[Tracking] Invisible or missing objects, walls and effects #1002

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opened 2026-11-09 05:39:11 +00:00 by NotRexed · 31 comments
NotRexed commented 2026-11-09 05:39:11 +00:00 (Migrated from github.com)

This issue collects every open report of invisible or missing objects, walls and effects, so there is one place to follow it. The individual reports were closed pointing here; their logs, screenshots and discussion stay in each linked issue.

Summary

Things in the world that are not drawn, or are drawn black or distorted: walls and floors, the ground in the Lost Woods hole, the held torch's flame, cutscene particles, spider webs, the sky.

There are no GitHub reports yet of invisible pushable blocks, doors or enemies. If you see one, please post the place, a screenshot and hookshot_log.txt here.

Affected GPUs and versions

  • GPUs: any vendor.
  • Versions: early builds to v2.0.5.

Evidence from the logs

  • Incomplete game dump: Great Fairy Fountain and Water Temple walls and floors missing (#867, #960; #692 and #718 earlier).
    • The 23.3 GB dump is incomplete; a complete one is about 23.8 GB.
    • nup.py --verify on a 23.3 GB .nup finds all-zero files (CmnTex_Map_Soil_FairyFountain_Floor, Rock_WaterTemple_Gate, GanonStage); a complete dump fixed it for another player.
  • #376: ground invisible in the Lost Woods hole (video, no log).
  • #385: the held torch's flame is not drawn (wall torches are). v2.0.3 fixed how foliage culling reads its work counts (#252), which may cover it; please retest.
  • #64: particle effects missing in the Great Deku Tree's death cutscene (old build).
  • #455: spider webs inside the Deku Tree drawn black.
  • #967: the sky distorted when leaving Castle Town as adult Link.
  • Related, tracked elsewhere: walls missing in Link's house on Intel Arc 140V (#374, Intel tracker), missing terrain on GPUs without mesh shaders (GPUs-without-mesh-shaders tracker).

Workarounds

  • If walls or floors are missing in Fairy Fountains or the Water Temple, run nup.py --verify on your .nup. If it reports all-zero members, make a fresh, complete dump.

Reports merged here (7 issues, about 8 people)

Issue Title People GPU Version Key detail
#960 Missing wall textures / empty walls inside Fairy Fountain (Sacred For… 2 RX 9070 XT v2.0.5 Sacred Forest Meadow Great Fairy Fountain walls missing (same as #692); Deku Tree walls missing for a commenter
#64 Great Deku Tree cutscene effects missing 1 - old Particle effects missing in the Deku Tree death cutscene
#376 missing textures?? 1 ? foliage-linux-updater Lost Woods hole: ground invisible (video)
#385 Held-torch fire effect does not render (wall torches do): matches the… 1 - foliage-linux-updater Held torch flame not drawn (wall torches are); indirect-dispatch grid family #252 (v2.0.3 "foliage culling reads its work counts as the GPU wrote them (#252)"): retest
#455 The spider webs inside the Great Deku Tree are black. 1 ? device-lost-fix Deku Tree spider webs drawn black (log, screenshot); also asks for 16:10
#867 Fairy Fountain not rendered, all black except water and fairies 1 RTX 4090 v2.0.5 Great Fairy Fountain black except water/fairies; commenter's 23.30 GiB .nup has CmnTex_Map_Soil_FairyFountain_Floor zeroed
#967 Hyrule Field missing sky? (Adult Link) 1 RX 9060 XT v2.0.5 Sky severely distorted leaving Castle Town as adult Link

Adding a report

Please update to v2.0.6 first (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher). Please add: place, screenshot, GPU, version, hookshot_log.txt, and the size of your .nup.

All tracking issues

  • #993 Garbled / rainbow textures that get worse over play time (VRAM over budget, mostly 4-8 GB cards)
  • #994 Floating trees, missing mountains and vanishing near vegetation
  • #995 Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter
  • #996 AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes)
  • #997 AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot
  • #998 Black screen with audio after the intro / at the Deku Tree cutscene
  • #999 Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes
  • #1000 Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures
  • #1001 GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports
  • #1002 Invisible or missing objects, walls and effects
  • #1003 Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml)
  • #1004 Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces
  • #1005 Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing
  • #1006 AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software)
  • #1007 Feature requests (collected)
This issue collects every open report of invisible or missing objects, walls and effects, so there is one place to follow it. The individual reports were closed pointing here; their logs, screenshots and discussion stay in each linked issue. ## Summary Things in the world that are not drawn, or are drawn black or distorted: walls and floors, the ground in the Lost Woods hole, the held torch's flame, cutscene particles, spider webs, the sky. There are **no GitHub reports yet** of invisible pushable blocks, doors or enemies. If you see one, please post the place, a screenshot and `hookshot_log.txt` here. ## Affected GPUs and versions - **GPUs:** any vendor. - **Versions:** early builds to v2.0.5. ## Evidence from the logs - **Incomplete game dump:** Great Fairy Fountain and Water Temple walls and floors missing (#867, #960; #692 and #718 earlier). - The 23.3 GB dump is incomplete; a complete one is about 23.8 GB. - `nup.py --verify` on a 23.3 GB `.nup` finds all-zero files (CmnTex_Map_Soil_FairyFountain_Floor, Rock_WaterTemple_Gate, GanonStage); a complete dump fixed it for another player. - **#376:** ground invisible in the Lost Woods hole (video, no log). - **#385:** the held torch's flame is not drawn (wall torches are). v2.0.3 fixed how foliage culling reads its work counts (#252), which may cover it; please retest. - **#64:** particle effects missing in the Great Deku Tree's death cutscene (old build). - **#455:** spider webs inside the Deku Tree drawn black. - **#967:** the sky distorted when leaving Castle Town as adult Link. - Related, tracked elsewhere: walls missing in Link's house on Intel Arc 140V (#374, Intel tracker), missing terrain on GPUs without mesh shaders (GPUs-without-mesh-shaders tracker). ## Workarounds - If walls or floors are missing in Fairy Fountains or the Water Temple, run `nup.py --verify` on your `.nup`. If it reports all-zero members, make a fresh, complete dump. ## Reports merged here (7 issues, about 8 people) | Issue | Title | People | GPU | Version | Key detail | |---|---|---|---|---|---| | #960 | Missing wall textures / empty walls inside Fairy Fountain (Sacred For… | 2 | RX 9070 XT | v2.0.5 | Sacred Forest Meadow Great Fairy Fountain walls missing (same as #692); Deku Tree walls missing for a commenter | | #64 | Great Deku Tree cutscene effects missing | 1 | - | old | Particle effects missing in the Deku Tree death cutscene | | #376 | missing textures?? | 1 | ? | foliage-linux-updater | Lost Woods hole: ground invisible (video) | | #385 | Held-torch fire effect does not render (wall torches do): matches the… | 1 | - | foliage-linux-updater | Held torch flame not drawn (wall torches are); indirect-dispatch grid family #252 (v2.0.3 "foliage culling reads its work counts as the GPU wrote them (#252)"): retest | | #455 | The spider webs inside the Great Deku Tree are black. | 1 | ? | device-lost-fix | Deku Tree spider webs drawn black (log, screenshot); also asks for 16:10 | | #867 | Fairy Fountain not rendered, all black except water and fairies | 1 | RTX 4090 | v2.0.5 | Great Fairy Fountain black except water/fairies; commenter's 23.30 GiB .nup has CmnTex_Map_Soil_FairyFountain_Floor zeroed | | #967 | Hyrule Field missing sky? (Adult Link) | 1 | RX 9060 XT | v2.0.5 | Sky severely distorted leaving Castle Town as adult Link | ## Adding a report Please update to v2.0.6 first (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher). Please add: place, screenshot, GPU, version, `hookshot_log.txt`, and the size of your `.nup`. ## All tracking issues - #993 Garbled / rainbow textures that get worse over play time (VRAM over budget, mostly 4-8 GB cards) - #994 Floating trees, missing mountains and vanishing near vegetation - #995 Low FPS with low GPU usage (CPU-bound), FPS drops in Castle Town / Hyrule Field, shader stutter - #996 AMD on Windows: driver crash, device lost or freeze (RX 5000-9000, Deku Tree / after cutscenes) - #997 AMD handhelds and APUs (ROG Ally / Ally X, Legion Go, Radeon 780M/860M/890M): black screen, device lost, reboot - #998 Black screen with audio after the intro / at the Deku Tree cutscene - #999 Intel Arc and Core Ultra iGPUs: device lost, black screen after the intro, Linux ANV crashes - #1000 Linux and Steam Deck: GPU hangs, crashes, low FPS and build failures - #1001 GPUs without mesh shaders (GTX 9xx/10xx, RX 400/500/5000, Iris Xe/UHD): v2.0.6 fallback reports - #1002 Invisible or missing objects, walls and effects - #1003 Antivirus false positives on HookshotBuilder.exe (Defender Trojan:Script/Wacatac.H!ml) - #1004 Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces - #1005 Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing - #1006 AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software) - #1007 Feature requests (collected)
ww17666006275-lab commented 2026-11-09 11:44:26 +00:00 (Migrated from github.com)

@NotRexed The spider web on the wall is normal now, but the spider web underground is still black. The exposure issue after defeating Goma still exists. It returns to normal after watching the CG describing the three goddesses, and in the CG at the very beginning of the game, the name on the picture introducing Navi's name has disappeared.

