[Tracking] Lighting: overexposure, over-bright bloom, crushed or black shadows, black faces #1004

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opened 2026-11-09 05:39:19 +00:00 by NotRexed · 17 comments
NotRexed commented 2026-11-09 05:39:19 +00:00 (Migrated from github.com)

This issue collects every open report of lighting problems (overexposure, bloom, crushed shadows, black faces), 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

Problems reported:

  • areas washed out in white or overexposed (outdoors, the Deku Tree clearing, after Gohma);
  • bloom that is too strong or blocky;
  • shadows that are crushed black, dithered or striped;
  • faces or chest items drawn black;
  • Link drawn white or over-bright.

The bright red/green plant stems are a different bug, fixed in v2.0.6 (PR #759).

Affected GPUs and versions

  • GPUs: all vendors: GTX 1650 / 1660 Super, RTX 3060-5050-4090, RX 6700 / 6700 XT / 6750 XT, RX 9060 XT / 9070.
  • Versions: old builds to v2.0.5.

Evidence from the logs

  • #36: overexposure and dark NPCs from the TAAU network on native coopmat; workaround RX_VK_TAAU_KEYS=- RX_VK_MMA_SOFTWARE=1. v2.0.5 fixed dark or black faces (character lighting), so older reports here need a retest.
  • #914 (RX 6700 XT, v2.0.5): the Deku Tree clearing is washed out in white haze for a while (normal on v2.0.3); the log shows 16 views of a BC4 array as R16G16B16A16_UINT not made.
  • #812 (RTX 4090, v2.0.5): flags very dark, black dithered owl shadows, very bright vegetation.
  • #606 (RX 9060 XT): blocky light halos, overblown bloom, crushed black under bridges.
  • #947 (v2.0.5): black faces inside the Deku Tree after re-preparation.
  • #468 / #515: striped shadows in Hyrule Field; PR #482 (low-vram) fixed one cause. v2.0.6 also includes PR #956, which fixes the dark tile outlines on Hyrule Field's terrain seen from a distance and may be part of #468.
  • #943: neon graphics at the Gerudo Valley entrance.

Workarounds

  • RX_VK_TAAU_KEYS=- RX_VK_MMA_SOFTWARE=1 (#36).

Reports merged here (17 issues, about 28 people)

Issue Title People GPU Version Key detail
#36 Hookshot: Severe overexposure / bloom issue 7 RTX 4080S, RX 9060 XT, RTX 3080 Ti, GTX 1650, RTX 3060 old Overexposure/white-out outdoors (RX 9060 XT, exposure 1.0) + dark NPCs/shadows (TAAU network on native coopmat, workaround RX_VK_TAAU_KEYS=- RX_VK_MMA_SOFTWARE=1); v2.0.…
#515 The lighting and shadow issues in Hyrule Field 4 ?, RTX 5060 Ti v2.0.4 Hyrule Field: streaky flickering shadows (gone on low-vram per aatolSP) + glowing plants (still on v2.0.4, plancha2002) + crash inside the Citadel (aatolSP log)
#468 Shadows going crazy in Hyrule Field (later in Castle Town - Video) 2 ?, Arc B390 Linux low-vram Shadow stripes in Hyrule Field/Castle Town (PR #482 in low-vram); B390 Linux can't test: segfault in ANV at first mesh draw (#748)
#723 Weird graphical bugs 2 RX 6700 v2.0.2 No more crash but many visual bugs (glow, overexposure dropping fps, flowers flickering pink/green, very dark rocks)
#280 Faulty graphics / textures / effects 1 RTX 5050 v2.0.3 Glitches mostly fixed on v2.0.2; new: foliage/flowers with bloom/glow that shouldn't have it (video, v2.0.3 screenshot)
#316 weird black lines on zelda's first appearance 1 ? foliage-linux-updater Black lines on the ground at Zelda's first appearance (Lichii save); log attached; reporter asked for news (no maintainer reply on the log)
#508 After defeating Gohma, the Deku Tree appears overexposed. 1 ? compile-retry After Gohma, Deku Tree exit overexposed, plants glow (log)
#557 add setting resolution graphic etc 1 ? ? Titled as a settings request but body: Link drawn white when waking up and in the Saria ocarina scene (v2.0.5 fixes dark/black faces; white Link see #224)
#606 RX 9060 XT (Windows Vulkan): Blocky/pixelated light bloom, overblown… 1 RX 9060 XT honest-eta RDNA4 Windows: blocky/pixelated light halos, overblown bloom, black crushed surfaces under bridges (gist log + screenshots)
#613 broken textures on amd 9070 link glows 1 RX 9070 honest-eta Broken textures, Link glows (no details); v2.0.5 character lighting fix
#746 [AMD RX 6750 XT] Overexposed lighting on Link + heavy stutter at game… 1 RX 6750 XT v2.0.2 Link overexposed, black screen before gameplay renders, stutter 29 fps (v2.0.5 character lighting fix)
#771 visual bugs, light issues and low fps 1 GTX 1660 Super v2.0.3 Visual/light issues and low fps on v2.0.3 (log, screenshot); also #338 reporter
#782 Big chests opening with bad render of item 1 RTX 4090 v2.0.2 Big chest items rendered dark (Dodongo's Cavern); v2.0.5 character/compute lighting fix
#812 Still very dark shadows, textures and very very bright blooming veget… 1 RTX 4090 v2.0.5 v2.0.5 Kakariko: flags very dark, owl has rough black dithered shadows, vegetation very bright with bloom (2 logs)
#914 AMD RX 6700 XT (v2.0.5): Great Deku Tree clearing washed out in white… 1 RX 6700 XT (0x800161) v2.0.5 Deku Tree clearing washed out in white haze for a stretch (normal on v2.0.3), then recovers; pixel-like vertical streaks in the blurred background (new in v2.0.5); 16 vi…
#943 Gerudo Valley Graphics 1 RTX 4070 Super v2.0.5 Gerudo Valley entrance neon graphics (also v2.0.5 known: Gerudo terrain holes)
#947 Black faces 1 RTX 4060 Laptop v2.0.5 Black faces inside the Deku Tree after re-preparation, wrong-coloured textures in Kokiri

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: screenshot, place, GPU, version, and hookshot_log.txt.

