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[Crash] Legend of Zelda: Ocarina of Time (Remake) #668
I’d like to report that the Ocarina of Time issue is also reproducible on macOS with Apple Silicon (M4), including when using the experimental fix from PR #614.
System configuration
Device: MacBook Air (Apple M4)
RAM: 16 GB unified memory
OS: macOS 27.0.1 (26A434)
Architecture: ARM64 (native)
Graphics: Apple M4 integrated GPU
Graphics API: Vulkan via MoltenVK
Game: The Legend of Zelda: Ocarina of Time (Switch 2)
Title ID: 0400486024DEC000
Game format: .nup
Emulator build
I compiled Eglantine from source using CMake and Ninja on macOS.
The tested build includes the changes from PR #614:
b536a97 — video_core: upscale stand-in takes its images from the native program
The build completed successfully and runs natively on Apple Silicon.
Steps to reproduce
Launch Ocarina of Time.
Allow the introductory cutscene to play.
The video and audio play correctly throughout the cutscene.
When the cutscene ends and the game transitions to the 3D scene, the screen turns black.
Approximately four seconds later, Eglantine crashes.
This happens with the experimental PR #614 build.
Relevant emulator log
The introductory video finishes successfully:
[221.956711] nx2:vdecsvc frame 9254
(1920x1080, pts 154217000 us, end of stream)
Several VkPipelineBuilder threads are also active in MoltenVK graphics pipeline creation and Metal shader compilation.
Additional observations
The application uses an isolated XDG configuration, data and cache profile for testing.
Asynchronous shaders are disabled.
Disk shader cache and Vulkan driver pipeline cache are enabled.
EDEN_NX2_TENSOR was not enabled.
The same game also experienced crashes with the earlier Eglantine development build.
Questions
Since PR #614 appears to improve or fix 3D rendering on some NVIDIA and AMD configurations, could this remaining crash be related to MoltenVK or an unsupported shader/pipeline configuration on Apple Silicon?
Is there an additional patch, configuration option, or diagnostic test that would help isolate this issue on macOS?
I’m happy to provide the complete eden_log.txt, the macOS crash report, or perform further tests and compile additional patches.
Usually fixes the problem. If you have Windows or MacOS, try a version of that. But I kindly ask the developers to fix this in the codebase (it's been reported over 20 times in the last few days). The same type of issue seems to occur in both Windows and Linux whenever an AMD graphics card is present.
System: MacBook Pro 14" (Apple M4 Pro, 24 GB), macOS 27.3, MoltenVK 1.4.1 Build:3f4c7a3-nx2-experimental-efb9fb18 Game: Ocarina of Time 0400486024DEC000, .nup, update 2.0.0
What changed with this build: the black screen after the intro is gone and performance is much better. But the game still crashes right after the intro when the first 3D scene starts.
What I checked (all same result):
GPU accuracy High and Low (with High it gets past an earlier crash point and then fails at the same later point)
Docked mode, async shaders off
Shader cache and vulkan_static_pipelines.bin deleted and rebuilt from scratch
EDEN_NX2_NO_MESH=1: no effect, as expected, MoltenVK has no VK_EXT_mesh_shader so mesh draws are already skipped
Timeline from the log (Render.Vulkan:Debug), identical in every run:
nx2:vdecsvc ... end of stream (intro video ends, 500 to 1000 frames dropped late)
About 3.7 s later two 3D TIC ... 256x32x16 block_depth 4 and two 3D TIC ... 64x64x64 block_depth 4 images are created
Within the same ~10 ms about 20 graphics pipelines and 2 compute pipelines are created
Draw skipped (no pipeline): ... 16x16 miss=creation-failed
About 1 ms later the app aborts: thread VulkanWorker, Vulkan::MasterSemaphore::Refresh() throws (DEVICE_LOST), called from ResourcePool::CommitResource / DescriptorAllocator::Commit
Looks like a GPU fault on Metal in the first gameplay scene, maybe from a pass that uses the new 3D images (fog or lighting volume?). Happy to test patches or env flags (for example EDEN_NX2_REJECT_HASH) and to send full logs and crash reports.
The crash occurs inside Eglantine's Vulkan resource management and synchronization code.
The macOS crash report does not explicitly identify the underlying Vulkan error.
Expected behavior
The game transitions normally from the introductory cinematic into gameplay.
Actual behavior
Eglantine crashes immediately after the cinematic, despite running at a stable 60 FPS beforehand.