Image Image Image Image

hookshot_log.txt

@NotRexed The spider web on the wall is normal now, but the spider web underground is still black. The exposure issue after defeating Goma still exists. It returns to normal after watching the CG describing the three goddesses, and in the CG at the very beginning of the game, the name on the picture introducing Navi's name has disappeared. <img width="2559" height="1599" alt="Image" src="https://github.com/user-attachments/assets/cd89e405-5fe1-4ee3-ba77-469189ba68cd" /> <img width="2559" height="1599" alt="Image" src="https://github.com/user-attachments/assets/09143e15-9157-4b71-8d97-3581b571d4e6" /> <img width="2559" height="1599" alt="Image" src="https://github.com/user-attachments/assets/03f7f773-e4bf-44d9-877a-8ed13ac162d5" /> <img width="2559" height="1599" alt="Image" src="https://github.com/user-attachments/assets/85b82195-014a-48ea-9bf7-84f2abebafa7" /> [hookshot_log.txt](https://github.com/user-attachments/files/34577114/hookshot_log.txt)
ww17666006275-lab commented 2026-11-09 11:44:55 +00:00 (Migrated from github.com)

In the new version, the visual noise in the graphics somewhat affects the viewing experience, and adjusting the sharpness doesn't seem to reduce it much.

In the new version, the visual noise in the graphics somewhat affects the viewing experience, and adjusting the sharpness doesn't seem to reduce it much.
HQU-HDR commented 2026-11-09 17:53:05 +00:00 (Migrated from github.com)

Yep, it was a problem with the dump. Getting a complete one fixed the Fairy Fountain problems.

Yep, it was a problem with the dump. Getting a complete one fixed the Fairy Fountain problems.
Caliel666 commented 2026-11-09 18:24:12 +00:00 (Migrated from github.com)
Image invisible mobilins during the run to the forest temple

rx9070xt windows 11

hookshot_log.txt

<img width="1823" height="1360" alt="Image" src="https://github.com/user-attachments/assets/dfb427c5-5e31-47b0-8e2e-c6c87d2a6c86" /> invisible mobilins during the run to the forest temple rx9070xt windows 11 [hookshot_log.txt](https://github.com/user-attachments/files/34592855/hookshot_log.-.Copy.txt)
Zenkcq commented 2026-11-09 18:32:44 +00:00 (Migrated from github.com)
Image Image

Water Temple, missing walls: still happening on v2.0.9.

  • GPU: AMD Radeon RX 9070 XT, Adrenalin last version, Ryzen 7 9800X3D, 32 GB RAM, Windows 11, 2560x1440
  • Where: Water Temple, floor 2E, around the central pillar room and the walkways next to the water
  • What: some wall/floor pieces are not drawn properly. They show as empty surfaces instead of their textures (screenshot attached).
  • Default settings (empty hookshot_env.txt).

Same symptom as #524 and #718. The darkness/black Link issue I had before is fixed on my side since v2.0.4. Only the missing walls remain.

<img width="2559" height="1439" alt="Image" src="https://github.com/user-attachments/assets/696d690a-0495-4c46-be14-81c1ca68e3d5" /> <img width="2559" height="1439" alt="Image" src="https://github.com/user-attachments/assets/b8b776d1-f340-42fa-9c8f-48ed8714601f" /> Water Temple, missing walls: still happening on v2.0.9. - GPU: AMD Radeon RX 9070 XT, Adrenalin last version, Ryzen 7 9800X3D, 32 GB RAM, Windows 11, 2560x1440 - Where: Water Temple, floor 2E, around the central pillar room and the walkways next to the water - What: some wall/floor pieces are not drawn properly. They show as empty surfaces instead of their textures (screenshot attached). - Default settings (empty hookshot_env.txt). Same symptom as #524 and #718. The darkness/black Link issue I had before is fixed on my side since v2.0.4. Only the missing walls remain.
DeathWrench commented 2026-11-09 20:35:54 +00:00 (Migrated from github.com)

There is a PR for lichii that addresses this, though I haven't been able to test it yet as I had to find a fairy fountain but now I have one and can.
https://github.com/zortos293/Lichii/pull/740
here is a save at a fountain for testing
save.zip

There is a PR for lichii that addresses this, though I haven't been able to test it yet as I had to find a fairy fountain but now I have one and can. https://github.com/zortos293/Lichii/pull/740 here is a save at a fountain for testing [save.zip](https://github.com/user-attachments/files/34598966/save.zip)
NotRexed commented 2026-11-09 21:20:35 +00:00 (Migrated from github.com)

Missing walls (Water Temple, Lost Woods, Castle Town entrance): A player found the cause of missing walls like this: an incomplete .nup dump where 3 textures have a zeroed zstd header (for example Rock_WaterTemple_Gate_M_01_Nrm). The build doesn't notice, and the walls that use those textures aren't drawn. A complete dump (about 23.8 GB) fixes it; dump the game again or copy it again, then rebuild. A builder check for this is being written.

Missing walls (Water Temple, Lost Woods, Castle Town entrance): A player found the cause of missing walls like this: an incomplete .nup dump where 3 textures have a zeroed zstd header (for example Rock_WaterTemple_Gate_M_01_Nrm). The build doesn't notice, and the walls that use those textures aren't drawn. A complete dump (about 23.8 GB) fixes it; dump the game again or copy it again, then rebuild. A builder check for this is being written.
Joey-Magnus commented 2026-11-09 21:34:26 +00:00 (Migrated from github.com)

How to identify the incomplete dump behind the Water Temple / Great Fairy Fountain reports. This is my own 23.3 GB .nup, which reproduces the missing walls:

  • size: 25,020,741,061 bytes
  • MD5 e5b85cea14686c5c6c75d05d57cb78a3
  • SHA-1 116bf0b8f2078361ec1f203ce59417b3a0f8b434
  • SHA-256 a6c3a78cc8eae635b70c8cf8c4871685fa1fb204279169f30efbb62ab9e98be5

Three of its romfs files start with zeros: Tex/Rock_WaterTemple_Gate_M_01_Nrm.bntx.zs, Tex/CmnTex_Map_Soil_FairyFountain_Floor_D_Nrm.bntx.zs and Tex/RBake_Scene_GanonStage_G_2_1_d0_t0.bntx.zs. The zeros are in the package's stored data, so nothing in the .nup holds a good copy. #1308 makes the builder put a similar texture in their place and print a warning. Tested in the Water Temple on Linux with an RTX 4070 Ti.

How to identify the incomplete dump behind the Water Temple / Great Fairy Fountain reports. This is my own 23.3 GB `.nup`, which reproduces the missing walls: - size: 25,020,741,061 bytes - MD5 `e5b85cea14686c5c6c75d05d57cb78a3` - SHA-1 `116bf0b8f2078361ec1f203ce59417b3a0f8b434` - SHA-256 `a6c3a78cc8eae635b70c8cf8c4871685fa1fb204279169f30efbb62ab9e98be5` Three of its romfs files start with zeros: `Tex/Rock_WaterTemple_Gate_M_01_Nrm.bntx.zs`, `Tex/CmnTex_Map_Soil_FairyFountain_Floor_D_Nrm.bntx.zs` and `Tex/RBake_Scene_GanonStage_G_2_1_d0_t0.bntx.zs`. The zeros are in the package's stored data, so nothing in the `.nup` holds a good copy. #1308 makes the builder put a similar texture in their place and print a warning. Tested in the Water Temple on Linux with an RTX 4070 Ti.
DeathWrench commented 2026-11-09 23:06:29 +00:00 (Migrated from github.com)

How to identify the incomplete dump behind the Water Temple / Great Fairy Fountain reports. This is my own 23.3 GB .nup, which reproduces the missing walls:

  • size: 25,020,741,061 bytes
  • MD5 e5b85cea14686c5c6c75d05d57cb78a3
  • SHA-1 116bf0b8f2078361ec1f203ce59417b3a0f8b434
  • SHA-256 a6c3a78cc8eae635b70c8cf8c4871685fa1fb204279169f30efbb62ab9e98be5

Three of its romfs files start with zeros: Tex/Rock_WaterTemple_Gate_M_01_Nrm.bntx.zs, Tex/CmnTex_Map_Soil_FairyFountain_Floor_D_Nrm.bntx.zs and Tex/RBake_Scene_GanonStage_G_2_1_d0_t0.bntx.zs. The zeros are in the package's stored data, so nothing in the .nup holds a good copy. #1308 makes the builder put a similar texture in their place and print a warning. Tested in the Water Temple on Linux with an RTX 4070 Ti.

Seems the dump 23.3GB is missing stuff. I tried a different dump and fairy fountain came back.

Image Image
> How to identify the incomplete dump behind the Water Temple / Great Fairy Fountain reports. This is my own 23.3 GB `.nup`, which reproduces the missing walls: > > * size: 25,020,741,061 bytes > * MD5 `e5b85cea14686c5c6c75d05d57cb78a3` > * SHA-1 `116bf0b8f2078361ec1f203ce59417b3a0f8b434` > * SHA-256 `a6c3a78cc8eae635b70c8cf8c4871685fa1fb204279169f30efbb62ab9e98be5` > > Three of its romfs files start with zeros: `Tex/Rock_WaterTemple_Gate_M_01_Nrm.bntx.zs`, `Tex/CmnTex_Map_Soil_FairyFountain_Floor_D_Nrm.bntx.zs` and `Tex/RBake_Scene_GanonStage_G_2_1_d0_t0.bntx.zs`. The zeros are in the package's stored data, so nothing in the `.nup` holds a good copy. [#1308](https://git.magicbean.dev/MagicBeanDev/Hookshot/pulls/1308) makes the builder put a similar texture in their place and print a warning. Tested in the Water Temple on Linux with an RTX 4070 Ti. Seems the dump 23.3GB is missing stuff. I tried a different dump and fairy fountain came back. <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/7da52f3a-165d-41e0-89f7-b09916b4c9bf" /> <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/0bcc51a9-121f-470e-bb4e-e965503f6b78" />
Zenkcq commented 2026-11-10 00:12:39 +00:00 (Migrated from github.com)

Confirmed: re-dumping fixed it. My old .nup was the incomplete one (the 3 textures started with zeros). After a fresh dump and a rebuild, the Water Temple walls render correctly on my RX 9070 XT. Thanks NotRexed and Joey-Magnus!

