[Tracking] Flicker and flashing: brightness pulses, one-frame flashes, doubled image with frame pacing #1005

Open
opened 2026-11-09 05:39:23 +00:00 by NotRexed · 13 comments
NotRexed commented 2026-11-09 05:39:23 +00:00 (Migrated from github.com)

This issue collects every open report of flicker and flashing, 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:

  • the whole picture pulses brighter and darker;
  • single white frames;
  • textures or lights flicker;
  • a doubled image with Frame pacing or frame generation;
  • dark bars at the sides.

Several causes were fixed in v2.0.0 and v2.0.2, and many reports below are from before that, so please retest on v2.0.6 and post here if it still flickers. HUD flicker on AMD handhelds is in the handheld tracker.

Affected GPUs and versions

  • GPUs: all vendors: RTX 2080S to RTX 5080, RX 6600 to RX 9070 XT.
  • Versions: mostly builds before v2.0.2; some later.

Evidence from the logs

  • Fixed since:
    • whole-screen white flashing from per-queue fences (v2.0.0, #574, PR #523);
    • frame wait on Windows by default (v2.0.0);
    • the exposure page capture fix (v2.0.2, #645).
  • #570: a brightness sawtooth from the volumetric-fog froxel volume (b069ca31, 256x32x16) being read a frame early; RX_VK_WAIT_GPU=0 removes it.
  • #589: RX_VK_PER_QUEUE_FENCES=0 fixed it for the reporters.
  • #323: the doubling depends on Frame pacing and frame generation.
  • #302: AMD foliage double image (#296) and grass shadow stripes (PR #482); the dark terrain grid on AMD was handled in v2.0.5 / v2.0.6 (see the AMD rendering tracker).

Workarounds

  • RX_VK_WAIT_GPU=0, RX_VK_PER_QUEUE_FENCES=0.
  • Turn Frame pacing and frame generation off to check whether they cause it.

Reports merged here (11 issues, about 51 people)

Issue Title People GPU Version Key detail
#319 crazy graphics 14 RX 9070 XT, RTX 4060M, RTX 4070 TiS, RTX 4080M, RX 6600, RT… foliage-linux-updater Light/dark flicker (=#145, fixed since) + moving ground lines + Skull Kid "vertex explosion" (left open for those); no reports since
#145 weird darkened bars on the left and right and brightness flickiring a… 12 RTX 4060M, RTX 2080S, RX 9060 XT, RX 9070 XT, RTX 4070 TiS,… honest-eta Brightness flicker/white one-frame flashes; v2.0.0 frame wait on Windows (#574), v2.0.2 #645 exposure page capture fix (hckrman101 asks to close if gone); dark side bars…
#302 [AMD] Folliage and lighting has severe artifacting 9 RX 6750 XT, RX 9070 XT, RX 6650 XT, RX 7700S, RTX 5070 v2.0.x AMD foliage artifacting/double image (#296 fixed per Segmentree); grass shadow stripes around Link (PR #482 in low-vram); dark grid on Hyrule Field terrain (fixed v2.0.5…
#589 visual bugs 4 RTX 3060 Ti, RTX 5080 low-vram Lighting flicker on low-vram; fixed for reporters by RX_VK_PER_QUEUE_FENCES=0 (#574 family; fixed v2.0.0/v2.0.2)
#323 Flashing and "doubling" with Frame Pacing on. 3 RTX 5060 Ti, RX 6800 170ce53 Flashing/doubling depending on frame pacing/FG; same family as #145/#302 (#296 merged, v2.0.0 frame wait)
#570 Black screen stall (FPS drops to 1 for ~4.5 s) and frame-to-frame bri… 3 RTX 5070 x2, RTX 3060 low-vram (1) black stall ~9.5 s in a dark passage (separate, open); (2) global brightness sawtooth from volumetric-fog froxel volume read a frame early (b069ca31, 256x32x16), RX_…
#307 Flik screen and shadow duplicate link 2 RTX 5070 foliage-linux-updater Portuguese: flicker + duplicated shadow on Link after foliage release; flicker fix shipped since (#145)
#382 Flashing picture and frame generation judder 1 ? foliage-linux-updater Dark/light flashing (fixed v2.0.2 #645 per hckrman101) + frame generation judder (separate)
#419 graphics issues with the last build 18 1 RTX 5060 Ti release 18 Flashing + missing textures (video, gist log)
#607 Still Flashing on AMD board 1 AMD honest-eta Flashing on AMD on honest-eta; v2.0.2 #645 (hckrman101 asks to retest)
#618 textures broken in ryzen 5 56000X 1 RTX 4060 honest-eta Texture flicker on honest-eta (no log); flicker fixes in v2.0.0/v2.0.2