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 lighting problems (overexposure, bloom, crushed shadows, black faces), 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 Problems reported: - areas washed out in white or overexposed (outdoors, the Deku Tree clearing, after Gohma); - bloom that is too strong or blocky; - shadows that are crushed black, dithered or striped; - faces or chest items drawn black; - Link drawn white or over-bright. The bright red/green plant stems are a different bug, **fixed in v2.0.6** (PR #759). ## Affected GPUs and versions - **GPUs:** all vendors: GTX 1650 / 1660 Super, RTX 3060-5050-4090, RX 6700 / 6700 XT / 6750 XT, RX 9060 XT / 9070. - **Versions:** old builds to v2.0.5. ## Evidence from the logs - **#36:** overexposure and dark NPCs from the TAAU network on native coopmat; workaround `RX_VK_TAAU_KEYS=- RX_VK_MMA_SOFTWARE=1`. v2.0.5 fixed dark or black faces (character lighting), so older reports here need a retest. - **#914** (RX 6700 XT, v2.0.5): the Deku Tree clearing is washed out in white haze for a while (normal on v2.0.3); the log shows 16 views of a BC4 array as R16G16B16A16_UINT not made. - **#812** (RTX 4090, v2.0.5): flags very dark, black dithered owl shadows, very bright vegetation. - **#606** (RX 9060 XT): blocky light halos, overblown bloom, crushed black under bridges. - **#947** (v2.0.5): black faces inside the Deku Tree after re-preparation. - **#468 / #515:** striped shadows in Hyrule Field; PR #482 (low-vram) fixed one cause. v2.0.6 also includes PR #956, which fixes the dark tile outlines on Hyrule Field's terrain seen from a distance and may be part of #468. - **#943:** neon graphics at the Gerudo Valley entrance. ## Workarounds - `RX_VK_TAAU_KEYS=- RX_VK_MMA_SOFTWARE=1` (#36). ## Reports merged here (17 issues, about 28 people) | Issue | Title | People | GPU | Version | Key detail | |---|---|---|---|---|---| | #36 | Hookshot: Severe overexposure / bloom issue | 7 | RTX 4080S, RX 9060 XT, RTX 3080 Ti, GTX 1650, RTX 3060 | old | Overexposure/white-out outdoors (RX 9060 XT, exposure 1.0) + dark NPCs/shadows (TAAU network on native coopmat, workaround RX_VK_TAAU_KEYS=- RX_VK_MMA_SOFTWARE=1); v2.0.… | | #515 | The lighting and shadow issues in Hyrule Field | 4 | ?, RTX 5060 Ti | v2.0.4 | Hyrule Field: streaky flickering shadows (gone on low-vram per aatolSP) + glowing plants (still on v2.0.4, plancha2002) + crash inside the Citadel (aatolSP log) | | #468 | Shadows going crazy in Hyrule Field (later in Castle Town - Video) | 2 | ?, Arc B390 Linux | low-vram | Shadow stripes in Hyrule Field/Castle Town (PR #482 in low-vram); B390 Linux can't test: segfault in ANV at first mesh draw (#748) | | #723 | Weird graphical bugs | 2 | RX 6700 | v2.0.2 | No more crash but many visual bugs (glow, overexposure dropping fps, flowers flickering pink/green, very dark rocks) | | #280 | Faulty graphics / textures / effects | 1 | RTX 5050 | v2.0.3 | Glitches mostly fixed on v2.0.2; new: foliage/flowers with bloom/glow that shouldn't have it (video, v2.0.3 screenshot) | | #316 | weird black lines on zelda's first appearance | 1 | ? | foliage-linux-updater | Black lines on the ground at Zelda's first appearance (Lichii save); log attached; reporter asked for news (no maintainer reply on the log) | | #508 | After defeating Gohma, the Deku Tree appears overexposed. | 1 | ? | compile-retry | After Gohma, Deku Tree exit overexposed, plants glow (log) | | #557 | add setting resolution graphic etc | 1 | ? | ? | Titled as a settings request but body: Link drawn white when waking up and in the Saria ocarina scene (v2.0.5 fixes dark/black faces; white Link see #224) | | #606 | RX 9060 XT (Windows Vulkan): Blocky/pixelated light bloom, overblown… | 1 | RX 9060 XT | honest-eta | RDNA4 Windows: blocky/pixelated light halos, overblown bloom, black crushed surfaces under bridges (gist log + screenshots) | | #613 | broken textures on amd 9070 link glows | 1 | RX 9070 | honest-eta | Broken textures, Link glows (no details); v2.0.5 character lighting fix | | #746 | [AMD RX 6750 XT] Overexposed lighting on Link + heavy stutter at game… | 1 | RX 6750 XT | v2.0.2 | Link overexposed, black screen before gameplay renders, stutter 29 fps (v2.0.5 character lighting fix) | | #771 | visual bugs, light issues and low fps | 1 | GTX 1660 Super | v2.0.3 | Visual/light issues and low fps on v2.0.3 (log, screenshot); also #338 reporter | | #782 | Big chests opening with bad render of item | 1 | RTX 4090 | v2.0.2 | Big chest items rendered dark (Dodongo's Cavern); v2.0.5 character/compute lighting fix | | #812 | Still very dark shadows, textures and very very bright blooming veget… | 1 | RTX 4090 | v2.0.5 | v2.0.5 Kakariko: flags very dark, owl has rough black dithered shadows, vegetation very bright with bloom (2 logs) | | #914 | AMD RX 6700 XT (v2.0.5): Great Deku Tree clearing washed out in white… | 1 | RX 6700 XT (0x800161) | v2.0.5 | Deku Tree clearing washed out in white haze for a stretch (normal on v2.0.3), then recovers; pixel-like vertical streaks in the blurred background (new in v2.0.5); 16 vi… | | #943 | Gerudo Valley Graphics | 1 | RTX 4070 Super | v2.0.5 | Gerudo Valley entrance neon graphics (also v2.0.5 known: Gerudo terrain holes) | | #947 | Black faces | 1 | RTX 4060 Laptop | v2.0.5 | Black faces inside the Deku Tree after re-preparation, wrong-coloured textures in Kokiri | ## 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: screenshot, place, GPU, version, and `hookshot_log.txt`. ## 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)
HQU-HDR commented 2026-11-09 05:59:57 +00:00 (Migrated from github.com)

The overexposed lighting was fixed in 2.0.5, but returned in 2.0.6

Image
The overexposed lighting was fixed in 2.0.5, but returned in 2.0.6 <img width="1267" height="743" alt="Image" src="https://github.com/user-attachments/assets/27bd6b4e-edee-4703-939c-8b9d206e4f02" />
ardmeteor999 commented 2026-11-09 16:16:16 +00:00 (Migrated from github.com)
Image
<img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/ef059950-9930-4333-8fd3-89fa07e2d43c" />
aoeu-gc commented 2026-11-09 17:55:38 +00:00 (Migrated from github.com)
Image RX 9070XT
<img width="2560" height="1440" alt="Image" src="https://github.com/user-attachments/assets/d0bb9984-9ad1-4de4-bdfd-0e217de9ea1f" /> RX 9070XT
lucasmazzoni45-del commented 2026-11-10 00:09:05 +00:00 (Migrated from github.com)

RX 7800 XT / Windows 11, current main (0828863) + #1130 head (6f76660): Ganon's Castle area (adult Link) is washed out by a blocky white glow, plus large blurred coloured discs.

  • Where: the ruined Ganon's Castle area as adult Link, looking at the castle. The castle's windows and the area around its gate render as one large over-bright white mass with square, grid-like edges; the sky, rocks and banner on the left look normal. Top left there are big blurred yellow / white / green discs (look like depth-of-field bokeh of lights).
  • Setup: RX 7800 XT 16 GB, Ryzen 7 5800X3D, Windows 11, 2560x1440 fullscreen, frame generation x2, frame pacing on, default hookshot_env.txt (empty). Built from source: main plus #1130, no other patches. The two mods "Dump fix" and "PS5 UI" are active.
  • Log: 60.0 fps, no device lost, no error. 10 programs not translated: a network left out on this card and rejected computes (the image networks are left out on RDNA3, as in #1006).
  • Not tested yet: whether it also happens on stock v2.0.11, and with RX_VK_TAAU_KEYS=- or RX_VK_ASTC_RGBA8=1. The screenshot is from a play session, not a scripted route, and it is one frame, so I cannot say whether it is constant or pulses (#1005).

Update: after leaving the area and coming back in, the glitch was gone completely, including the sky. So on this build it is not constant: it appeared on the first entry and cleared on re-entry (no restart in between). I could not tell the cause from the log. I will add the screenshot in a follow-up, and watch whether it comes back on later entries.