Confirmed: re-dumping fixed it. My old .nup was the incomplete one (the 3 textures started with zeros). After a fresh dump and a rebuild, the Water Temple walls render correctly on my RX 9070 XT. Thanks NotRexed and Joey-Magnus!
NotRexed commented 2026-11-10 01:59:41 +00:00 (Migrated from github.com)

Fixed in the v2.0.12 branch, closing when it ships. The builder now stands in for the 3 damaged textures of the incomplete 23.3 GB dump (#1308), so the Water Temple walls and fairy fountains draw. A complete ~23.8 GB dump already works today.

Fixed in the v2.0.12 branch, closing when it ships. The builder now stands in for the 3 damaged textures of the incomplete 23.3 GB dump (#1308), so the Water Temple walls and fairy fountains draw. A complete ~23.8 GB dump already works today.
NotRexed commented 2026-11-10 03:49:43 +00:00 (Migrated from github.com)

Also in the v2.0.12 branch: the Deku Tree floor web lighting on NVIDIA is restored (#1442), and 40 vertex programs that lowered wrongly (LEA.HI with a constant base) draw again (#1437). Closing the matching reports at release.

Also in the v2.0.12 branch: the Deku Tree floor web lighting on NVIDIA is restored (#1442), and 40 vertex programs that lowered wrongly (LEA.HI with a constant base) draw again (#1437). Closing the matching reports at release.
Djipi71 commented 2026-11-10 05:33:05 +00:00 (Migrated from github.com)

I see that zora's fountain have mountain not drawing at the top , we only see trees floating but not the wall. i have seen it at child link.

The zora rivers fallwater effect not working well too

on zora rivers too (and some other places ) i wee some shadows ugly square on the water principally

I see that zora's fountain have mountain not drawing at the top , we only see trees floating but not the wall. i have seen it at child link. The zora rivers fallwater effect not working well too on zora rivers too (and some other places ) i wee some shadows ugly square on the water principally
Djipi71 commented 2026-11-10 06:19:37 +00:00 (Migrated from github.com)

anb igor tomb is very buggy . i have the 23,8GB dump so all is ok :)

Image
anb igor tomb is very buggy . i have the 23,8GB dump so all is ok :) <img width="3810" height="2132" alt="Image" src="https://github.com/user-attachments/assets/07586cac-d2dc-4c10-b6fa-0b4d4f5eef22" />
The128ReBits commented 2026-11-10 07:28:03 +00:00 (Migrated from github.com)

Still happening on v2.0.11.

System: Ryzen 7 5700X3D · RTX 5070 Ti (NVIDIA driver 32.0.16.2114 / 621.14) · 32 GB RAM · Windows 11 Pro build 26300 · Vulkan. 100-180 FPS, performance fine.
Version: v2.0.11 (some screenshots taken on v2.0.10; resumed the same save in the same area on v2.0.11 hours later and the bugs are unchanged).
Progress: ~2+ hours in, young Link, Spanish language. Now on Death Mountain Trail.

Death Mountain Trail: solid black rectangular blocks in the sky (also visible behind the area title card) and bright magenta squares floating in the sky. They look like missing textures or placeholder geometry.

Image Image
Still happening on **v2.0.11**. **System:** Ryzen 7 5700X3D · RTX 5070 Ti (NVIDIA driver 32.0.16.2114 / 621.14) · 32 GB RAM · Windows 11 Pro build 26300 · Vulkan. 100-180 FPS, performance fine. **Version:** v2.0.11 (some screenshots taken on v2.0.10; resumed the same save in the same area on v2.0.11 hours later and the bugs are unchanged). **Progress:** ~2+ hours in, young Link, Spanish language. Now on Death Mountain Trail. Death Mountain Trail: solid black rectangular blocks in the sky (also visible behind the area title card) and bright magenta squares floating in the sky. They look like missing textures or placeholder geometry. <img width="2000" height="1125" alt="Image" src="https://github.com/user-attachments/assets/dcb35906-3d22-4db7-acd6-35f9f7b343a7" /> <img width="2000" height="1125" alt="Image" src="https://github.com/user-attachments/assets/745ed317-df75-4d0e-8038-11a1337eba70" />
Djipi71 commented 2026-11-10 12:21:01 +00:00 (Migrated from github.com)

V2.0.12 poe sister problem flame not render .first time you go to this place there is flame on torch but not on hookshot , same like poe sister take flame , they don't have in on there torches

Image
V2.0.12 poe sister problem flame not render .first time you go to this place there is flame on torch but not on hookshot , same like poe sister take flame , they don't have in on there torches <img width="3765" height="2105" alt="Image" src="https://github.com/user-attachments/assets/006d964a-cef4-4e69-a3ce-dd8706e1e596" />
Helvetichat commented 2026-11-10 15:19:11 +00:00 (Migrated from github.com)

update 2.0.13, missing walls and textures on a lot of zora assets (also zora domain entrance in lost woods) have not tested further.
config:
RX 9070 XT
i7-14700KF
32gb ram

Image Image Image

hookshot_log.txt

update 2.0.13, missing walls and textures on a lot of zora assets (also zora domain entrance in lost woods) have not tested further. config: RX 9070 XT i7-14700KF 32gb ram <img width="2557" height="1438" alt="Image" src="https://github.com/user-attachments/assets/f539b0c9-9611-4c88-b52c-0162dc393f11" /> <img width="2545" height="1438" alt="Image" src="https://github.com/user-attachments/assets/35a46e53-5263-480c-8c9b-a12940c6bf7a" /> <img width="2557" height="1438" alt="Image" src="https://github.com/user-attachments/assets/b5c334d4-83e0-4e9b-b005-e29cb430d7f0" /> [hookshot_log.txt](https://github.com/user-attachments/files/34636621/hookshot_log.txt)
other-jared commented 2026-11-10 17:32:32 +00:00 (Migrated from github.com)

Same issue here. Doorways and some critical items like the spinning object you can't fully see on top of this moving platform.

AMD Ryzen 7 5800X 8-Core Processor (3.80 GHz)
NVIDIA TITAN X (Pascal) (12 GB)
Windows 11
hookshot_log.txt
nub is 23.8GB

Image Image
Same issue here. Doorways and some critical items like the spinning object you can't fully see on top of this moving platform. AMD Ryzen 7 5800X 8-Core Processor (3.80 GHz) NVIDIA TITAN X (Pascal) (12 GB) Windows 11 [hookshot_log.txt](https://github.com/user-attachments/files/34642264/hookshot_log.txt) nub is 23.8GB <img width="1240" height="737" alt="Image" src="https://github.com/user-attachments/assets/a504d8df-5f72-440e-b555-e00cc3343359" /> <img width="1592" height="925" alt="Image" src="https://github.com/user-attachments/assets/76b17532-2885-4c2c-a2b9-8eb12176fd03" />
markgeen commented 2026-11-10 17:46:48 +00:00 (Migrated from github.com)

Data point: sharply rectangular flat / untextured wall patch on Linux + RADV (NAVI22), v2.0.13, complete dump verified

Adding this here as the tracking issue asks ("post the place, a screenshot and hookshot_log.txt here"). I searched the open issues first: #1799 was closed 13 minutes ago as a duplicate of this issue, and #1717 is a different place (Dodongo's Cavern floor), different hardware (RTX 5070 Ti / Windows 11) and disappears after re-entering the game. #993 tracks rainbow / garbled textures on 4–8 GB cards.

What happened
A large, sharply rectangular patch of rock wall renders as a flat, almost untextured grey-white slab, with perfectly straight horizontal and vertical boundaries against the correctly textured rock around it. A second spot shows the same abrupt texture change over the upper half of a stone pillar. Geometry and lighting are present — the surface texture is missing or wrong. This is not rainbow/checkerboard noise, not a black surface, and not a missing polygon. Three screenshots are attached.

Where in the game
An interior stone-walled passage with a wall torch (see screenshots). I will follow up with the exact room name on my next run — I did not note the in-game map name when taking the screenshots.

How often
Every time at that spot during one ~20-minute session (2026-11-11 00:39–00:58, UTC+8), seen in three screenshots. All three are from that single run: I have not retested after restarting the game, so I cannot claim it persists across sessions yet.

Version
v2.0.13 (source cfc565a2) — first line of hookshot_log.txt. Linux native binary, produced by the Builder's update from v2.0.12.

I know v2.0.14 is out and I am not on it. Its release notes list only three fixes (build folders with brackets, HDR menu colours, FPS counter size), none texture-related, and the Linux update means a ~29 min rebuild plus shader warm-up. I have not upgraded yet, so I am commenting here rather than ticking the "newest release" checkbox on a new issue form. I will retest on v2.0.14 before opening anything separate.

Graphics card and driver version
PowerColor Radeon RX 6750 GRE 10GB (Navi 22), PCI 1002:73ff / subsystem 148c:2429, 10224 MiB Hynix VRAM, VBIOS 113-001-X01.

Note: lspci and the kernel call this "Navi 23 / Radeon RX 6600" because AMD reused the 0x73ff device ID for the China-only RX 6750 GRE 10GB and pci.ids has no 148c:2429 subsystem entry. RADV reports it correctly:

[hos host] vk: device 0: AMD Radeon RX 6750 GRE 10GB (RADV NAVI22), Vulkan 1.4, driver 0x6802006, type 2

0x6802006 decodes as VK_MAKE_VERSION(26, 2, 6), matching Mesa 26.2.6.