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: GPU, version, Frame pacing / frame generation settings, a short video if possible, 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 flicker and flashing, 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: - the whole picture pulses brighter and darker; - single white frames; - textures or lights flicker; - a doubled image with Frame pacing or frame generation; - dark bars at the sides. Several causes were fixed in v2.0.0 and v2.0.2, and many reports below are from before that, so **please retest on v2.0.6** and post here if it still flickers. HUD flicker on AMD handhelds is in the handheld tracker. ## Affected GPUs and versions - **GPUs:** all vendors: RTX 2080S to RTX 5080, RX 6600 to RX 9070 XT. - **Versions:** mostly builds before v2.0.2; some later. ## Evidence from the logs - **Fixed since:** - whole-screen white flashing from per-queue fences (v2.0.0, #574, PR #523); - frame wait on Windows by default (v2.0.0); - the exposure page capture fix (v2.0.2, #645). - **#570:** a brightness sawtooth from the volumetric-fog froxel volume (b069ca31, 256x32x16) being read a frame early; `RX_VK_WAIT_GPU=0` removes it. - **#589:** `RX_VK_PER_QUEUE_FENCES=0` fixed it for the reporters. - **#323:** the doubling depends on Frame pacing and frame generation. - **#302:** AMD foliage double image (#296) and grass shadow stripes (PR #482); the dark terrain grid on AMD was handled in v2.0.5 / v2.0.6 (see the AMD rendering tracker). ## Workarounds - `RX_VK_WAIT_GPU=0`, `RX_VK_PER_QUEUE_FENCES=0`. - Turn Frame pacing and frame generation off to check whether they cause it. ## Reports merged here (11 issues, about 51 people) | Issue | Title | People | GPU | Version | Key detail | |---|---|---|---|---|---| | #319 | crazy graphics | 14 | RX 9070 XT, RTX 4060M, RTX 4070 TiS, RTX 4080M, RX 6600, RT… | foliage-linux-updater | Light/dark flicker (=#145, fixed since) + moving ground lines + Skull Kid "vertex explosion" (left open for those); no reports since | | #145 | weird darkened bars on the left and right and brightness flickiring a… | 12 | RTX 4060M, RTX 2080S, RX 9060 XT, RX 9070 XT, RTX 4070 TiS,… | honest-eta | Brightness flicker/white one-frame flashes; v2.0.0 frame wait on Windows (#574), v2.0.2 #645 exposure page capture fix (hckrman101 asks to close if gone); dark side bars… | | #302 | [AMD] Folliage and lighting has severe artifacting | 9 | RX 6750 XT, RX 9070 XT, RX 6650 XT, RX 7700S, RTX 5070 | v2.0.x | AMD foliage artifacting/double image (#296 fixed per Segmentree); grass shadow stripes around Link (PR #482 in low-vram); dark grid on Hyrule Field terrain (fixed v2.0.5… | | #589 | visual bugs | 4 | RTX 3060 Ti, RTX 5080 | low-vram | Lighting flicker on low-vram; fixed for reporters by RX_VK_PER_QUEUE_FENCES=0 (#574 family; fixed v2.0.0/v2.0.2) | | #323 | Flashing and "doubling" with Frame Pacing on. | 3 | RTX 5060 Ti, RX 6800 | 170ce53 | Flashing/doubling depending on frame pacing/FG; same family as #145/#302 (#296 merged, v2.0.0 frame wait) | | #570 | Black screen stall (FPS drops to 1 for ~4.5 s) and frame-to-frame bri… | 3 | RTX 5070 x2, RTX 3060 | low-vram | (1) black stall ~9.5 s in a dark passage (separate, open); (2) global brightness sawtooth from volumetric-fog froxel volume read a frame early (b069ca31, 256x32x16), RX_… | | #307 | Flik screen and shadow duplicate link | 2 | RTX 5070 | foliage-linux-updater | Portuguese: flicker + duplicated shadow on Link after foliage release; flicker fix shipped since (#145) | | #382 | Flashing picture and frame generation judder | 1 | ? | foliage-linux-updater | Dark/light flashing (fixed v2.0.2 #645 per hckrman101) + frame generation judder (separate) | | #419 | graphics issues with the last build 18 | 1 | RTX 5060 Ti | release 18 | Flashing + missing textures (video, gist log) | | #607 | Still Flashing on AMD board | 1 | AMD | honest-eta | Flashing on AMD on honest-eta; v2.0.2 #645 (hckrman101 asks to retest) | | #618 | textures broken in ryzen 5 56000X | 1 | RTX 4060 | honest-eta | Texture flicker on honest-eta (no log); flicker fixes in v2.0.0/v2.0.2 | ## 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: GPU, version, Frame pacing / frame generation settings, a short video if possible, 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)
rakefire-impala commented 2026-11-10 10:32:12 +00:00 (Migrated from github.com)