**RX 7800 XT / Windows 11, current main (0828863) + #1130 head (6f76660): Ganon's Castle area (adult Link) is washed out by a blocky white glow, plus large blurred coloured discs.** - **Where:** the ruined Ganon's Castle area as adult Link, looking at the castle. The castle's windows and the area around its gate render as one large over-bright white mass with square, grid-like edges; the sky, rocks and banner on the left look normal. Top left there are big blurred yellow / white / green discs (look like depth-of-field bokeh of lights). - **Setup:** RX 7800 XT 16 GB, Ryzen 7 5800X3D, Windows 11, 2560x1440 fullscreen, frame generation x2, frame pacing on, default `hookshot_env.txt` (empty). Built from source: main plus #1130, no other patches. The two mods "Dump fix" and "PS5 UI" are active. - **Log:** 60.0 fps, no device lost, no error. 10 programs `not translated: a network left out on this card` and rejected computes (the image networks are left out on RDNA3, as in #1006). - **Not tested yet:** whether it also happens on stock v2.0.11, and with `RX_VK_TAAU_KEYS=-` or `RX_VK_ASTC_RGBA8=1`. The screenshot is from a play session, not a scripted route, and it is one frame, so I cannot say whether it is constant or pulses (#1005). **Update:** after leaving the area and coming back in, the glitch was gone completely, including the sky. So on this build it is not constant: it appeared on the first entry and cleared on re-entry (no restart in between). I could not tell the cause from the log. I will add the screenshot in a follow-up, and watch whether it comes back on later entries.
rfzeiro commented 2026-11-10 01:11:45 +00:00 (Migrated from github.com)

Same area, but a different presentation on Linux, so adding this here in case it is the same root cause.
Hookshot v2.0.11, built with the Linux AppImage from a .nup
Game: [0400486024DEC000][v131072].nup, 23.3 GiB
OS: SteamOS 3.9.5, KDE Plasma 6.7.3, kernel 7.2.7-valve2-2-neptune, Wayland
Hardware: ASUS ROG Flow Z13, Ryzen AI Max+ 395, Radeon 8060S integrated, 32GB RAM, 16GB RAM / 16GB VRAM split
FPS: 47 to 49, no frame generation
In Kokiri Forest at the start, the whole scene is blown out white, not just the light sources. Trees, ground, and water lose almost all detail, while Link and the HUD still have color. Opening video and title screen look normal.
I do not see the blocky pixelated bloom or black textures from the original report, just constant whole scene overexposure. Happy to file this separately if you think it is distinct, or attach hookshot_log.txt here.

Update: tried RX_VK_TAAU_KEYS=- and RX_VK_MMA_SOFTWARE=1 in hookshot_env.txt on v2.0.11, Linux, Radeon 8060S. No change, Kokiri Forest is still blown out white.

Image
Same area, but a different presentation on Linux, so adding this here in case it is the same root cause. Hookshot v2.0.11, built with the Linux AppImage from a .nup Game: [0400486024DEC000][v131072].nup, 23.3 GiB OS: SteamOS 3.9.5, KDE Plasma 6.7.3, kernel 7.2.7-valve2-2-neptune, Wayland Hardware: ASUS ROG Flow Z13, Ryzen AI Max+ 395, Radeon 8060S integrated, 32GB RAM, 16GB RAM / 16GB VRAM split FPS: 47 to 49, no frame generation In Kokiri Forest at the start, the whole scene is blown out white, not just the light sources. Trees, ground, and water lose almost all detail, while Link and the HUD still have color. Opening video and title screen look normal. I do not see the blocky pixelated bloom or black textures from the original report, just constant whole scene overexposure. Happy to file this separately if you think it is distinct, or attach hookshot_log.txt here. Update: tried RX_VK_TAAU_KEYS=- and RX_VK_MMA_SOFTWARE=1 in hookshot_env.txt on v2.0.11, Linux, Radeon 8060S. No change, Kokiri Forest is still blown out white. <img width="4000" height="3000" alt="Image" src="https://github.com/user-attachments/assets/a8138e61-fa88-4d4d-96ec-9bd365eb5cfb" />
wartechnology commented 2026-11-10 01:14:57 +00:00 (Migrated from github.com)

Two findings on v2.0.11 (Windows 11, RTX 5080, driver 621.14), for the haze reports here (#914, #1311). Both also happen on the stock v2.0.11 build.

1. Deku Tree white haze: OoT draws into a BC4 array that Hookshot does not let it draw into.
Every run logs, at the Deku Tree, for each of the array's 16 layers:

vk: view of texture 0x1133ccb000 (vk 139) as vk 95 type 1 levels 0+1 layers 0+1 not made

With the usage added to that log line it reads wanted usage 0x10, the image's 0xf: the game asks for the BC4 array's block views (R16G16B16A16_UINT, 8 bytes = one BC4 block) as colour attachments (its GPU BC4 encoder renders the blocks), and BC images are made without COLOR_ATTACHMENT, so make_view refuses before trying. The array keeps whatever the memory held, which would fit the haze coming and going between runs (#914: "for a while").

Test change in vk_texture.cpp, the BC branch of the image's usage: add VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT when vkGetPhysicalDeviceImageFormatProperties accepts it with the existing MUTABLE | BLOCK_TEXEL_VIEW_COMPATIBLE | EXTENDED_USAGE flags, and strip it in the existing fallback that strips STORAGE. On NVIDIA the views are then all made (0 "not made" lines). I have not been able to confirm the haze is gone, since it does not show on every run.

2. Hyrule Field: the distant haze pulses (also with the game's own upscaler, and on the stock build).
On a 60 fps capture, standing still near the Kokiri exit looking at the castle, the distant plain's average brightness swings about ±7 % with a period of ~24 frames, while the foreground and the sky stay steady.

With RX_VK_PROBE=2 (plus a local F8 trigger keeping 64 frames, and 3D textures sampled at 3/4 depth), the centre pixel through the frame:

  • the scene is steady up to bbbc575ff0e57176 (0.41–0.44);
  • 1a7482c0ec9991ea (full-screen, onto the scene) adds a pale veil (0.43 → 0.59) and swings 0.52 ↔ 0.64 over ~24 frames. Skipping it removes the pulse but breaks the water and distant trees, and the frame rate drops, so it is the composite, not the cause;
  • its inputs (RX_VK_LOG_IMG): four 128×72×96 3D volumes (B10G11R11, and R16F), a 256×256 RGBA16F table, a 4×4 RGBA32F, full- and half-res depth, two 1280×720 RGBA16F, the scene;
  • the volumes are written by 1e2fcee33a0c7209 and 27ee9883e2a20323 on alternate frames (two B10G11R11 + one R16F each; the slice at 3/4 depth reads ~0 on the other program's frames, so probably slice-interleaved). On its own frames the scattering value at the centre swings 0.16–0.34 and the R16F one 18–57 from one update to the next while nothing moves. That is where the pulse comes from.

Not it: RX_VK_WB_DIFF=0, RX_VK_DEAD_TARGETS=0, RX_VK_NO_EVICT=1, RX_VK_NO_DESC_REUSE=1, Game speed Per frame / Real time, Frame pacing off, frame generation off, DLSS or the game's upscaler, our local settings (none of them changes it).

So the volumetric fog's two update programs give values that jump between updates; perhaps something they read per frame (a jitter / noise index, the previous volume, or a time value) is not what the game expects.

