Ocarina Recomp & Hookshot compatibility status
Tested areas, GPU results and known bugs for the three projects, in their own words, with issue numbers so you can follow each fix.
- Updated daily
- Issue numbers
- GPU reports
Status at a glance
| Ocarina Recomp | Hookshot | TriAevum | |
|---|---|---|---|
| Version checked | v0.3.0 | v2.0.5 | v0.8.0-beta.1.2 |
| Stage | Experimental | Experimental | Beta (pre-release) |
| Tested area | Opening to the Great Deku Tree | Kokiri Forest | Reported to the end credits |
| Author’s test GPUs | RTX 5090 | RTX 4060 Ti 16 GB | Two NVIDIA, one AMD |
| Releases so far | 18 | 36 | 13 |
Statuses below are the projects’ own words from their READMEs and release notes, checked November 9, 2026. Issue numbers link to the trackers; “open” means open when this page was built.
Ocarina Recomp: tested areas
| What | Status |
|---|---|
| Opening and new game, up to the Great Deku Tree | Works |
| Kokiri village: trees, plants, houses, lighting | Works (exposure balanced & FSR upscaling in 0.2.9) |
| Sound, controller, saves and videos | Works |
| Performance on an RTX 5090 | ≈59 fps standing, 51–55 walking |
| Stutter when entering new areas | Still happens, mostly the first time (2,894 shader variants pre-prepared in 0.3.0) |
| Playing the ocarina | Fix applied, not yet tested in game |
| Hyrule Field and the rest of the game | Not tested yet |
| AMD and Intel cards | RDNA 1/2 opening movie freeze fixed in 0.3.0 (#181); ASTC to BC3 on APUs (#184) |
Since the README’s table was written, 0.2.2 fixed the crash after the opening cutscene, 0.2.3 prepares shaders at install time (no more 12 s and 25 s first-run freezes), 0.2.4 relit black leaves and grass, 0.2.5 made updates recompile in about a minute and fixed 4–12 GB cards, 0.2.6 converted all shaders up to Kokiri, 0.2.7 brought back the tree canopy and falling leaves while cutting VRAM by ~2.4 GB, 0.2.8 fixed AMD RX 580 Kokiri black compilation and Linux + NVIDIA white washout, and v0.3.0 fixed washed-out exposure (-1.25 default), added frame generation (2x–4x), AMD FSR 1/2.2 upscaling, and AMD RX 9070 XT boot mesh crash skips.
Hookshot: tested areas
| What | Status |
|---|---|
| Kokiri Forest: reaching gameplay and walking around | Works |
| Sound, controller, keyboard and saves | Works (controllers restored in v2.0.3) |
| In-game menu, frame generation and upscaling | Works (tabbed menu & GPU selector in v2.0.3) |
| Black flashes and flickering | Flickering fixed in v2.0.0 (#574) |
| Performance without frame generation | About 50 fps walking; ~10 ms Kokiri frame time on RTX 4060 Ti in v2.0.3 (#585 CPU draw caching) |
| Models with missing pieces (doors, fences, trees, foliage) | Fixed where tested (faces and lighting fixed in v2.0.5 (#772), foliage pointers in v2.0.3) |
| Stutter when entering new areas | Still happens, mostly the first time; 99% shader stall unblocked in v2.0.3 |
| Ultrawide | Wider picture with HUD kept 16:9 since the ultrawide release |
| Hyrule Field and the rest of the game | Not tested yet |
| AMD and Intel cards | Never tested by the author; contributor fixes shipping |
Hookshot moves even faster: 36 releases since November 5, 2026, numbered since v2.0.0 and now at v2.0.5. In its latest releases: a small installer and small updates, real ultrawide, about 45% more fps in Kokiri, fixes for 4 GB cards, Intel Arc freezes and AMD black screens, in v2.0.0 the flickering, water and fog fixes and the crash around Hyrule Castle and Kakariko, in v2.0.1 a working update check and shortcuts, in v2.0.2 the Linux AppImage build fix (#664) and 7 compute shaders (#597/#598), in v2.0.3 the controller SDL3 restore, unblocked 99% shader stall, foliage buffer pointers, and ~15% faster CPU draw replay, in v2.0.4 crash checkpoint logging, and in v2.0.5 the fix for dark character faces and lighting (#772), AMD terrain grid (#705), and builder scrolling on scaled screens. The README’s status table above has not been revised since these releases.