  • mesa 1:26.2.6-1, vulkan-radeon 1:26.2.6-1 (RADV); the only ICD is radeon_icd.json, no AMDVLK
  • vulkan-icd-loader 1.4.363.0-1, libdrm 2.4.134-1, linux-firmware* 20261019-1
  • kernel 7.2.14-arch1-1, module amdgpu

CPU, RAM and operating system
Intel Core i5-12400F, 16 GB RAM + 16 GB zram swap, Arch Linux x86_64 (rolling), glibc 2.44, niri 26.04-1 (Wayland), SDL3 3.4.18-1, Wayland 1.26.0-1. Monitors: 1920x1080@75 (DP-2) and 1920x1080@60 (HDMI-A-1).

Changes from the defaults, at the time of the screenshots
(The .ini and hookshot_env.txt files themselves are not attached, per CONTRIBUTING; these are the values as text.)

Insert-menu rows: Quality preset Custom; Frame generation 2x; Frame pacing On; Game frame rate cap 60; Output resolution 2048x1152; Upscaler game's own; Resolution 67%; Sharpness 30%; Handheld profile On; HDR Off; Fullscreen Off; FPS counter On.

hookshot_env.txt lines at that time:

RX_VK_NO_FOLLOW=1
RX_VK_VRAM_MB=3072
RX_VK_MIRROR_MB=1024
RX_VK_NO_MESH=1
RX_VK_PRECOMPILE=0

NO_MESH, PRECOMPILE=0 and NO_FOLLOW were added earlier to get past a pipeline-compilation hang on this driver; I have no evidence they relate to textures.

The game dump is complete — this is not the known 23.3 GB case
The .nup is 25,622,267,860 bytes (23.86 GiB), i.e. the complete ~23.8 GB dump, not the truncated 23.3 GB one. I ran the official read-only check:

$ python -I nx2/nup.py <file.nup> --verify
verified 372587 records, 161114 unique extents: 0 bad; game .zs headers only (not inner decode/authenticity)

Exit code 0. So the zeroed-zstd-header cause described in this issue does not apply here, and I am also past v2.0.12 where the Builder stands in for those three textures.

Log evidence (hookshot_log.txt attached)

  • peak textures 3971 MB (budget 3072 MB) — textures over their budget
  • 2674 textures retired eviction events in that one run
  • no device lost, no over the driver's video-memory allowance; sysfs showed ~6.3–6.6 GB VRAM in use of the driver's ~9.3 GB allowance
  • the session ended normally with display: window closed, exiting. This is not a GPU hang (ring gfx timeout) and not an OOM kill.

The eviction volume resembles the pattern described in #993, although the visible result here is one flat untextured rectangle rather than rainbow blocks, this is a 10 GB card, and the maintainer marked the 6–8 GB garbled-texture case fixed in v2.0.12. #1774 also lists a small RX_VK_VRAM_MB as a way to force evictions, so the 3072 MB budget above is a plausible trigger I can A/B.

Not tried yet
RX_VK_ASTC_RGBA8=1 (the AMD workaround from #1006), AMDVLK instead of RADV, v2.0.14, and a restart with the raised texture budget. On disk I have since changed RX_VK_VRAM_MB=5120, Resolution 100%, Output resolution 1920x1080 and Handheld profile Off, but no run has happened since that change (no newer hookshot_log.txt), so I am not claiming those settings fix or fail anything.

Other software hooked into the game
No ReShade, no shader-cache tools, no overlays, no frame-generation injectors. Sunshine runs as a system service for streaming but was not streaming during this session and does not hook into the game; the 2x frame generation above is Hookshot's own menu option.

Happy to test a diagnostic build, provide the exact room name / a save position, or attach further logs.


Edit (2026-11-11): attachments, full system details, and a second data point

My first comment above said the screenshots and hookshot_log.txt were attached. They were not — my mistake. They are now embedded below. Everything in the original text still stands (same v2.0.13 build, same GPU and driver); this edit adds the missing evidence, the complete system environment, and what I observed in later runs.

Attachments

File Shows
screenshot-1-wall-flat.jpg the sharply rectangular flat grey-white rock wall patch described above
screenshot-2-pillar-grey.jpg stone pillar with an abrupt grey texture break over its upper half
screenshot-3-wall-flat-recheck.jpg the same wall patch, still present on a recheck
screenshot-4-owl-missing-perch.jpg Kaepora Gaebora drawn in a gripping pose with empty space under its talons — whatever it perches on is not drawn
screenshot-5-ranch-fence-missing.jpg a section of wooden fence/railing in front of the ranch is absent (a separate section on the right is still drawn), leaving bare ground and an exposed low stone edge
screenshot-7-ranch-surface.jpg the same ranch in daylight: the white stone arch and house walls are present but flat and near-untextured, while the sky, grass, the horse's shading and its cast shadow are lit normally
hookshot_log.txt the 2026-11-11 00:39-00:58 UTC+8 run that produced screenshots 1-3

Flat grey-white rectangular patch on a rock wall

Stone pillar with an abrupt grey texture break on its upper half

The same flat wall patch still present on a recheck

Kaepora Gaebora gripping empty space: its perch is not drawn

Missing wooden fence section in front of the ranch

Ranch in daylight: flat near-untextured surfaces with normal lighting and cast shadows

hookshot_log.txt: hookshot_log.txt

Note: these files are served as static mirrors from a host I control, because the upload path available to me cannot create native GitHub attachments. I can re-upload them as native user-attachments if the tracker prefers.

screenshot-6-dark-room.jpg is deliberately not here: it shows a different symptom (a crushed-dark interior) and belongs in the lighting tracker #1004, where I have posted it separately.

Full system environment

OS Arch Linux x86_64 (rolling), kernel 7.2.14-arch1-1, glibc 2.44
CPU Intel Core i5-12400F, 12 logical CPUs
RAM 16 GiB (15.47 GiB usable) + 16 GiB zram swap
Compositor niri 26.04-1 (Wayland), plasmalogin greeter; SDL3 3.4.18-1, Wayland 1.26.0-1
GPU PowerColor Radeon RX 6750 GRE 10GB, Navi 22 / RDNA2, PCI 1002:73ff, subsystem 148c:2429, VBIOS 113-001-X01, 10224 MiB Hynix VRAM (sysfs mem_info_vram_total = 10720641024 bytes)
Driver Mesa / RADV 1:26.2.6-1 (mesa, vulkan-radeon, lib32-mesa), Vulkan loader 1.4.363.0-1, linux-firmware 20261019-1, xf86-video-amdgpu 25.0.0-1; the only ICD is radeon_icd.json (no AMDVLK)
Vulkan device AMD Radeon RX 6750 GRE 10GB (RADV NAVI22), Vulkan 1.4, driver 0x6802006 = VK_MAKE_VERSION(26,2,6)
Display 2 x 1920x1080, DP-2 @ 75 Hz (primary) and HDMI-A-1 @ 60 Hz, both SDR; hdr=0 and the log says vi: QueryDisplayHdrStatus -> SDR
Implicit Vulkan layers installed VkLayer_LS_frame_generation.json (lsfg-vk-bin 1.0.0-4), MangoHud 0.8.4-1, gamescope WSI 3.17.0-1, MESA anti-lag, MESA device_select
Hookshot v2.0.13 (source cfc565a2), Linux native build from the Builder
Game dump program 0400486024DEC000 v131072, 25,622,267,860 bytes (23.86 GiB); official nx2/nup.py --verify returned verified 372587 records, 161114 unique extents: 0 bad

A note on the GPU name: lspci and the kernel call this card "Navi 23 / Radeon RX 6600" because AMD reused the 0x73ff device ID for the China-only RX 6750 GRE 10GB and pci.ids has no 148c:2429 subsystem entry. RADV reports it correctly. So please read "RX 6600" in my kernel logs as this Navi 22 part, not as a different card.

Settings at the time of screenshots 1-3 are in the original comment above. Since then I changed:

frame generation:      2x -> Off -> 3x
render resolution:     67% -> 100% (1920x1080)
output resolution:     2048x1152 -> 1920x1080
handheld profile:      On -> Off
sharpness:             30% -> 70%
frame pacing:          On (unchanged)
frame rate cap:        60 (unchanged)
HDR:                   Off (unchanged)
RX_VK_VRAM_MB:         3072 -> 5120

Current hookshot_env.txt lines (as text, per CONTRIBUTING — the files themselves are not attached):

RX_VK_NO_FOLLOW=1
RX_VK_VRAM_MB=5120
RX_VK_MIRROR_MB=1024
RX_VK_NO_MESH=1
RX_VK_PRECOMPILE=0

NO_MESH, PRECOMPILE=0 and NO_FOLLOW are leftovers from working around a pipeline-compilation hang on this driver in v2.0.12. I have no evidence they cause the missing objects. Since #1001 tracks missing terrain on GPUs without mesh shaders, I would appreciate guidance on whether skipping the task/mesh path can remove whole objects; I will A/B removing RX_VK_NO_MESH=1 on a later run.

More objects entirely absent (later runs)

  1. Wall torch stand / base — the torch fixture itself is invisible.
  2. Pushable blocks — the pushable stone blocks are invisible, so the puzzle cannot be read. This may be a first report for the "invisible pushable blocks" category that the issue body says has no GitHub reports yet.
  3. Spike roller / spinning spike trap — the rotating spiked roller is invisible.
  4. Whatever Kaepora Gaebora perches on — see screenshot-4. I could not recall what the object is, so I am not naming it.
  5. Fence / railing in front of the ranch — see screenshot-5.

I did not write down the in-game map names for screenshots 1-4, so I cannot name those rooms yet; I can supply them on the next run. Screenshots 5 and 7 are from the ranch area (I believe Lon Lon Ranch, but I have not confirmed the in-game name).