Additional information
The same game runs at approximately 8–9 FPS in Lichii Build 95 on this Mac, but Eglantine performs considerably better during the introductory cinematic.
A separate test using Eglantine's experimental fix-oot-blackscreen branch reproduces the same crash. Logs from that branch will be provided in a separate report.
Attachments
Original macOS crash report from November 7, 2026
I can provide additional testing and logs if required.[
I'm experiencing the same issue on an Apple Silicon MacBook Pro.
System configuration
Device: MacBook Pro (Apple M1 Pro)
RAM: 16 GB unified memory
OS: macOS Tahoe 26.7.2
Architecture: ARM64
Graphics: Apple M1 Pro
Graphics API: Vulkan via MoltenVK
Emulator build
Eglantine Nightly 216d3e2943-daily-20261107
Native Apple Silicon build
Steps to reproduce
Launch Eglantine and start The Legend of Zelda: Ocarina of Time Remake.
The introductory scene plays smoothly with almost no lag.
After the intro, when the second Zelda logo appears and the game transitions toward gameplay, FPS drops significantly.
The display eventually goes black and Eglantine crashes completely.
Crash details
A crash report from this build showed:
Triggered thread: VulkanWorker
Vulkan::MasterSemaphore::Refresh()
Vulkan::ResourcePool::CommitResource()
Vulkan::DescriptorAllocator::Commit()
The GPUBack thread also showed failures in Vulkan::RasterizerVulkan::Draw() and VideoCommon::BufferCache.
I tested the November 7 build and confirmed that it improves the introductory video performance, but the crash at the transition into gameplay remains.
I would be happy to test patches or workarounds for Apple Silicon / MoltenVK.
Activity
cromadot commentedon Nov 6, 2026
I’d like to report that the Ocarina of Time issue is also reproducible on macOS with Apple Silicon (M4), including when using the experimental fix from PR #614.
System configuration
Device: MacBook Air (Apple M4)
RAM: 16 GB unified memory
OS: macOS 27.0.1 (26A434)
Architecture: ARM64 (native)
Graphics: Apple M4 integrated GPU
Graphics API: Vulkan via MoltenVK
Game: The Legend of Zelda: Ocarina of Time (Switch 2)
Title ID: 0400486024DEC000
Game format: .nup
Emulator build
I compiled Eglantine from source using CMake and Ninja on macOS.
The tested build includes the changes from PR #614:
b536a97 — video_core: upscale stand-in takes its images from the native program
The build completed successfully and runs natively on Apple Silicon.
Steps to reproduce
Launch Ocarina of Time.
Allow the introductory cutscene to play.
The video and audio play correctly throughout the cutscene.
When the cutscene ends and the game transitions to the 3D scene, the screen turns black.
Approximately four seconds later, Eglantine crashes.
This happens with the experimental PR #614 build.
Relevant emulator log
The introductory video finishes successfully:
[221.956711] nx2:vdecsvc frame 9254
(1920x1080, pts 154217000 us, end of stream)
Shortly afterwards:
[226.077465] Draw skipped (no pipeline):
vs=0x115beb3c00 ps=0x115c189000
rt0=0x223afb6e00 16x16
[226.108309] assert texture format=0
srgb=false components={2 2 2 2}
[226.112147] assert texture format=0
srgb=false components={2 2 2 2}
[226.227019] Waiting for GPU tick 25741 failed:
VK_ERROR_DEVICE_LOST
Earlier in the log, several native compute shaders are rejected because of unsupported matrix multiplication instructions:
Native compute shader rejected:
native matrix multiply
(set EDEN_NX2_TENSOR to emulate)
Native QMD failed:
native shader dispatch required
macOS crash report
The crash report identifies Thread 44 (GPU) as the crashing thread.
Exception Type: EXC_CRASH (SIGABRT)
Termination Reason: Abort trap: 6
std::terminate()
Vulkan::RasterizerVulkan::Draw(bool, unsigned int)
Tegra::Engines::Maxwell3D::DrawManager::DrawEnd(...)
Several VkPipelineBuilder threads are also active in MoltenVK graphics pipeline creation and Metal shader compilation.
Additional observations
The application uses an isolated XDG configuration, data and cache profile for testing.
Asynchronous shaders are disabled.
Disk shader cache and Vulkan driver pipeline cache are enabled.
EDEN_NX2_TENSOR was not enabled.
The same game also experienced crashes with the earlier Eglantine development build.