Two flickers here have open fixes:

  • Shadows flickering in thin streaks while the camera stands still, over sunlit ground and near trees: #1581, a rebase of #477. It happens when the TAAU network is left out on the card (the log says "a network left out on this card"). Confirmed gone on an RX 5500M.
  • Hyrule Field's distant trees flickering on GPUs without mesh shaders: #1511. The fallback dropped every task workgroup past 512, and a different set was dropped each frame.
Two flickers here have open fixes: - **Shadows flickering in thin streaks while the camera stands still**, over sunlit ground and near trees: #1581, a rebase of #477. It happens when the TAAU network is left out on the card (the log says "a network left out on this card"). Confirmed gone on an RX 5500M. - **Hyrule Field's distant trees flickering** on GPUs without mesh shaders: #1511. The fallback dropped every task workgroup past 512, and a different set was dropped each frame.
addisonbair commented 2026-11-10 19:57:31 +00:00 (Migrated from github.com)

Steam Deck OLED (RADV VANGOGH, SteamOS 3.9.5), v2.0.14: one-frame white flashes, gone with the two workarounds above

Setup: RX_VK_MESH_OPT=1 and HOS_HANDHELD=1. The same flashes also showed on v2.0.11 with RX_VK_NO_MESH=1 and no frame generation, so frame generation isn't the cause.

  • Before: frequent single bright frames in Kokiri Forest. In four screenshots taken about 0.35 s apart during Saria's dialogue, one was blown out: near-white, with glowing specks over the whole scene. The other three were normal.
  • After adding RX_VK_PER_QUEUE_FENCES=0 and RX_VK_WAIT_GPU=0 to hookshot_env.txt: no flashes. I haven't yet checked which of the two does it. I can if that's useful.
**Steam Deck OLED (RADV VANGOGH, SteamOS 3.9.5), v2.0.14: one-frame white flashes, gone with the two workarounds above** Setup: `RX_VK_MESH_OPT=1` and `HOS_HANDHELD=1`. The same flashes also showed on v2.0.11 with `RX_VK_NO_MESH=1` and no frame generation, so frame generation isn't the cause. - **Before:** frequent single bright frames in Kokiri Forest. In four screenshots taken about 0.35 s apart during Saria's dialogue, one was blown out: near-white, with glowing specks over the whole scene. The other three were normal. - **After** adding `RX_VK_PER_QUEUE_FENCES=0` and `RX_VK_WAIT_GPU=0` to `hookshot_env.txt`: no flashes. I haven't yet checked which of the two does it. I can if that's useful.
MrMookdog commented 2026-11-10 23:00:55 +00:00 (Migrated from github.com)

I have a 760M and fixed the texture flickering by setting RX_VK_PER_QUEUE_FENCES=0 in my env file. I took 2 videos with 2 logs with and without the fences env. Videos and logs labeled "good" have the fences env. I also have RX_VK_MESH_OPT=1 enabled in each. This issue still persists on 2.0.14 Frame pacing on or off makes no difference
bad2.mp4

hookshot_log_bad.txt
good2.mp4

hookshot_log_good.txt

Where would I add those settings ? Where is the env file ?

> I have a 760M and fixed the texture flickering by setting RX_VK_PER_QUEUE_FENCES=0 in my env file. I took 2 videos with 2 logs with and without the fences env. Videos and logs labeled "good" have the fences env. I also have RX_VK_MESH_OPT=1 enabled in each. This issue still persists on 2.0.14 Frame pacing on or off makes no difference > bad2.mp4 > > [hookshot_log_bad.txt](https://github.com/user-attachments/files/34654293/hookshot_log_bad.txt) > good2.mp4 > > [hookshot_log_good.txt](https://github.com/user-attachments/files/34654300/hookshot_log_good.txt) Where would I add those settings ? Where is the env file ?
NotRexed commented 2026-11-11 01:48:33 +00:00 (Migrated from github.com)

From #2066 (RTX 4070, driver 616.56, Windows 11, v2.0.14, default settings): flickering lighting in Hyrule Field that gets worse toward the horizon and looks fog related, regardless of settings. Video and log are in #2066.