Two findings on v2.0.11 (Windows 11, RTX 5080, driver 621.14), for the haze reports here (#914, #1311). Both also happen on the stock v2.0.11 build. **1. Deku Tree white haze: OoT draws into a BC4 array that Hookshot does not let it draw into.** Every run logs, at the Deku Tree, for each of the array's 16 layers: ``` vk: view of texture 0x1133ccb000 (vk 139) as vk 95 type 1 levels 0+1 layers 0+1 not made ``` With the usage added to that log line it reads `wanted usage 0x10, the image's 0xf`: the game asks for the BC4 array's block views (`R16G16B16A16_UINT`, 8 bytes = one BC4 block) as **colour attachments** (its GPU BC4 encoder renders the blocks), and BC images are made without `COLOR_ATTACHMENT`, so `make_view` refuses before trying. The array keeps whatever the memory held, which would fit the haze coming and going between runs (#914: "for a while"). Test change in `vk_texture.cpp`, the BC branch of the image's usage: add `VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT` when `vkGetPhysicalDeviceImageFormatProperties` accepts it with the existing `MUTABLE | BLOCK_TEXEL_VIEW_COMPATIBLE | EXTENDED_USAGE` flags, and strip it in the existing fallback that strips `STORAGE`. On NVIDIA the views are then all made (0 "not made" lines). I have not been able to confirm the haze is gone, since it does not show on every run. **2. Hyrule Field: the distant haze pulses (also with the game's own upscaler, and on the stock build).** On a 60 fps capture, standing still near the Kokiri exit looking at the castle, the distant plain's average brightness swings about ±7 % with a period of ~24 frames, while the foreground and the sky stay steady. With `RX_VK_PROBE=2` (plus a local F8 trigger keeping 64 frames, and 3D textures sampled at 3/4 depth), the centre pixel through the frame: - the scene is steady up to `bbbc575ff0e57176` (0.41–0.44); - **`1a7482c0ec9991ea`** (full-screen, onto the scene) adds a pale veil (0.43 → 0.59) and swings 0.52 ↔ 0.64 over ~24 frames. Skipping it removes the pulse but breaks the water and distant trees, and the frame rate drops, so it is the composite, not the cause; - its inputs (`RX_VK_LOG_IMG`): four 128×72×96 3D volumes (B10G11R11, and R16F), a 256×256 RGBA16F table, a 4×4 RGBA32F, full- and half-res depth, two 1280×720 RGBA16F, the scene; - the volumes are written by **`1e2fcee33a0c7209` and `27ee9883e2a20323` on alternate frames** (two B10G11R11 + one R16F each; the slice at 3/4 depth reads ~0 on the other program's frames, so probably slice-interleaved). On its own frames the scattering value at the centre swings 0.16–0.34 and the R16F one 18–57 from one update to the next while nothing moves. That is where the pulse comes from. Not it: `RX_VK_WB_DIFF=0`, `RX_VK_DEAD_TARGETS=0`, `RX_VK_NO_EVICT=1`, `RX_VK_NO_DESC_REUSE=1`, Game speed Per frame / Real time, Frame pacing off, frame generation off, DLSS or the game's upscaler, our local settings (none of them changes it). So the volumetric fog's two update programs give values that jump between updates; perhaps something they read per frame (a jitter / noise index, the previous volume, or a time value) is not what the game expects.
wartechnology commented 2026-11-10 01:41:06 +00:00 (Migrated from github.com)

Correction to point 1 above: with that usage change (BC images made with COLOR_ATTACHMENT), the cutscene with Zelda in the castle courtyard drops to ~3–4 fps (GPU ~7 ms a frame, but each submit waits ~20 ms: capture: a submit 20.66 ms (lock 19.72, …), writes collected 20.28). Back to normal without it. So it is not usable as is; drawing the BC4 blocks probably needs another route (render into an uncompressed R16G16B16A16_UINT image and copy the blocks into the BC4 array).

Correction to point 1 above: with that usage change (BC images made with `COLOR_ATTACHMENT`), the cutscene with Zelda in the castle courtyard drops to ~3–4 fps (GPU ~7 ms a frame, but each submit waits ~20 ms: `capture: a submit 20.66 ms (lock 19.72, …)`, `writes collected 20.28`). Back to normal without it. So it is not usable as is; drawing the BC4 blocks probably needs another route (render into an uncompressed `R16G16B16A16_UINT` image and copy the blocks into the BC4 array).
NotRexed commented 2026-11-10 03:06:07 +00:00 (Migrated from github.com)

In the v2.0.12 branch: shadow edges are filtered now (depth-compare samplers use linear filtering), which smooths the blocky, hard shadow edges reported here. Closing those reports at release.

In the v2.0.12 branch: shadow edges are filtered now (depth-compare samplers use linear filtering), which smooths the blocky, hard shadow edges reported here. Closing those reports at release.
Leontfk commented 2026-11-10 03:51:54 +00:00 (Migrated from github.com)

Fire Temple: very dark rooms on AMD, fixed by the RX_VK_TAAU_KEYS=- + RX_VK_MMA_SOFTWARE=1 workaround**

  • Version: v2.0.11 (official HookshotBuilder build), first log line hookshot v2.0.11 (source d6369f1e)
  • GPU: AMD Radeon RX 6700 XT, Windows driver 32.0.21043.1005 (Vulkan driver 0x800161)
  • CPU / RAM: Ryzen 9 5900X, 32 GB
  • OS: Windows 11 Home (build 26200)
  • Overlays / injectors: none (no ReShade, no shader-cache tools, no Vulkan overlay layers)
  • Where: Fire Temple, first floor: the room with the caged Goron and the big lava room with the bridges

Without the workaround: most of the room is close to black. Only Navi's glow and a few edges are visible; Link and the walls around him are almost unlit. The lava room is lit by the lava, but everything away from it (Link, the platforms, the walls on the left) is crushed to black.

With the workaround (RX_VK_TAAU_KEYS=- and RX_VK_MMA_SOFTWARE=1, nothing else changed): the same rooms are lit normally, and Link, the Goron and the walls are all readable. Performance is about the same, 45-55 FPS either way.

One thing I noticed with the workaround: in the lava room there's some visible colour banding on the ceiling and walls (flat steps instead of smooth gradients). Not a big problem, but it might be related.

Image Image Image Image

hookshot_v2011_lighttest_20261109_233707.txt

Fire Temple: very dark rooms on AMD, fixed by the `RX_VK_TAAU_KEYS=-` + `RX_VK_MMA_SOFTWARE=1` workaround** - **Version:** v2.0.11 (official HookshotBuilder build), first log line `hookshot v2.0.11 (source d6369f1e)` - **GPU:** AMD Radeon RX 6700 XT, Windows driver 32.0.21043.1005 (Vulkan driver 0x800161) - **CPU / RAM:** Ryzen 9 5900X, 32 GB - **OS:** Windows 11 Home (build 26200) - **Overlays / injectors:** none (no ReShade, no shader-cache tools, no Vulkan overlay layers) - **Where:** Fire Temple, first floor: the room with the caged Goron and the big lava room with the bridges **Without the workaround:** most of the room is close to black. Only Navi's glow and a few edges are visible; Link and the walls around him are almost unlit. The lava room is lit by the lava, but everything away from it (Link, the platforms, the walls on the left) is crushed to black. **With the workaround** (`RX_VK_TAAU_KEYS=-` and `RX_VK_MMA_SOFTWARE=1`, nothing else changed): the same rooms are lit normally, and Link, the Goron and the walls are all readable. Performance is about the same, 45-55 FPS either way. One thing I noticed with the workaround: in the lava room there's some visible colour banding on the ceiling and walls (flat steps instead of smooth gradients). Not a big problem, but it might be related. <img width="2559" height="1439" alt="Image" src="https://github.com/user-attachments/assets/7739fb17-5141-4eee-8dcd-32c633177f77" /> <img width="2559" height="1439" alt="Image" src="https://github.com/user-attachments/assets/c77f5d90-1b68-4e3d-92e2-23a426677ca1" /> <img width="2548" height="1439" alt="Image" src="https://github.com/user-attachments/assets/d501a8de-0622-4af7-a042-0c2aa66f0cc0" /> <img width="2559" height="1439" alt="Image" src="https://github.com/user-attachments/assets/c0d1c080-5bfb-4d7b-a877-8275ff0d55d9" /> [hookshot_v2011_lighttest_20261109_233707.txt](https://github.com/user-attachments/files/34610968/hookshot_v2011_lighttest_20261109_233707.txt)
J4y0211 commented 2026-11-10 05:22:44 +00:00 (Migrated from github.com)