These are not AMD-only. They look like the same family as other-jared's doorway and "spinning object you can't fully see on top of this moving platform" (NVIDIA TITAN X / Pascal), Djipi71's torch fire not rendering, Caliel666's invisible enemies (RX 9070 XT), and Zenkcq's missing Water Temple walls — consistent with the "GPUs: any vendor" note in the issue body.

Two symptoms at the same place

Screenshots 5 and 7 were taken at the same ranch spot. In #5 a whole fence section is absent (geometry). In #7 the surfaces are present but flat and almost untextured. Outdoors there the sky, grass, the horse's shading and its cast shadow are all normally lit, so this is not a global lighting or exposure failure — which is why the crushed-dark interior screenshot goes to #1004 and this one does not.

Other variables, stated for completeness

  • An external frame-generation Vulkan implicit layer (lsfg-vk-bin 1.0.0-4, VkLayer_LS_frame_generation.json) is installed on this system. I have not confirmed whether it is active for the game process. No ReShade or other injectors.
  • Hookshot's own frame generation is multiplier-dependent on this machine: 2x juddered badly, Off removed it, 3x looks smooth, 4x judders again. In the 2x run the log repeatedly printed vk: fsr3fi: 0 of the last 600 made frames by FSR 3.1, 600 without its inputs (the renderer's own made them). Switching to 4x also coincided with a host-memory OOM kill at 02:01:45 UTC+8 (Free swap = 248kB, 16 GiB zram full); there was no ring gfx timeout / device wedged, so that was a system OOM, not a GPU hang. I have not A/B'd 3x vs 4x with a log and am not claiming a causal mechanism.
  • The missing objects persist at 100% render resolution with a 5120 MB texture budget, which weakens my earlier suspicion that the 3072 MB budget's eviction churn was the trigger.

Honest gaps in this report

  • Screenshots 4, 5 and 7 come from later runs whose output went to the terminal, so they have no matching log. I will capture the next run with ./bin/hookshot 2>&1 | tee hookshot_log-current.txt and add it here.
  • I have not retested on v2.0.14 yet (its notes list no texture-related fixes), and I have not A/B'd RX_VK_ASTC_RGBA8=1 or AMDVLK.
  • I have not confirmed the exact in-game room names, as noted above.

Happy to provide a save position, the exact room names, a fresh log from the same run as a screenshot, or test a diagnostic build.

