75 release notes
Lichii Build 70Prerelease

The First Lichii Release and Major Game Fixes

Build 70 marks the move to the Lichii name and includes important early rendering, stability, and Apple Silicon improvements.

Game compatibility

  • Star Fox began rendering game scenes instead of displaying a black screen.
  • Fixed a crash after cutscenes in Donkey Kong Bananza.
  • Corrected the white-world rendering issue in Kirby Air Riders.
  • Added improvements for Mario Tennis Fever, video playback, and other supported games.

Apple Silicon and emulation

  • Changes to Apple Silicon memory, graphics, and video handling improved tested Mario Kart World races on an M4 Pro from roughly 9.5 FPS to 30–38 FPS.
  • Included upstream graphics and emulation fixes, including DLSS integration through NVIDIA Streamline.

Known issues and limitations

  • Some textures in the Yoshi demo remained black, and the game could crash later in play.
  • Kirby Air Riders could still pause during shader compilation.
  • Star Fox had an approximately 30 FPS gameplay cap in this build, before the Build 75 improvement.
Read the original Build 70 release notes
Eglantine Build 65Prerelease

The Final Eglantine Build Before Lichii

Build 65 was released under the Eglantine name, shortly before the project adopted the Lichii branding.

Release and platforms

  • Published an automated prerelease for Windows, Linux, and macOS.
  • Windows users could extract the archive and launch the executable, while Linux users could choose AppImage or tarball packages.
  • macOS support targeted Apple Silicon devices running macOS 15 or later.
Read the original Build 65 release notes
Eglantine Build 34Prerelease

Mario Tennis Fever and Experimental NVIDIA Matrix Work

An early pre-Lichii Eglantine release adding targeted rendering fixes and guarded experimental NVIDIA matrix optimizations.

Early compatibility improvements

  • Added boot and rendering fixes for Mario Tennis Fever.
  • Introduced guarded experimental NVIDIA cooperative-matrix lowering for supported graphics workloads.

Known issues and limitations

  • An experimental historical build. Later Lichii releases supersede it for most users.
Read the original Eglantine Build 34 release notes
Eglantine Build 25Prerelease

Unit Test Fixes and CI Validation

This prerelease focused mainly on correctness and continuous integration rather than new gameplay features.

Testing and stability

  • Fixed failing unit tests, including an AVX-512 count-leading-zeros issue.
  • Configured test execution in continuous integration to improve build validation.

Known issues and limitations

  • Release notes do not report a measured gameplay or FPS improvement.
Read the original Eglantine Build 25 release notes
Eglantine Build 15Prerelease

Early Multiplatform Packages

An early automatic nx2 build with installation packages for Windows, Linux and Apple Silicon macOS.

Platform availability

  • Provided Windows ZIP packages, Linux AppImage options and Apple Silicon macOS downloads.
  • Linux AppImages required glibc 2.39 or newer; macOS builds targeted Apple Silicon devices on macOS 15 or later.

Known issues and limitations

  • The published notes mainly document packaging and setup rather than verified compatibility changes.
Read the original Eglantine Build 15 release notes
Eglantine Build 10Prerelease

Initial Automated Multiplatform Build

An early automated nx2 release establishing accessible packages before the project adopted the Lichii name.

Build and packages

  • Published automatic Windows, Linux and macOS binaries.
  • Offered standard and PGO variants; performance differences were not quantified in these release notes.

Known issues and limitations

  • This is a historical prerelease.
Read the original Eglantine Build 10 release notes
Eglantine Build 31Prerelease

Locally Tested Windows GUI Build

A separately published Windows x86-64 GUI executable with targeted rendering and memory-management improvements.

Rendering and emulator internals

  • Included read-back and rendering fixes, improved JIT invalidation and native driver compilation.
  • Published a Windows ZIP and supplementary CI packages for additional platforms.

Known issues and limitations

  • Owner validation was limited: an expanded core-test selection had failures and some baseline checks remained incomplete.
  • Additional CI platform binaries were not independently gameplay-tested in the same way as the Windows executable.
Read the original Eglantine Build 31 release notes
Eglantine NX2 Windows BuildPrerelease

Early Windows Graphics and Memory Safeguards

An experimental Windows GUI build published shortly before the automated Eglantine and Lichii release series.

Graphics and reliability

  • Integrated earlier shader and color fixes along with sparse-memory lifecycle safeguards.
  • Added CPU/GPU read-back synchronization and session-only ASTC recompression on lower-memory graphics hardware.
  • The maintainers reported a targeted regression suite of 158 tests and a short Donkey Kong Bananza GUI check.

Known issues and limitations

  • The owner had not verified long-term memory stability or broad game compatibility.
Read the original Eglantine NX2 Windows Build release notes