Outside Zora Town: Water Fall issues on AMD,

Version: v2.0.11
GPU: AMD Radeon RX 9060 XT
CPU / RAM: Ryzen 9 5950X, 32 GB
OS: Windows 11 Home

hookshot_log.txt

https://github.com/user-attachments/assets/4f550c45-2d12-43c9-89dd-bebb39cc07f3

Outside Zora Town: Water Fall issues on AMD, Version: v2.0.11 GPU: AMD Radeon RX 9060 XT CPU / RAM: Ryzen 9 5950X, 32 GB OS: Windows 11 Home [hookshot_log.txt](https://github.com/user-attachments/files/34613097/hookshot_log.txt) https://github.com/user-attachments/assets/4f550c45-2d12-43c9-89dd-bebb39cc07f3
The128ReBits commented 2026-11-10 07:26:53 +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: big areas of rock/terrain render pitch black with hard edges, like broken shadow maps or missing lighting. Link's face and body also go very dark in some spots.

Image Image 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: big areas of rock/terrain render pitch black with hard edges, like broken shadow maps or missing lighting. Link's face and body also go very dark in some spots. <img width="2000" height="1125" alt="Image" src="https://github.com/user-attachments/assets/51d3eddd-c769-4aa8-b288-bb73380efe2c" /> <img width="2000" height="1125" alt="Image" src="https://github.com/user-attachments/assets/65248699-5e75-417c-9ced-9a7130324587" /> <img width="2000" height="1125" alt="Image" src="https://github.com/user-attachments/assets/88bf5c60-105b-4936-bd4b-df53cd68ec45" /> <img width="2000" height="1125" alt="Image" src="https://github.com/user-attachments/assets/cd428a51-9820-4d8e-ae5f-8db0f0ae8d3d" />
rakefire-impala commented 2026-11-10 10:32:14 +00:00 (Migrated from github.com)

For AMD, #1507 fixes the dark lighting and glowing bloom I saw on an RX 5500M: 64-lane graphics warps, and Lichii #273's fragment shuffle fallback. It still needs a tester on RDNA2 or newer.

For AMD, #1507 fixes the dark lighting and glowing bloom I saw on an RX 5500M: 64-lane graphics warps, and Lichii #273's fragment shuffle fallback. It still needs a tester on RDNA2 or newer.
lucasmazzoni45-del commented 2026-11-10 11:22:55 +00:00 (Migrated from github.com)

A clarification for the AMD workaround reported above (RX_VK_TAAU_KEYS=- plus RX_VK_MMA_SOFTWARE=1), from reading the v2.0.12 code and a RX 7800 XT log; I have not tested the dark rooms myself (no Fire Temple on this save).

  • On a card whose log says matrix multiplies in software (the cooperative matrices lack 16x8x16 f16), the TAAU network is replaced by the stand-in by default: taau_key (vk_draw.cpp ~6254) uses fd029a317a9a4b94 when mma_software is on, and - otherwise.
  • RX_VK_MMA_SOFTWARE=1 (vk_coopmat.cpp ~581-586) only forces that same software path, so on such a card it should change nothing. The part that matters is RX_VK_TAAU_KEYS=-, which makes the real network run in software; on AMD it costs GPU time (issue #52: most of a frame on a RX 9070 XT). On the RX 7800 XT I measured about +1.3 ms of 10.6 on an older build.
  • That fits dark rooms coming from the stand-in's simpler picture and not from the matrices, but that is a reading of the code, not a test; if someone can compare - with RX_VK_MMA_SOFTWARE=1 alone in the same room, it would show which switch does the work.
A clarification for the AMD workaround reported above (`RX_VK_TAAU_KEYS=-` plus `RX_VK_MMA_SOFTWARE=1`), from reading the v2.0.12 code and a RX 7800 XT log; I have not tested the dark rooms myself (no Fire Temple on this save). - On a card whose log says `matrix multiplies in software (the cooperative matrices lack 16x8x16 f16)`, the TAAU network is replaced by the stand-in by default: `taau_key` (`vk_draw.cpp` ~6254) uses `fd029a317a9a4b94` when `mma_software` is on, and `-` otherwise. - `RX_VK_MMA_SOFTWARE=1` (`vk_coopmat.cpp` ~581-586) only forces that same software path, so on such a card it should change nothing. The part that matters is `RX_VK_TAAU_KEYS=-`, which makes the real network run in software; on AMD it costs GPU time (issue #52: most of a frame on a RX 9070 XT). On the RX 7800 XT I measured about +1.3 ms of 10.6 on an older build. - That fits dark rooms coming from the stand-in's simpler picture and not from the matrices, but that is a reading of the code, not a test; if someone can compare `-` with `RX_VK_MMA_SOFTWARE=1` alone in the same room, it would show which switch does the work.
Leontfk commented 2026-11-10 16:21:52 +00:00 (Migrated from github.com)

A clarification for the AMD workaround reported above (RX_VK_TAAU_KEYS=- plus RX_VK_MMA_SOFTWARE=1), from reading the v2.0.12 code and a RX 7800 XT log; I have not tested the dark rooms myself (no Fire Temple on this save).

  • On a card whose log says matrix multiplies in software (the cooperative matrices lack 16x8x16 f16), the TAAU network is replaced by the stand-in by default: taau_key (vk_draw.cpp ~6254) uses fd029a317a9a4b94 when mma_software is on, and - otherwise.
  • RX_VK_MMA_SOFTWARE=1 (vk_coopmat.cpp ~581-586) only forces that same software path, so on such a card it should change nothing. The part that matters is RX_VK_TAAU_KEYS=-, which makes the real network run in software; on AMD it costs GPU time (issue AMD RX 9070 XT: OoT's networks fall back to software matrices (no 16x8x16 cooperative matrix), ~56 ms GPU per frame #52: most of a frame on a RX 9070 XT). On the RX 7800 XT I measured about +1.3 ms of 10.6 on an older build.
  • That fits dark rooms coming from the stand-in's simpler picture and not from the matrices, but that is a reading of the code, not a test; if someone can compare - with RX_VK_MMA_SOFTWARE=1 alone in the same room, it would show which switch does the work.

Update: Fire Temple dark rooms are fixed on v2.0.13 with no workaround (RX 6700 XT)

Retested the same two rooms from my earlier comment (the caged Goron room and the big lava room with the bridges) on v2.0.13, with no RX_VK_ lighting settings: no RX_VK_TAAU_KEYS, no RX_VK_MMA_SOFTWARE.