### Data point: sharply rectangular flat / untextured wall patch on Linux + RADV (NAVI22), v2.0.13, complete dump verified Adding this here as the tracking issue asks ("post the place, a screenshot and `hookshot_log.txt` here"). I searched the open issues first: #1799 was closed 13 minutes ago as a duplicate of this issue, and #1717 is a different place (Dodongo's Cavern floor), different hardware (RTX 5070 Ti / Windows 11) and disappears after re-entering the game. #993 tracks rainbow / garbled textures on 4–8 GB cards. **What happened** A large, sharply rectangular patch of rock wall renders as a flat, almost untextured grey-white slab, with perfectly straight horizontal and vertical boundaries against the correctly textured rock around it. A second spot shows the same abrupt texture change over the upper half of a stone pillar. Geometry and lighting are present — the surface texture is missing or wrong. This is not rainbow/checkerboard noise, not a black surface, and not a missing polygon. Three screenshots are attached. **Where in the game** An interior stone-walled passage with a wall torch (see screenshots). I will follow up with the exact room name on my next run — I did not note the in-game map name when taking the screenshots. **How often** Every time at that spot during one ~20-minute session (2026-11-11 00:39–00:58, UTC+8), seen in three screenshots. All three are from that single run: I have **not** retested after restarting the game, so I cannot claim it persists across sessions yet. **Version** `v2.0.13 (source cfc565a2)` — first line of `hookshot_log.txt`. Linux native binary, produced by the Builder's update from v2.0.12. I know v2.0.14 is out and I am not on it. Its release notes list only three fixes (build folders with brackets, HDR menu colours, FPS counter size), none texture-related, and the Linux update means a ~29 min rebuild plus shader warm-up. I have not upgraded yet, so I am commenting here rather than ticking the "newest release" checkbox on a new issue form. I will retest on v2.0.14 before opening anything separate. **Graphics card and driver version** PowerColor Radeon RX 6750 GRE 10GB (Navi 22), PCI `1002:73ff` / subsystem `148c:2429`, 10224 MiB Hynix VRAM, VBIOS `113-001-X01`. Note: `lspci` and the kernel call this "Navi 23 / Radeon RX 6600" because AMD reused the `0x73ff` device ID for the China-only RX 6750 GRE 10GB and `pci.ids` has no `148c:2429` subsystem entry. RADV reports it correctly: ``` [hos host] vk: device 0: AMD Radeon RX 6750 GRE 10GB (RADV NAVI22), Vulkan 1.4, driver 0x6802006, type 2 ``` `0x6802006` decodes as `VK_MAKE_VERSION(26, 2, 6)`, matching Mesa 26.2.6. - `mesa 1:26.2.6-1`, `vulkan-radeon 1:26.2.6-1` (RADV); the only ICD is `radeon_icd.json`, no AMDVLK - `vulkan-icd-loader 1.4.363.0-1`, `libdrm 2.4.134-1`, `linux-firmware* 20261019-1` - kernel `7.2.14-arch1-1`, module `amdgpu` **CPU, RAM and operating system** Intel Core i5-12400F, 16 GB RAM + 16 GB zram swap, Arch Linux x86_64 (rolling), glibc 2.44, niri 26.04-1 (Wayland), SDL3 3.4.18-1, Wayland 1.26.0-1. Monitors: 1920x1080@75 (DP-2) and 1920x1080@60 (HDMI-A-1). **Changes from the defaults, at the time of the screenshots** (The `.ini` and `hookshot_env.txt` files themselves are not attached, per CONTRIBUTING; these are the values as text.) Insert-menu rows: Quality preset `Custom`; Frame generation `2x`; Frame pacing `On`; Game frame rate cap `60`; Output resolution `2048x1152`; Upscaler `game's own`; Resolution `67%`; Sharpness `30%`; Handheld profile `On`; HDR `Off`; Fullscreen `Off`; FPS counter `On`. `hookshot_env.txt` lines at that time: ``` RX_VK_NO_FOLLOW=1 RX_VK_VRAM_MB=3072 RX_VK_MIRROR_MB=1024 RX_VK_NO_MESH=1 RX_VK_PRECOMPILE=0 ``` `NO_MESH`, `PRECOMPILE=0` and `NO_FOLLOW` were added earlier to get past a pipeline-compilation hang on this driver; I have no evidence they relate to textures. **The game dump is complete — this is not the known 23.3 GB case** The `.nup` is `25,622,267,860` bytes (23.86 GiB), i.e. the complete ~23.8 GB dump, not the truncated 23.3 GB one. I ran the official read-only check: ``` $ python -I nx2/nup.py <file.nup> --verify verified 372587 records, 161114 unique extents: 0 bad; game .zs headers only (not inner decode/authenticity) ``` Exit code 0. So the zeroed-zstd-header cause described in this issue does not apply here, and I am also past v2.0.12 where the Builder stands in for those three textures. **Log evidence (`hookshot_log.txt` attached)** - peak `textures 3971 MB (budget 3072 MB)` — textures over their budget - `2674` `textures retired` eviction events in that one run - no `device lost`, no `over the driver's video-memory allowance`; sysfs showed ~6.3–6.6 GB VRAM in use of the driver's ~9.3 GB allowance - the session ended normally with `display: window closed, exiting`. This is not a GPU hang (`ring gfx timeout`) and not an OOM kill. The eviction volume resembles the pattern described in #993, although the visible result here is one flat untextured rectangle rather than rainbow blocks, this is a 10 GB card, and the maintainer marked the 6–8 GB garbled-texture case fixed in v2.0.12. #1774 also lists a small `RX_VK_VRAM_MB` as a way to force evictions, so the 3072 MB budget above is a plausible trigger I can A/B. **Not tried yet** `RX_VK_ASTC_RGBA8=1` (the AMD workaround from #1006), AMDVLK instead of RADV, v2.0.14, and a restart with the raised texture budget. On disk I have since changed `RX_VK_VRAM_MB=5120`, `Resolution 100%`, `Output resolution 1920x1080` and `Handheld profile Off`, but **no run has happened since that change** (no newer `hookshot_log.txt`), so I am not claiming those settings fix or fail anything. **Other software hooked into the game** No ReShade, no shader-cache tools, no overlays, no frame-generation injectors. Sunshine runs as a system service for streaming but was not streaming during this session and does not hook into the game; the 2x frame generation above is Hookshot's own menu option. Happy to test a diagnostic build, provide the exact room name / a save position, or attach further logs. --- ## Edit (2026-11-11): attachments, full system details, and a second data point My first comment above said the screenshots and `hookshot_log.txt` were attached. They were not — my mistake. They are now embedded below. Everything in the original text still stands (same v2.0.13 build, same GPU and driver); this edit adds the missing evidence, the complete system environment, and what I observed in later runs. ### Attachments | File | Shows | |---|---| | `screenshot-1-wall-flat.jpg` | the sharply rectangular flat grey-white rock wall patch described above | | `screenshot-2-pillar-grey.jpg` | stone pillar with an abrupt grey texture break over its upper half | | `screenshot-3-wall-flat-recheck.jpg` | the same wall patch, still present on a recheck | | `screenshot-4-owl-missing-perch.jpg` | Kaepora Gaebora drawn in a gripping pose with empty space under its talons — whatever it perches on is not drawn | | `screenshot-5-ranch-fence-missing.jpg` | a section of wooden fence/railing in front of the ranch is absent (a separate section on the right is still drawn), leaving bare ground and an exposed low stone edge | | `screenshot-7-ranch-surface.jpg` | the same ranch in daylight: the white stone arch and house walls are present but flat and near-untextured, while the sky, grass, the horse's shading and its cast shadow are lit normally | | `hookshot_log.txt` | the 2026-11-11 00:39-00:58 UTC+8 run that produced screenshots 1-3 | ![Flat grey-white rectangular patch on a rock wall](https://github.com/user-attachments/assets/a60bb510-af85-456c-bfcc-3404c8a99836) ![Stone pillar with an abrupt grey texture break on its upper half](https://github.com/user-attachments/assets/a0c82a76-ac1e-4908-b9eb-5d9c84835531) ![The same flat wall patch still present on a recheck](https://github.com/user-attachments/assets/ac778b78-71aa-493c-96f2-ffbbfede24b9) ![Kaepora Gaebora gripping empty space: its perch is not drawn](https://github.com/user-attachments/assets/3a67bf66-6ae2-4f75-9b1b-5bd0dd91dca2) ![Missing wooden fence section in front of the ranch](https://github.com/user-attachments/assets/3fbde4f0-609b-472d-bf23-96005b6370e1) ![Ranch in daylight: flat near-untextured surfaces with normal lighting and cast shadows](https://github.com/user-attachments/assets/f2ed43a6-5891-4ed1-8629-e3d6fce22ea7) `hookshot_log.txt`: [hookshot_log.txt](https://hookshot-issue-attachments.app.workbuddy.host/hookshot_log.txt?sharecode=COJTTHFWSI) > Note: these files are served as static mirrors from a host I control, because the upload path available to me cannot create native GitHub attachments. I can re-upload them as native `user-attachments` if the tracker prefers. `screenshot-6-dark-room.jpg` is deliberately **not** here: it shows a different symptom (a crushed-dark interior) and belongs in the lighting tracker #1004, where I have posted it separately. ### Full system environment | | | |---|---| | OS | Arch Linux x86_64 (rolling), kernel `7.2.14-arch1-1`, glibc 2.44 | | CPU | Intel Core i5-12400F, 12 logical CPUs | | RAM | 16 GiB (15.47 GiB usable) + 16 GiB zram swap | | Compositor | niri `26.04-1` (Wayland), plasmalogin greeter; SDL3 `3.4.18-1`, Wayland `1.26.0-1` | | GPU | PowerColor Radeon RX 6750 GRE 10GB, Navi 22 / RDNA2, PCI `1002:73ff`, subsystem `148c:2429`, VBIOS `113-001-X01`, 10224 MiB Hynix VRAM (sysfs `mem_info_vram_total` = `10720641024` bytes) | | Driver | Mesa / RADV `1:26.2.6-1` (`mesa`, `vulkan-radeon`, `lib32-mesa`), Vulkan loader `1.4.363.0-1`, `linux-firmware 20261019-1`, `xf86-video-amdgpu 25.0.0-1`; the only ICD is `radeon_icd.json` (no AMDVLK) | | Vulkan device | `AMD Radeon RX 6750 GRE 10GB (RADV NAVI22)`, Vulkan 1.4, `driver 0x6802006` = `VK_MAKE_VERSION(26,2,6)` | | Display | 2 x 1920x1080, DP-2 @ 75 Hz (primary) and HDMI-A-1 @ 60 Hz, both SDR; `hdr=0` and the log says `vi: QueryDisplayHdrStatus -> SDR` | | Implicit Vulkan layers installed | `VkLayer_LS_frame_generation.json` (`lsfg-vk-bin 1.0.0-4`), MangoHud `0.8.4-1`, gamescope WSI `3.17.0-1`, MESA anti-lag, MESA device_select | | Hookshot | `v2.0.13 (source cfc565a2)`, Linux native build from the Builder | | Game dump | program `0400486024DEC000` v131072, `25,622,267,860` bytes (23.86 GiB); official `nx2/nup.py --verify` returned `verified 372587 records, 161114 unique extents: 0 bad` | A note on the GPU name: `lspci` and the kernel call this card "Navi 23 / Radeon RX 6600" because AMD reused the `0x73ff` device ID for the China-only RX 6750 GRE 10GB and `pci.ids` has no `148c:2429` subsystem entry. RADV reports it correctly. So please read "RX 6600" in my kernel logs as this Navi 22 part, not as a different card. Settings at the time of screenshots 1-3 are in the original comment above. Since then I changed: ``` frame generation: 2x -> Off -> 3x render resolution: 67% -> 100% (1920x1080) output resolution: 2048x1152 -> 1920x1080 handheld profile: On -> Off sharpness: 30% -> 70% frame pacing: On (unchanged) frame rate cap: 60 (unchanged) HDR: Off (unchanged) RX_VK_VRAM_MB: 3072 -> 5120 ``` Current `hookshot_env.txt` lines (as text, per CONTRIBUTING — the files themselves are not attached): ``` RX_VK_NO_FOLLOW=1 RX_VK_VRAM_MB=5120 RX_VK_MIRROR_MB=1024 RX_VK_NO_MESH=1 RX_VK_PRECOMPILE=0 ``` `NO_MESH`, `PRECOMPILE=0` and `NO_FOLLOW` are leftovers from working around a pipeline-compilation hang on this driver in v2.0.12. I have **no evidence** they cause the missing objects. Since #1001 tracks missing terrain on GPUs without mesh shaders, I would appreciate guidance on whether skipping the task/mesh path can remove whole objects; I will A/B removing `RX_VK_NO_MESH=1` on a later run. ### More objects entirely absent (later runs) 1. **Wall torch stand / base** — the torch fixture itself is invisible. 2. **Pushable blocks** — the pushable stone blocks are invisible, so the puzzle cannot be read. This may be a first report for the "invisible pushable blocks" category that the issue body says has no GitHub reports yet. 3. **Spike roller / spinning spike trap** — the rotating spiked roller is invisible. 4. **Whatever Kaepora Gaebora perches on** — see `screenshot-4`. I could not recall what the object is, so I am not naming it. 5. **Fence / railing in front of the ranch** — see `screenshot-5`. I did not write down the in-game map names for screenshots 1-4, so I cannot name those rooms yet; I can supply them on the next run. Screenshots 5 and 7 are from the ranch area (I believe Lon Lon Ranch, but I have not confirmed the in-game name). These are **not** AMD-only. They look like the same family as `other-jared`'s doorway and "spinning object you can't fully see on top of this moving platform" (NVIDIA TITAN X / Pascal), `Djipi71`'s torch fire not rendering, `Caliel666`'s invisible enemies (RX 9070 XT), and `Zenkcq`'s missing Water Temple walls — consistent with the "GPUs: any vendor" note in the issue body. ### Two symptoms at the same place Screenshots 5 and 7 were taken at the same ranch spot. In #5 a whole fence section is absent (geometry). In #7 the surfaces are present but flat and almost untextured. Outdoors there the sky, grass, the horse's shading and its cast shadow are all normally lit, so this is **not** a global lighting or exposure failure — which is why the crushed-dark interior screenshot goes to #1004 and this one does not. ### Other variables, stated for completeness - An external frame-generation Vulkan **implicit layer** (`lsfg-vk-bin 1.0.0-4`, `VkLayer_LS_frame_generation.json`) is installed on this system. I have **not** confirmed whether it is active for the game process. No ReShade or other injectors. - Hookshot's own frame generation is multiplier-dependent on this machine: `2x` juddered badly, `Off` removed it, `3x` looks smooth, `4x` judders again. In the `2x` run the log repeatedly printed `vk: fsr3fi: 0 of the last 600 made frames by FSR 3.1, 600 without its inputs (the renderer's own made them)`. Switching to `4x` also coincided with a host-memory OOM kill at 02:01:45 UTC+8 (`Free swap = 248kB`, 16 GiB zram full); there was **no** `ring gfx timeout` / `device wedged`, so that was a system OOM, not a GPU hang. I have not A/B'd 3x vs 4x with a log and am not claiming a causal mechanism. - The missing objects persist at **100% render resolution with a 5120 MB texture budget**, which weakens my earlier suspicion that the 3072 MB budget's eviction churn was the trigger. ### Honest gaps in this report - Screenshots 4, 5 and 7 come from later runs whose output went to the terminal, so they have **no matching log**. I will capture the next run with `./bin/hookshot 2>&1 | tee hookshot_log-current.txt` and add it here. - I have not retested on v2.0.14 yet (its notes list no texture-related fixes), and I have not A/B'd `RX_VK_ASTC_RGBA8=1` or AMDVLK. - I have not confirmed the exact in-game room names, as noted above. Happy to provide a save position, the exact room names, a fresh log from the same run as a screenshot, or test a diagnostic build.
Drodriguez819 commented 2026-11-10 20:10:27 +00:00 (Migrated from github.com)

Texture issue throughout Dodongo Cave. AMD9070XTImage

Texture issue throughout Dodongo Cave. AMD9070XT<img width="1808" height="952" alt="Image" src="https://github.com/user-attachments/assets/5920f4b6-b65c-4c5c-8df1-2290da48f5aa" /> <!-- Failed to upload "hookshot_log - Copy.txt" -->
NotRexed commented 2026-11-10 20:15:58 +00:00 (Migrated from github.com)

A new Discord report: the Great Deku Tree with no walls and invisible blocks. If that's you: what's your .nup's size? A complete dump is about 23.8 GB; an incomplete 23.3 GB one hides walls (v2.0.12 and later stand in for its 3 damaged textures, so rebuild on the latest version too).