Questions
Since PR #614 appears to improve or fix 3D rendering on some NVIDIA and AMD configurations, could this remaining crash be related to MoltenVK or an unsupported shader/pipeline configuration on Apple Silicon?
Is there an additional patch, configuration option, or diagnostic test that would help isolate this issue on macOS?
I’m happy to provide the complete eden_log.txt, the macOS crash report, or perform further tests and compile additional patches.
Thanks to everyone working on this emulator!
Shulbick commentedon Nov 6, 2026
The crash occurring with AMD graphics cards is related to the mesh shaders. Assuming Linux, starting Eglantine like this (in a Linux terminal):
EDEN_NX2_NO_MESH=1 ./eglantine-linux-x86_64-pgo.AppImage
Usually fixes the problem. If you have Windows or MacOS, try a version of that. But I kindly ask the developers to fix this in the codebase (it's been reported over 20 times in the last few days). The same type of issue seems to occur in both Windows and Linux whenever an AMD graphics card is present.
lui501 commentedon Nov 7, 2026
Same crash here, reproducible every time.
System: MacBook Pro 14" (Apple M4 Pro, 24 GB), macOS 27.3, MoltenVK 1.4.1
Build: 3f4c7a3-nx2-experimental-efb9fb18
Game: Ocarina of Time 0400486024DEC000, .nup, update 2.0.0
What changed with this build: the black screen after the intro is gone and performance is much better. But the game still crashes right after the intro when the first 3D scene starts.
What I checked (all same result):
EDEN_NX2_NO_MESH=1: no effect, as expected, MoltenVK has no VK_EXT_mesh_shader so mesh draws are already skippedTimeline from the log (Render.Vulkan:Debug), identical in every run:
nx2:vdecsvc ... end of stream(intro video ends, 500 to 1000 frames dropped late)3D TIC ... 256x32x16 block_depth 4and two3D TIC ... 64x64x64 block_depth 4images are createdDraw skipped (no pipeline): ... 16x16 miss=creation-failedVulkan::MasterSemaphore::Refresh()throws (DEVICE_LOST), called fromResourcePool::CommitResource/DescriptorAllocator::CommitLooks like a GPU fault on Metal in the first gameplay scene, maybe from a pass that uses the new 3D images (fog or lighting volume?). Happy to test patches or env flags (for example EDEN_NX2_REJECT_HASH) and to send full logs and crash reports.
ReMoOuZz commentedon Nov 7, 2026
[macOS / Apple M4] Ocarina of Time Switch 2 crashes immediately after the intro cinematic — VulkanWorker SIGABRT
System information
0ca2032bffProblem description
The game launches successfully and the introductory cinematic runs at a stable 60 FPS.
However, as soon as the cinematic ends and the game transitions into actual gameplay, Eglantine crashes completely and macOS displays a crash report.
The crash is reproducible at the same point every time.
Steps to reproduce
Settings tested
Changing these settings did not resolve the crash.
macOS crash report
The crash occurs inside Eglantine's Vulkan resource management and synchronization code.
The macOS crash report does not explicitly identify the underlying Vulkan error.
Expected behavior
The game transitions normally from the introductory cinematic into gameplay.
Actual behavior
Eglantine crashes immediately after the cinematic, despite running at a stable 60 FPS beforehand.
Additional information
The same game runs at approximately 8–9 FPS in Lichii Build 95 on this Mac, but Eglantine performs considerably better during the introductory cinematic.
A separate test using Eglantine's experimental
fix-oot-blackscreenbranch reproduces the same crash. Logs from that branch will be provided in a separate report.Attachments
I can provide additional testing and logs if required.[
eden_log.txt
eden_log.txt.old.txt
eglantine-crash.txt
USOJ433 commentedon Nov 7, 2026
I'm experiencing the same issue on an Apple Silicon MacBook Pro.
System configuration
Emulator build
216d3e2943-daily-20261107Steps to reproduce
Crash details
A crash report from this build showed:
Vulkan::MasterSemaphore::Refresh()Vulkan::ResourcePool::CommitResource()Vulkan::DescriptorAllocator::Commit()The GPUBack thread also showed failures in
Vulkan::RasterizerVulkan::Draw()andVideoCommon::BufferCache.I tested the November 7 build and confirmed that it improves the introductory video performance, but the crash at the transition into gameplay remains.
I would be happy to test patches or workarounds for Apple Silicon / MoltenVK.
Thanks!
cmake: require fmt 10 or newer before using the system fmt (Eglantine…