  • Version: v2.0.13 (official HookshotBuilder build), first log line hookshot v2.0.13 (source 54e42459)
  • GPU: AMD Radeon RX 6700 XT, Windows driver 32.0.21043.1005 (Vulkan driver 0x800161)
  • CPU / RAM: Ryzen 9 5900X, 32 GB
  • OS: Windows 11 Home (build 26200)
  • Overlays / injectors: none

Result: both rooms are lit normally now. Link, the walls, the doorway and the chest are all readable, where on v2.0.11 the same rooms were close to black without the workaround. About 57 FPS, GPU time about 7.8 ms a frame.

From the log, in case it helps: the card still uses software matrices by default (matrix multiplies in software (the cooperative matrices lack 16x8x16 f16)), and on v2.0.13 a second network, 9dc98871eb7fc101, runs alongside fd029a317a9a4b94. On v2.0.11 only fd029a317a9a4b94 appeared.

Correction to my earlier comment: the colour banding I mentioned (flat steps instead of smooth gradients on the lava room's ceiling and walls) is still there on v2.0.13 without the workaround, so it isn't caused by the workaround.

@lucasmazzoni45-del: since the rooms already look right with no settings on v2.0.13, I haven't done that test. I can still run RX_VK_TAAU_KEYS=- alone and RX_VK_MMA_SOFTWARE=1 alone in the same rooms if it would still be useful.

Image Image

hookshot_v2013_20261110_131010.txt

> A clarification for the AMD workaround reported above (`RX_VK_TAAU_KEYS=-` plus `RX_VK_MMA_SOFTWARE=1`), from reading the v2.0.12 code and a RX 7800 XT log; I have not tested the dark rooms myself (no Fire Temple on this save). > > * On a card whose log says `matrix multiplies in software (the cooperative matrices lack 16x8x16 f16)`, the TAAU network is replaced by the stand-in by default: `taau_key` (`vk_draw.cpp` ~6254) uses `fd029a317a9a4b94` when `mma_software` is on, and `-` otherwise. > * `RX_VK_MMA_SOFTWARE=1` (`vk_coopmat.cpp` ~581-586) only forces that same software path, so on such a card it should change nothing. The part that matters is `RX_VK_TAAU_KEYS=-`, which makes the real network run in software; on AMD it costs GPU time (issue [AMD RX 9070 XT: OoT's networks fall back to software matrices (no 16x8x16 cooperative matrix), ~56 ms GPU per frame #52](https://git.magicbean.dev/MagicBeanDev/Hookshot/issues/52): most of a frame on a RX 9070 XT). On the RX 7800 XT I measured about +1.3 ms of 10.6 on an older build. > * That fits dark rooms coming from the stand-in's simpler picture and not from the matrices, but that is a reading of the code, not a test; if someone can compare `-` with `RX_VK_MMA_SOFTWARE=1` alone in the same room, it would show which switch does the work. **Update: Fire Temple dark rooms are fixed on v2.0.13 with no workaround (RX 6700 XT)** Retested the same two rooms from my earlier comment (the caged Goron room and the big lava room with the bridges) on v2.0.13, with **no** `RX_VK_` lighting settings: no `RX_VK_TAAU_KEYS`, no `RX_VK_MMA_SOFTWARE`. - **Version:** v2.0.13 (official HookshotBuilder build), first log line `hookshot v2.0.13 (source 54e42459)` - **GPU:** AMD Radeon RX 6700 XT, Windows driver 32.0.21043.1005 (Vulkan driver 0x800161) - **CPU / RAM:** Ryzen 9 5900X, 32 GB - **OS:** Windows 11 Home (build 26200) - **Overlays / injectors:** none **Result:** both rooms are lit normally now. Link, the walls, the doorway and the chest are all readable, where on v2.0.11 the same rooms were close to black without the workaround. About 57 FPS, GPU time about 7.8 ms a frame. From the log, in case it helps: the card still uses software matrices by default (`matrix multiplies in software (the cooperative matrices lack 16x8x16 f16)`), and on v2.0.13 a second network, `9dc98871eb7fc101`, runs alongside `fd029a317a9a4b94`. On v2.0.11 only `fd029a317a9a4b94` appeared. **Correction to my earlier comment:** the colour banding I mentioned (flat steps instead of smooth gradients on the lava room's ceiling and walls) is still there on v2.0.13 without the workaround, so it isn't caused by the workaround. @lucasmazzoni45-del: since the rooms already look right with no settings on v2.0.13, I haven't done that test. I can still run `RX_VK_TAAU_KEYS=-` alone and `RX_VK_MMA_SOFTWARE=1` alone in the same rooms if it would still be useful. <img width="2559" height="1439" alt="Image" src="https://github.com/user-attachments/assets/260d8031-d4e2-488b-9fd8-b4a6803db754" /> <img width="2559" height="1439" alt="Image" src="https://github.com/user-attachments/assets/e2168a26-4a5f-400a-acc4-a4939da99600" /> [hookshot_v2013_20261110_131010.txt](https://github.com/user-attachments/files/34639501/hookshot_v2013_20261110_131010.txt)
markgeen commented 2026-11-10 19:25:51 +00:00 (Migrated from github.com)

Adding a data point to this tracker. This is the "crushed / black shadows" family, but on Linux with RADV, which I do not see among the AMD dark-room reports here (the ones I can compare with are on AMD's Windows driver).

What the screenshot shows. An interior with a wooden floor and a rug. A small area around Link's feet and around Navi's glow is lit with normal warm colour; everything more than a short distance away (crates, walls, furniture) is flat grey-blue / near-black, with almost no colour and no visible light falloff. The geometry is all present — this is not a missing-object report (#1002) — it simply receives no ambient or fill light. The presentation looks like the "before" images in @Leontfk's Fire Temple comment in this thread ("most of the room is close to black. Only Navi's glow and a few edges are visible; Link and the walls around him are almost unlit"), though my room is less completely black than those.

Scope (important): this is not a whole-pipeline lighting failure on my card. In a second screenshot taken minutes later outdoors at the ranch in daylight (screenshot-7-ranch-surface.jpg, which I am reporting in #1002 instead), the sky, grass, the horse's shading, its cast shadow and the house are all normally lit and exposed. So the crushed-dark presentation seems specific to certain interiors. That outdoor screenshot has a different problem — flat, near-untextured surfaces (the white stone arch, the house walls) — which belongs to #1002, not here. I mention it so this report is not read as "all lighting is broken on RADV".

Where / how often: I did not write down the in-game room name for this screenshot, so I cannot name it yet; I can supply it on the next run. I have not A/B'd the same room across restarts, so I cannot say whether it is deterministic.

  • Hookshot version: v2.0.13 (source cfc565a2), Linux native build
  • Game dump: program 0400486024DEC000 v131072, 25,622,267,860 bytes (23.86 GiB); official nx2/nup.py --verify: verified 372587 records, 161114 unique extents: 0 bad

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; 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
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

lspci and the kernel misidentify this card as "Navi 23 / Radeon RX 6600" because AMD reused the 0x73ff device ID for the China-only RX 6750 GRE 10GB and pci.ids lacks the 148c:2429 subsystem; RADV reports NAVI22 correctly.

hdr=0 in the options and the log says vi: QueryDisplayHdrStatus -> SDR, so this is not the HDR colour-conversion problem of #1613.