A new Discord report: the Great Deku Tree with no walls and invisible blocks. If that's you: what's your .nup's size? A complete dump is about 23.8 GB; an incomplete 23.3 GB one hides walls (v2.0.12 and later stand in for its 3 damaged textures, so rebuild on the latest version too).
EjianYT commented 2026-11-10 22:06:39 +00:00 (Migrated from github.com)

The water's simulation does not run on its own: waves and ripples stay frozen while the camera is still,
and only update when the camera moves. Walking into the water or standing still does not make it react
either.

V2.0.14

Where in the game: Cow cavern in Death Mountain.
How often: Every time
Graphics card and driver: RTX 5080, driver 621.14
CPU, RAM and OS: AMD Ryzen 7 7700X, 32 GB DDR5-4800, Windows 11 Pro 26H2 (build 26300.9818)
Changes from the defaults: Ultrawide = Monitor's shape (21:9), Frame generation on. Only mod: Xbox UI (romfs, button icons only).
Other software hooked in: No, nothing hooked in

hookshot_log.txt

https://youtu.be/j5WX7dq_zKc

The water's simulation does not run on its own: waves and ripples stay frozen while the camera is still, and only update when the camera moves. Walking into the water or standing still does not make it react either. V2.0.14 Where in the game: Cow cavern in Death Mountain. How often: Every time Graphics card and driver: RTX 5080, driver 621.14 CPU, RAM and OS: AMD Ryzen 7 7700X, 32 GB DDR5-4800, Windows 11 Pro 26H2 (build 26300.9818) Changes from the defaults: Ultrawide = Monitor's shape (21:9), Frame generation on. Only mod: Xbox UI (romfs, button icons only). Other software hooked in: No, nothing hooked in [hookshot_log.txt](https://github.com/user-attachments/files/34653159/hookshot_log.txt) [https://youtu.be/j5WX7dq_zKc](https://youtu.be/j5WX7dq_zKc)
sabogalc commented 2026-11-11 02:37:58 +00:00 (Migrated from github.com)

I am also seeing invisible and missing objects in Zora River. Below are screenshots of the same locations in both Hookshot and Fritchii.

Hookshot v2.0.14
Fritchii v5.8

Screenshot_20261110_212205 Screenshot_20261110_210619 Screenshot_20261110_212346 Screenshot_20261110_210914 Screenshot_20261110_212723 Screenshot_20261110_210947
I am also seeing invisible and missing objects in Zora River. Below are screenshots of the same locations in both Hookshot and Fritchii. Hookshot v2.0.14 Fritchii v5.8 <img width="1920" height="1080" alt="Screenshot_20261110_212205" src="https://github.com/user-attachments/assets/0f149c0e-ed90-4fe6-8895-ea45dff926d0" /> <img width="1920" height="1080" alt="Screenshot_20261110_210619" src="https://github.com/user-attachments/assets/302c4264-c30e-41dd-8cd7-8d9f06a48ac4" /> <img width="1920" height="1080" alt="Screenshot_20261110_212346" src="https://github.com/user-attachments/assets/a284bdbb-0642-4af2-8571-7a1c47d315c5" /> <img width="1920" height="1080" alt="Screenshot_20261110_210914" src="https://github.com/user-attachments/assets/235a52e4-9cc6-4e43-8f08-cbe89717e0ff" /> <img width="1920" height="1080" alt="Screenshot_20261110_212723" src="https://github.com/user-attachments/assets/dd710578-5640-4391-a5dc-55f8392e8e74" /> <img width="1920" height="1080" alt="Screenshot_20261110_210947" src="https://github.com/user-attachments/assets/eb786dc6-0062-4b94-be9f-785f7fb59d26" />
dazemc commented 2026-11-11 10:12:07 +00:00 (Migrated from github.com)

Triage note: damaged dumps produce exactly this symptom family (missing floors/walls) via texture stand-ins — confirmed with a dump whose FairyFountain floor normal was damaged (#1700 was the same cause). Proposed warning-UX improvements so reporters see it before filing: #2237.

Triage note: damaged dumps produce exactly this symptom family (missing floors/walls) via texture stand-ins — confirmed with a dump whose FairyFountain floor normal was damaged (#1700 was the same cause). Proposed warning-UX improvements so reporters see it before filing: #2237.
markgeen commented 2026-11-11 15:07:33 +00:00 (Migrated from github.com)

Follow-up on v2.1.0: transparent pillars / columns

Two more data points from v2.1.0 (Linux native, Builder build). Same family as the missing-object reports above, but here the geometry is not fully absent — it reads as transparent. A stone pillar/column that should be a solid opaque object shows up as an unlit, hard-edged dark mass that you can see the room through, and where it should join the ceiling or floor the boundary is a clean polygon cut instead of a joint.

Both are Inside the Deku Tree; the in-game map corner reads 2F in the first shot and 1F in the second.

File Shows
screenshot-8-pillar-2f.jpg 2F, next to the pushable block: the pillar/column edge has no lighting response, and the lit floor behind it stays visible instead of being occluded
screenshot-9-pillar-1f.jpg 1F, in front of the chest platform: the overhead stone structure is cut off mid-shape and appears to float in front of the flat wall

screenshot-8-pillar-2f.jpg

screenshot-9-pillar-1f.jpg

Both frames: 2x frame generation active (HUD reads 74 fps / game 37 and 72 fps / game 36, and the 2x badge is lit), 100% render resolution, 1920x1080 output.

Already ruled out

  • Not a stale or old-build cache. hookshot_version.txt reads v2.1.0, and the per-build caches were all regenerated by the v2.1.0 Builder today: a full recompile of hookshot_programs.bin (6,691,159,679 bytes) plus the pipeline/state files at 13:25–13:28, then further rewrites at 22:07 (programs.bin) and 22:36 (pipelines.bin, computes.bin, pipeline_states.bin). The old v2.0.13 set and this fresh v2.1.0 set both show the symptom, which is why I read it as deterministic rather than cache damage.
  • Not VRAM eviction churn. Reproduces at 100% render resolution with RX_VK_VRAM_MB=5120.
  • Not a global lighting/exposure failure. See the daylight ranch screenshots in my comment above: sky, grass, the horse's shading and its cast shadow are lit normally while the stone surfaces stay flat.

Settings at the time of these two screenshots (raw hookshot_options.ini values)

quality_preset=0
fullscreen=1
frame_generation=2
frame_pacing=0
frame_rate_cap=0
output_res=1920x1080
dlss=0
resolution=1
upscaling=2
sharpness=90
anisotropic_filtering=4
hdr=0
mesh_shaders=0
robust_buffers=0
descriptor_reuse=1
sampler_cache=0
handheld_profile=0
ultrawide=0
debug_tools=1

Current hookshot_env.txt (as text, per CONTRIBUTING)

RX_VK_NO_FOLLOW=1
RX_VK_VRAM_MB=5120
RX_VK_MIRROR_MB=1024
RX_VK_NO_MESH=1
RX_VK_PRECOMPILE=1

RX_VK_PRECOMPILE is now 1; it was 0 when I wrote the comment above. On v2.1.0 the first run compiled about 31,637 programs at runtime, with single-frame ASTC uploads up to 1,250 ms, so I went back to startup precompilation. RX_VK_NO_MESH=1 is still left over from the v2.0.12 pipeline-compilation hang workaround — I have no evidence it causes this, and I am willing to A/B removing it if you think the task/mesh path could explain partially transparent geometry.

Happy to supply whichever is most useful next: a save at the 2F pillar, the same two rooms with RX_VK_NO_MESH=0, or a run with Hookshot's frame generation fully off to see whether the transparency changes.

### Follow-up on v2.1.0: transparent pillars / columns Two more data points from `v2.1.0` (Linux native, Builder build). Same family as the missing-object reports above, but here the geometry is not fully absent — it reads as **transparent**. A stone pillar/column that should be a solid opaque object shows up as an unlit, hard-edged dark mass that you can see the room through, and where it should join the ceiling or floor the boundary is a clean polygon cut instead of a joint. Both are Inside the Deku Tree; the in-game map corner reads `2F` in the first shot and `1F` in the second. | File | Shows | |---|---| | `screenshot-8-pillar-2f.jpg` | 2F, next to the pushable block: the pillar/column edge has no lighting response, and the lit floor behind it stays visible instead of being occluded | | `screenshot-9-pillar-1f.jpg` | 1F, in front of the chest platform: the overhead stone structure is cut off mid-shape and appears to float in front of the flat wall | ![screenshot-8-pillar-2f.jpg](https://github.com/user-attachments/assets/c654c7f3-c3f5-42d6-9669-c9da826d0510) ![screenshot-9-pillar-1f.jpg](https://github.com/user-attachments/assets/6555a174-f4ce-4cad-bf77-a886cb4e2ed8) Both frames: 2x frame generation active (HUD reads `74 fps / game 37` and `72 fps / game 36`, and the `2x` badge is lit), 100% render resolution, 1920x1080 output. #### Already ruled out - **Not a stale or old-build cache.** `hookshot_version.txt` reads `v2.1.0`, and the per-build caches were all regenerated by the v2.1.0 Builder today: a full recompile of `hookshot_programs.bin` (6,691,159,679 bytes) plus the pipeline/state files at 13:25–13:28, then further rewrites at 22:07 (`programs.bin`) and 22:36 (`pipelines.bin`, `computes.bin`, `pipeline_states.bin`). The old v2.0.13 set and this fresh v2.1.0 set both show the symptom, which is why I read it as deterministic rather than cache damage. - **Not VRAM eviction churn.** Reproduces at 100% render resolution with `RX_VK_VRAM_MB=5120`. - **Not a global lighting/exposure failure.** See the daylight ranch screenshots in my comment above: sky, grass, the horse's shading and its cast shadow are lit normally while the stone surfaces stay flat. #### Settings at the time of these two screenshots (raw `hookshot_options.ini` values) ``` quality_preset=0 fullscreen=1 frame_generation=2 frame_pacing=0 frame_rate_cap=0 output_res=1920x1080 dlss=0 resolution=1 upscaling=2 sharpness=90 anisotropic_filtering=4 hdr=0 mesh_shaders=0 robust_buffers=0 descriptor_reuse=1 sampler_cache=0 handheld_profile=0 ultrawide=0 debug_tools=1 ``` #### Current `hookshot_env.txt` (as text, per CONTRIBUTING) ``` RX_VK_NO_FOLLOW=1 RX_VK_VRAM_MB=5120 RX_VK_MIRROR_MB=1024 RX_VK_NO_MESH=1 RX_VK_PRECOMPILE=1 ``` `RX_VK_PRECOMPILE` is now `1`; it was `0` when I wrote the comment above. On v2.1.0 the first run compiled about 31,637 programs at runtime, with single-frame ASTC uploads up to 1,250 ms, so I went back to startup precompilation. `RX_VK_NO_MESH=1` is still left over from the v2.0.12 pipeline-compilation hang workaround — I have no evidence it causes this, and I am willing to A/B removing it if you think the task/mesh path could explain partially transparent geometry. Happy to supply whichever is most useful next: a save at the 2F pillar, the same two rooms with `RX_VK_NO_MESH=0`, or a run with Hookshot's frame generation fully off to see whether the transparency changes.
markgeen commented 2026-11-11 15:21:01 +00:00 (Migrated from github.com)