TriAevum: tested areas
| What | Status |
|---|---|
| Full playthrough | Reporters reached the end credits; credits crash fixed in beta.1.2 |
| USA ROM | Checked through install, title and file select |
| EUR ROM (original, Rev 1) | Supported |
| JP / KR / TW ROMs | Not supported yet |
| Linux (AMD, Mesa RADV) | Qualified on a desktop |
| Windows on AMD drivers | Untested by the developer |
| Steam Deck | Setup documented, not tested on hardware |
Known bugs and open reports
| Project | Issue | Problem | State |
|---|---|---|---|
| Ocarina Recomp | #184 | Integrated GPU / APU crash on save load (Radeon Vega 11 out of memory on 894 MB texture) | Fixed in 0.3.0 (CPU ASTC stored as BC3 at 1/4 VRAM) |
| Ocarina Recomp | #181 | Opening movie freezes black on AMD RDNA 1/2 | Fixed in 0.3.0 (CPU fence wait & dedicated present queue) |
| Ocarina Recomp | #182, #172, #171 | Out of video memory crashes (staging buffers, failed allocations, menu freeze) | Fixed in 0.3.0 (staging buffer fallback, freed texture drops, menu frame skip) |
| Ocarina Recomp | #131, #127 | Exaggerated bloom / overexposure, reported on AMD RX 6750 XT | Fixed in 0.2.9 (exposure changed from 0 to -1.25) |
| Ocarina Recomp | #128 | Game closes when taking out the ocarina | Open |
| Ocarina Recomp | #137 | Does not start on a GTX 1080 (no mesh shaders) | Closed (not planned) |
| Ocarina Recomp | #112 | RTX 3060 12 GB device lost after ~4 min on 0.2.4 (VRAM over budget) | Open; 0.2.5–0.3.0 cut VRAM use |
| Ocarina Recomp | #98 | AMD RX 580 / Polaris performance work | In progress |
| Ocarina Recomp | 0.3.0 notes | Blue-green squares in the Kokiri fog; dark falling leaves; occasional black flicker; tree canopies vanish up close | Known |
| Hookshot | v2.0.5 | Dark/black faces on Saria/mask shop owner/Link; AMD terrain line grid in Hyrule Field; builder buttons hidden on scaled screens | Fixed in v2.0.5 (#772, #705) |
| Hookshot | v2.0.3 | Controllers unresponsive / "Failed loading SDL3 library"; 5 fps on low presets with large GPUs; 99% shader preparation stall | Fixed in v2.0.3 |
| Hookshot | v2.0.5 known | Floating trees (Kakariko, Hyrule Castle) and holes in Gerudo Valley terrain | Open; being worked on |
| Hookshot | v2.0.3 known | RX 9070 XT abort at start on some systems | Open; send hookshot_log.txt |
| Hookshot | #614 | Great Deku Tree freeze or crash on AMD RX 6600 | Bounded compare-and-swap loops in v2.0.2 (#548); testing requested |
| Hookshot | #455 | Spider webs inside the Great Deku Tree are black | Open |
| Hookshot | #422 | Mountains not rendering, some light flashes | Open |
| Hookshot | #460 | Black screen after the intro on Intel Arc iGPU | Open |
| Hookshot | #426 | Black screen with audio on Ryzen Z1 Extreme (Legion Go) | Open |
| Hookshot | #454 | No path for GPUs without VK_EXT_mesh_shader (GTX 1070 Ti) | Feature request |
| Hookshot | #444 | No audio in game | Open |
| Hookshot | #287 | Crash on scene changes around Hyrule Castle, Castle Town and Kakariko | Fix listed in v2.0.0 notes; issue still open |
| Hookshot | #17, #496 | Intel GPU problems; Arc A750 black screen | Open; freeze and device-lost fixes in low-vram and fast-updates |
| Hookshot | #603 | Update from the game still broken for some users | Open; builder update flow reworked in v2.0.0; update check fixed again in v2.0.1 |
| Hookshot | #574, #386, #500 | Heavy flicker; texture corruption in long sessions; crash opening the ocarina note sheet | Closed (fixed) |
| Hookshot | #150 | Device lost while loading | Open; fixes in device-lost-fix and fast-updates |
| TriAevum | #126 | Crash in amdvlk64.dll on RX 6600 while preparing the renderer | Open |
| TriAevum | #123 | WASD controls broken | Open |
| TriAevum | #111 | Launcher too large on a 1360×768 screen | Open |
| TriAevum | #104, #92 | Final-scene crash; long-path launch failure | Fix listed in beta.1.2 notes; issues still open |
Report new problems on the right tracker: Ocarina Recomp, Hookshot, TriAevum. Include your GPU, driver, the release tag and the log, and never attach game files.
Frame-rate reports
The only published numbers come from the developers’ machines and release notes; see the comparison table. In short: ≈51–59 fps on an RTX 5090 (Ocarina Recomp), ≈50 fps walking on an RTX 4060 Ti (Hookshot README) and 33 → 47 fps in Kokiri on the same card after faster-fps, and 30–50 fps on a Radeon 8060S under Linux after Hookshot’s submit batching.
Why a GPU works in one project and not the other
The two Switch 2 recomps share goals but not code. Each translates the console’s shaders with its own patched toolchain (Ocarina Recomp uses a patched Ryujinx translator, Hookshot uses Eden’s shader recompiler), and each has its own memory and VRAM strategy. A driver crash fixed in one can still affect the other, so it is worth trying both with the same copy if one fails on your card.
Frequently asked questions
Can you finish Ocarina of Time on Ocarina Recomp or Hookshot?
Not confirmed yet. Both READMEs list only the opening area around Kokiri Forest and the Great Deku Tree as tested, and mark Hyrule Field and the rest of the game as not tested. TriAevum, which runs the 3DS version, has been played to the credits by reporters.
Why does the game stutter the first time?
Each new shader has to be translated and compiled for your GPU the first time it appears. Ocarina Recomp now prepares the shaders it knows during installation; Hookshot draws a frame or two late instead of freezing (worst freeze 2.6 s → 1.2 s). Passing the same place again is smooth.
Why is my screen black with sound?
Usually the GPU lost the device or a shader failed on your driver. Update the driver, use the newest release (Hookshot fixed device-lost cases on NVIDIA, Intel Arc and AMD between device-lost-fix and fast-updates), lower the quality preset on 4–8 GB cards, and attach the log to an issue: hookshot_log.1.txt (the previous run) or ultima-partida-erros.log.
Where are the logs?
Ocarina Recomp: ultima-partida-erros.log and the logs folder (last 10 runs) in the install folder; jogar\medir-partida.ps1 summarises a crash. Hookshot: hookshot_log.txt beside the game, with the previous four runs kept as hookshot_log.1.txt to .4.txt. TriAevum: logs/oot3d_native_game.log.