Settings in effect (as text, per the contributing rules — the .ini and env files themselves are not attached):

output_res=1920x1080, render resolution=100%, handheld profile off,
sharpness=70%, frame generation=3x, frame pacing on, frame rate cap=60,
HDR off, upscaler=game's own, fullscreen off.
hookshot_env.txt lines in effect:
  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 lighting-related RX_VK_ line is set: in particular no RX_VK_TAAU_KEYS and no RX_VK_MMA_SOFTWARE. The NO_MESH / PRECOMPILE=0 / NO_FOLLOW lines are a workaround from v2.0.12 for a pipeline-compilation hang on this driver; I have not A/B'd removing them for this lighting symptom. An external frame-generation implicit layer (lsfg-vk-bin) is installed but I have not confirmed whether it is active for the game process. No ReShade or other injectors.

Log evidence

The attached hookshot_log.txt contains:

[hos host] vk: matrix multiplies in software (no cooperative matrices)
[hos Presentation Thread] vk: program e409733c45530d75 not translated: a network left out on this card
[hos Presentation Thread] vk: program 8306877b7dc8784b not translated: a network left out on this card
... (10 more programs with the same "a network left out on this card" line)

Honest caveat about the log: the attached log is from an earlier ~20-minute run (00:39-00:58 UTC+8) on the same version, GPU and driver, before I changed the render resolution, texture budget and frame generation. This screenshot is from a later run whose output went to the terminal, so it has no matching log yet. I am not claiming those lines were recorded at the exact frame in the screenshot. I will capture the next run with ./bin/hookshot 2>&1 | tee hookshot_log-current.txt and add it here.

Why I am posting here rather than in #1002 or a new issue

#1002 collects invisible/missing objects, which is a different symptom (I have a separate report there with six screenshots). This tracker asks for "screenshot, place, GPU, version, and hookshot_log.txt"; all are provided above or explicitly noted as pending.

Two things may make this a useful data point:

  1. @Leontfk reports the Fire Temple dark rooms are fixed on v2.0.13 with no workaround on an RX 6700 XT (Windows). I still see crushed-to-black interiors on v2.0.13 on Linux/RADV, so the fix may be platform-specific or incomplete.
  2. PR #1507 ("dark lighting and glowing bloom on AMD: 64-lane graphics warps and Lichii #273's fragment shuffle fallback", including "a basket in Link's house") was merged at 2026-11-10 16:45 UTC, after v2.0.13 (12:59 UTC) and v2.0.14 (16:11 UTC) were published. Consistently, my v2.0.13 hookshot_vk.so contains RX_VK_TAAU_KEYS, RX_VK_MMA_SOFTWARE and RX_VK_NETWORK_KEEP, but not RX_VK_WARP64 or RX_VK_FRAG_SHUFFLE_FALLBACK. The PR title says "on AMD's Windows driver", so my question is: does that 64-lane / fragment-shuffle fix apply to RADV as well? I am on RDNA2 (Navi 22), which the PR says still needs testers for.

Hypothesis only, not a diagnosis: for these interiors only, the software-matrix / network path in #52 and #1006 (the cooperative-matrix probe rejects RDNA, so image networks are stood in or left out) may leave the scene without its ambient/fill composite, leaving only the nearby dynamic lights. Daylight exteriors on the same card look normally lit (see the Scope note above), so I am not claiming a global lighting failure. I have not A/B'd this and am not claiming a causal mechanism. I also have not yet tried the workaround in the issue body (RX_VK_TAAU_KEYS=- + RX_VK_MMA_SOFTWARE=1); both strings exist in my build.

Happy to do any of these next, whichever is most useful: attach a log from the exact same run, A/B RX_VK_TAAU_KEYS=- alone and RX_VK_MMA_SOFTWARE=1 alone in the same room, or test a build with #1507 on RADV.

Attachments

File Shows
screenshot-6-dark-room.jpg the interior described above: only the area near Link and Navi is lit
hookshot_log.txt earlier run, same v2.0.13 / GPU / driver; contains the software-matrix and network lines quoted above

Dark interior: only the area near Link and Navi is lit

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.