Update — A/B test pins the transparent geometry to the non-mesh fallback path

Did a clean A/B test on RADV (Mesa 26.2.6, RX 6750 GRE / Navi 22, Hookshot v2.1.0):

  • mesh_shaders=0 + RX_VK_NO_MESH=1 (the path my card defaults to): pillars are transparent / do not occlude — this is the bug (same as the screenshots I attached earlier).
  • mesh_shaders=1 + RX_VK_NO_MESH=0: the same pillars render correctly.

So the invisible/transparent geometry is specifically in Hookshot's non-mesh (task/mesh-disabled) code path, not a cache, VRAM-budget, or global-illumination issue. A full fresh recompile across v2.0.13 → v2.1.0 did not change it, so it is deterministic, not random corruption.

Caveat for the maintainers: on my specific GPU, enabling mesh/task shaders eventually triggered a hard GPU hang (ring gfx_0.0.0 timeout → MODE1 reset, after several minutes of gameplay, not on entry), so I cannot run mesh-on as a daily workaround. But the correct-vs-broken contrast above still isolates the bug to the fallback path — i.e. the fix should be in the non-mesh geometry/alpha path, not "just tell users to enable mesh shaders" (which is unstable on some RDNA2 cards).

Environment: Arch Linux (kernel 7.2.14-arch1-1), niri/Wayland, i5-12400F, 16 GB + 16 GB zram, RX 6750 GRE 10 GB (Navi 22), Mesa/RADV 26.2.6, Hookshot v2.1.0, game dump verified 0 bad.

**Update — A/B test pins the transparent geometry to the non-mesh fallback path** Did a clean A/B test on RADV (Mesa 26.2.6, RX 6750 GRE / Navi 22, Hookshot v2.1.0): - `mesh_shaders=0` + `RX_VK_NO_MESH=1` (the path my card defaults to): **pillars are transparent / do not occlude** — this is the bug (same as the screenshots I attached earlier). - `mesh_shaders=1` + `RX_VK_NO_MESH=0`: **the same pillars render correctly.** So the invisible/transparent geometry is specifically in **Hookshot's non-mesh (task/mesh-disabled) code path**, not a cache, VRAM-budget, or global-illumination issue. A full fresh recompile across v2.0.13 → v2.1.0 did not change it, so it is deterministic, not random corruption. Caveat for the maintainers: on my specific GPU, enabling mesh/task shaders eventually triggered a hard GPU hang (`ring gfx_0.0.0 timeout → MODE1 reset`, after several minutes of gameplay, not on entry), so I cannot run mesh-on as a daily workaround. But the correct-vs-broken contrast above still isolates the bug to the fallback path — i.e. the fix should be in the non-mesh geometry/alpha path, not "just tell users to enable mesh shaders" (which is unstable on some RDNA2 cards). Environment: Arch Linux (kernel 7.2.14-arch1-1), niri/Wayland, i5-12400F, 16 GB + 16 GB zram, RX 6750 GRE 10 GB (Navi 22), Mesa/RADV 26.2.6, Hookshot v2.1.0, game dump verified 0 bad.
NotRexed commented 2026-11-11 21:21:56 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #1699: Castle Town Market (child): walls, ground and house fronts missing with the sky showing through; characters dr
  • #1700: Sacred Forest Meadow maze, fairy fountain grotto: only the fountain basin draws, no floor or walls (v2.0.12+)
  • #1899: Leaves on bushes in Hyrule Castle disappear when you get close (V2.0.14; RTX 4080 (16GB) and V32.0.15.8157; Ryzen 7 7800x3d, 64GB, Windows 10)
  • #2410: [OoT] Only the fountain geometry renders; everything else stays black every time entering the Great Fairy's Fo (v.2.1.0; RTX 4070 TI SUPER,NVIDIA 617.42; intel 32GB windows 11)
More reports of this, collected here: - #1699: Castle Town Market (child): walls, ground and house fronts missing with the sky showing through; characters dr - #1700: Sacred Forest Meadow maze, fairy fountain grotto: only the fountain basin draws, no floor or walls (v2.0.12+) - #1899: Leaves on bushes in Hyrule Castle disappear when you get close (V2.0.14; RTX 4080 (16GB) and V32.0.15.8157; Ryzen 7 7800x3d, 64GB, Windows 10) - #2410: [OoT] Only the fountain geometry renders; everything else stays black every time entering the Great Fairy's Fo (v.2.1.0; RTX 4070 TI SUPER,NVIDIA 617.42; intel 32GB windows 11)
jnrtec commented 2026-11-12 00:35:27 +00:00 (Migrated from github.com)

Missing geometry and textures (walls/rocks) in Water Temple - The Legend of Zelda Ocarina of Time

When exploring the Water Temple, the environment geometry (walls, rocks, and structures) fails to render and is completely invisible. The water, the character (Link), and some interactive objects render normally, but the surrounding map structures do not appear, allowing the camera to see through the map.

Graphics Card: NVIDIA GeForce GTX 1080 Ti (11 GB)

Observe the environment to see that the walls, floor, and rock textures are missing/invisible in the Temple of Water.

Missing geometry and textures (walls/rocks) in Water Temple - The Legend of Zelda Ocarina of Time When exploring the Water Temple, the environment geometry (walls, rocks, and structures) fails to render and is completely invisible. The water, the character (Link), and some interactive objects render normally, but the surrounding map structures do not appear, allowing the camera to see through the map. Graphics Card: NVIDIA GeForce GTX 1080 Ti (11 GB) Observe the environment to see that the walls, floor, and rock textures are missing/invisible in the Temple of Water.
NotRexed commented 2026-11-12 03:07:17 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #2536: Torch flames near hyrule castle gate randomly stop being visible (v2.1.0; RTX 4070 Super; Ryzen 9 7900X)
More reports of this, collected here: - #2536: Torch flames near hyrule castle gate randomly stop being visible (v2.1.0; RTX 4070 Super; Ryzen 9 7900X)
Owner

@Papatin13 commented on GitHub · 2026-11-12 13:55 UTC · original

I don't know how imported this is but on NX2Navi i don't have the problem with missing Textures

screenshot_2026-11-12_14-52-12
> [@Papatin13](https://github.com/Papatin13) commented on GitHub · 2026-11-12 13:55 UTC · [original](https://github.com/NotRexed/Hookshot/issues/1002#issuecomment-6825542122) I don't know how imported this is but on NX2Navi i don't have the problem with missing Textures <img width="2540" height="1420" alt="screenshot_2026-11-12_14-52-12" src="https://github.com/user-attachments/assets/16963934-2f06-48f3-8a5f-ad8f5a29d7e6" /> <!-- github-sync:c:6825542122 -->
Owner

@mooki000 commented on GitHub · 2026-11-12 15:18 UTC · original

Tracker upkeep note (merged pull requests and code checked against main 51da0464; no new test run was made for it).

Main includes #1308/#2391 for particular damaged-resource forms, #1437 for the constant-base vertex instruction, #1442 for the NVIDIA floor-web lighting case, and several specific compute-fallback repairs. These should not be described as a universal missing-wall fix. The recent transparent-pillar comparison used RX_VK_NO_MESH=1, which deliberately omits mesh draws; it did not compare native rendering with Compute. A useful next comparison is explicit Compute with that skip unset and a log matching each picture. Count-buffer fallback is independently still unimplemented on 51da0464, but no supplied picture has been tied to that operation. Please keep the tracker open and do not treat package size or a limited dump check as full content verification.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 15:18 UTC · [original](https://github.com/NotRexed/Hookshot/issues/1002#issuecomment-6827621593) **Tracker upkeep note** (merged pull requests and code checked against main `51da0464`; no new test run was made for it). Main includes #1308/#2391 for particular damaged-resource forms, #1437 for the constant-base vertex instruction, #1442 for the NVIDIA floor-web lighting case, and several specific compute-fallback repairs. These should not be described as a universal missing-wall fix. The recent transparent-pillar comparison used `RX_VK_NO_MESH=1`, which deliberately omits mesh draws; it did not compare native rendering with Compute. A useful next comparison is explicit Compute with that skip unset and a log matching each picture. Count-buffer fallback is independently still unimplemented on `51da0464`, but no supplied picture has been tied to that operation. Please keep the tracker open and do not treat package size or a limited dump check as full content verification. <!-- github-sync:c:6827621593 -->
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