### Linux / RADV, RDNA2, v2.0.13: interiors crushed to near-black, with only a small lit pool around Link and Navi (screenshot attached) Adding a data point to this tracker. This is the "crushed / black shadows" family, but on **Linux with RADV**, which I do not see among the AMD dark-room reports here (the ones I can compare with are on AMD's Windows driver). **What the screenshot shows.** An interior with a wooden floor and a rug. A small area around Link's feet and around Navi's glow is lit with normal warm colour; everything more than a short distance away (crates, walls, furniture) is flat grey-blue / near-black, with almost no colour and no visible light falloff. The geometry is all present — this is **not** a missing-object report (#1002) — it simply receives no ambient or fill light. The presentation looks like the "before" images in @Leontfk's Fire Temple comment in this thread ("most of the room is close to black. Only Navi's glow and a few edges are visible; Link and the walls around him are almost unlit"), though my room is less completely black than those. **Scope (important):** this is **not** a whole-pipeline lighting failure on my card. In a second screenshot taken minutes later outdoors at the ranch in daylight (`screenshot-7-ranch-surface.jpg`, which I am reporting in #1002 instead), the sky, grass, the horse's shading, its cast shadow and the house are all normally lit and exposed. So the crushed-dark presentation seems specific to certain interiors. That outdoor screenshot has a **different** problem — flat, near-untextured surfaces (the white stone arch, the house walls) — which belongs to #1002, not here. I mention it so this report is not read as "all lighting is broken on RADV". **Where / how often:** I did not write down the in-game room name for this screenshot, so I cannot name it yet; I can supply it on the next run. I have not A/B'd the same room across restarts, so I cannot say whether it is deterministic. - **Hookshot version:** `v2.0.13 (source cfc565a2)`, Linux native build - **Game dump:** program `0400486024DEC000` v131072, `25,622,267,860` bytes (23.86 GiB); official `nx2/nup.py --verify`: `verified 372587 records, 161114 unique extents: 0 bad` ### 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`; 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 | | 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 | `lspci` and the kernel misidentify this card as "Navi 23 / Radeon RX 6600" because AMD reused the `0x73ff` device ID for the China-only RX 6750 GRE 10GB and `pci.ids` lacks the `148c:2429` subsystem; RADV reports NAVI22 correctly. `hdr=0` in the options and the log says `vi: QueryDisplayHdrStatus -> SDR`, so this is **not** the HDR colour-conversion problem of #1613. **Settings in effect (as text, per the contributing rules — the `.ini` and env files themselves are not attached):** ``` output_res=1920x1080, render resolution=100%, handheld profile off, sharpness=70%, frame generation=3x, frame pacing on, frame rate cap=60, HDR off, upscaler=game's own, fullscreen off. hookshot_env.txt lines in effect: 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 lighting-related `RX_VK_` line is set: in particular no `RX_VK_TAAU_KEYS` and no `RX_VK_MMA_SOFTWARE`. The `NO_MESH` / `PRECOMPILE=0` / `NO_FOLLOW` lines are a workaround from v2.0.12 for a pipeline-compilation hang on this driver; I have not A/B'd removing them for this lighting symptom. An external frame-generation implicit layer (`lsfg-vk-bin`) is installed but I have not confirmed whether it is active for the game process. No ReShade or other injectors. ### Log evidence The attached `hookshot_log.txt` contains: ``` [hos host] vk: matrix multiplies in software (no cooperative matrices) [hos Presentation Thread] vk: program e409733c45530d75 not translated: a network left out on this card [hos Presentation Thread] vk: program 8306877b7dc8784b not translated: a network left out on this card ... (10 more programs with the same "a network left out on this card" line) ``` > Honest caveat about the log: the attached log is from an **earlier ~20-minute run** (00:39-00:58 UTC+8) on the same version, GPU and driver, before I changed the render resolution, texture budget and frame generation. This screenshot is from a later run whose output went to the terminal, so it has **no matching log yet**. I am **not** claiming those lines were recorded at the exact frame in the screenshot. I will capture the next run with `./bin/hookshot 2>&1 | tee hookshot_log-current.txt` and add it here. ### Why I am posting here rather than in #1002 or a new issue #1002 collects invisible/missing objects, which is a different symptom (I have a separate report there with six screenshots). This tracker asks for "screenshot, place, GPU, version, and `hookshot_log.txt`"; all are provided above or explicitly noted as pending. Two things may make this a useful data point: 1. @Leontfk reports the Fire Temple dark rooms are **fixed on v2.0.13 with no workaround** on an RX 6700 XT (Windows). I still see crushed-to-black interiors on **v2.0.13 on Linux/RADV**, so the fix may be platform-specific or incomplete. 2. PR #1507 ("dark lighting and glowing bloom on AMD: 64-lane graphics warps and Lichii #273's fragment shuffle fallback", including "a basket in Link's house") was merged at **2026-11-10 16:45 UTC**, after v2.0.13 (12:59 UTC) and v2.0.14 (16:11 UTC) were published. Consistently, my v2.0.13 `hookshot_vk.so` contains `RX_VK_TAAU_KEYS`, `RX_VK_MMA_SOFTWARE` and `RX_VK_NETWORK_KEEP`, but **not** `RX_VK_WARP64` or `RX_VK_FRAG_SHUFFLE_FALLBACK`. The PR title says "on AMD's Windows driver", so my question is: **does that 64-lane / fragment-shuffle fix apply to RADV as well?** I am on RDNA2 (Navi 22), which the PR says still needs testers for. **Hypothesis only, not a diagnosis:** for these interiors only, the software-matrix / network path in #52 and #1006 (the cooperative-matrix probe rejects RDNA, so image networks are stood in or left out) may leave the scene without its ambient/fill composite, leaving only the nearby dynamic lights. Daylight exteriors on the same card look normally lit (see the Scope note above), so I am **not** claiming a global lighting failure. I have **not** A/B'd this and am not claiming a causal mechanism. I also have not yet tried the workaround in the issue body (`RX_VK_TAAU_KEYS=-` + `RX_VK_MMA_SOFTWARE=1`); both strings exist in my build. Happy to do any of these next, whichever is most useful: attach a log from the exact same run, A/B `RX_VK_TAAU_KEYS=-` alone and `RX_VK_MMA_SOFTWARE=1` alone in the same room, or test a build with #1507 on RADV. ### Attachments | File | Shows | |---|---| | `screenshot-6-dark-room.jpg` | the interior described above: only the area near Link and Navi is lit | | `hookshot_log.txt` | earlier run, same v2.0.13 / GPU / driver; contains the software-matrix and network lines quoted above | ![Dark interior: only the area near Link and Navi is lit](https://github.com/user-attachments/assets/b9a70fc7-6092-44c2-8ba5-06f509a419c1) `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.
NotRexed commented 2026-11-11 21:21:58 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #1011: Hyrule Field lighting switches between the dawn/day lighting and a dark night lighting for seconds at a time ( (Source build of main 32df58e (v2.0.5-32) with #922, #761 and #850 merg; NVIDIA RTX 5080, driver 621.14; Intel i9-13900K, 32 GB DDR5, Windows 11 Pro)
  • #1117: Blocky light halos and checkerboard smoke go away when the few NEAREST samplers are made linear (v2.0.7; RTX 5080 16 GB, NVIDIA 621.14; Ryzen 9 9900X3D, 64 GB, Windows 11 Pro) (pull request #1366)
  • #1555: Too much lighting + few seconds freeze during cinematics + sound off while Ganondorf (v2.0.8; 9700XT 16GB, 26.10.1 (32.0.32015.7029); R7 5800X 32Gb 36000Mhz Windows 10)
  • #2148: Lighting glitch (v2.1.0; RTX 2070. Driver 621.4; Ryzen 5 5500, 16 gb, Windows 11)
  • #2153: Version 2.1.0 has an issue where the grass glows. (v2.1.0; RTX5090 621.14; ryzen 7 9800x3d 48GDDR5 win10)
  • #2272: Banding on Skybox (v.2.1.0; RTX 4090, 621.14; Ryzen 7950x, 32GB DDR5 6000, Windows 11)
More reports of this, collected here: - #1011: Hyrule Field lighting switches between the dawn/day lighting and a dark night lighting for seconds at a time ( (Source build of main 32df58e (v2.0.5-32) with #922, #761 and #850 merg; NVIDIA RTX 5080, driver 621.14; Intel i9-13900K, 32 GB DDR5, Windows 11 Pro) - #1117: Blocky light halos and checkerboard smoke go away when the few NEAREST samplers are made linear (v2.0.7; RTX 5080 16 GB, NVIDIA 621.14; Ryzen 9 9900X3D, 64 GB, Windows 11 Pro) (pull request #1366) - #1555: Too much lighting + few seconds freeze during cinematics + sound off while Ganondorf (v2.0.8; 9700XT 16GB, 26.10.1 (32.0.32015.7029); R7 5800X 32Gb 36000Mhz Windows 10) - #2148: Lighting glitch (v2.1.0; RTX 2070. Driver 621.4; Ryzen 5 5500, 16 gb, Windows 11) - #2153: Version 2.1.0 has an issue where the grass glows. (v2.1.0; RTX5090 621.14; ryzen 7 9800x3d 48GDDR5 win10) - #2272: Banding on Skybox (v.2.1.0; RTX 4090, 621.14; Ryzen 7950x, 32GB DDR5 6000, Windows 11)
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@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).

The tracker can mark #1485's filtered depth comparisons, #1507/#1657's subgroup/shuffle repairs, #1338/#2327's specific BC-target repairs and #2289's preserved early sampler/texture registrations as landed. These are distinct lighting mechanisms, and their code is present on main 51da0464. RADV shuffle behavior and compressed 2D attachments still have the separate #1893 and #2001 work, while the remaining volumetric pulse is not diagnosed by those changes. Please keep the tracker open and ask for a current log from the same run as each remaining picture. The earlier Fire Temple confirmation predates #1507's merge and should not be attributed to it.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 15:18 UTC · [original](https://github.com/NotRexed/Hookshot/issues/1004#issuecomment-6827622428) **Tracker upkeep note** (merged pull requests and code checked against main `51da0464`; no new test run was made for it). The tracker can mark #1485's filtered depth comparisons, #1507/#1657's subgroup/shuffle repairs, #1338/#2327's specific BC-target repairs and #2289's preserved early sampler/texture registrations as landed. These are distinct lighting mechanisms, and their code is present on main `51da0464`. RADV shuffle behavior and compressed 2D attachments still have the separate #1893 and #2001 work, while the remaining volumetric pulse is not diagnosed by those changes. Please keep the tracker open and ask for a current log from the same run as each remaining picture. The earlier Fire Temple confirmation predates #1507's merge and should not be attributed to it. <!-- github-sync:c:6827622428 -->
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