From #2066 (RTX 4070, driver 616.56, Windows 11, v2.0.14, default settings): flickering lighting in Hyrule Field that gets worse toward the horizon and looks fog related, regardless of settings. Video and log are in #2066.
JorgeJRR commented 2026-11-11 02:50:37 +00:00 (Migrated from github.com)

Black rectangles flickering during movies / title screen — RTX 2060 SUPER, Linux, v2.0.14 (not frame generation)

Same symptom as #1901 (also an RTX 2060 SUPER on v2.0.14), but here it persists with frame generation off, so I'm adding the data here as asked.

What happens

  • Solid black rectangles (roughly 48–90 px) flash at random spots, mostly over the animated title-screen background and in cutscenes. Some have a rainbow/noisy fringe at their edges.
  • Gameplay looks fine. The picture under the blocks is otherwise correct.
  • It started after updating from v2.0.11 → v2.0.14. On v2.0.11 the same cutscenes were clean.

How often (measured)
I took screenshot bursts of the title screen and counted solid-black blocks automatically (8 px grid, ≥32×32 px, >80% black):

Settings Screenshots with blocks
Frame generation Auto, Frame pacing On, Upscaler AMD FSR 3.1 3 / 6
Frame generation Off, Frame pacing Off, Upscaler Game's own 4 / 10
Same, plus Handheld profile Off, Render resolution Auto (after a restart) still present (by eye)

So it doesn't depend on frame generation, frame pacing, FSR 3.1 or the handheld profile.

Settings that stayed the same in every test
Quality preset Custom, Fullscreen On, GPU device 0 (RTX 2060 SUPER), HDR Off, Frame rate cap 60, NVIDIA Reflex On, Output resolution 1920x1080, Window scaling filter Lanczos, Sharpness 30%, Ultrawide 16:9, Robust buffers Auto, Descriptor reuse Off, Sampler cache Off. Render resolution was 50% (768x432) in the first two rows of the table.

I haven't tried Reflex Off or the other Robust buffers values yet. Happy to test anything you suggest.

System

  • GPU: NVIDIA GeForce RTX 2060 SUPER 8 GB (Turing), proprietary NVIDIA driver 595.112.07 on Linux. Since this is the NVIDIA-on-Linux path (#1000), the driver may be part of it.
  • CPU: AMD Ryzen 7 5700 (8C/16T, AVX2), 32 GB RAM
  • OS: Nobara Linux 44 (Fedora-based), kernel 7.3.1, KDE Plasma 6 on Wayland, a single 1920x1080 @ 165 Hz monitor on DisplayPort
  • Hookshot v2.0.14 (the menu shows source 3a9998c3), Linux AppImage builder, updated in place from v2.0.11 with the launcher's Update
  • Game: 0400486024DEC000, update v131072
  • Started from the builder's own desktop entry (hookshot in the game folder). No overlay or wrapper is hooked in: no MangoHud, no gamemoderun, no Steam. Only Hookshot's own FPS counter shows.
  • The log shows VRAM at about 4.9–5.2 of 6.6 GB, so it doesn't look like the over-budget case in #993.

Screenshots
Frame generation Auto + FSR 3.1 (blocks at the top):

blocks, FG Auto + FSR 3.1
block over the waterfall, FG Auto + FSR 3.1

Frame generation Off, Frame pacing Off, Upscaler Game's own (the menu is open so the settings show; blocks are still there):

blocks with FG off, menu visible
block top-right with FG off, menu visible

Log
hookshot_log.txt (home path replaced with ~). All files are in this gist.

**Black rectangles flickering during movies / title screen — RTX 2060 SUPER, Linux, v2.0.14 (not frame generation)** Same symptom as #1901 (also an RTX 2060 SUPER on v2.0.14), but here it persists with frame generation **off**, so I'm adding the data here as asked. **What happens** - Solid black rectangles (roughly 48–90 px) flash at random spots, mostly over the animated title-screen background and in cutscenes. Some have a rainbow/noisy fringe at their edges. - Gameplay looks fine. The picture under the blocks is otherwise correct. - It started after updating from **v2.0.11 → v2.0.14**. On v2.0.11 the same cutscenes were clean. **How often (measured)** I took screenshot bursts of the title screen and counted solid-black blocks automatically (8 px grid, ≥32×32 px, >80% black): | Settings | Screenshots with blocks | |---|---| | Frame generation Auto, Frame pacing On, Upscaler AMD FSR 3.1 | 3 / 6 | | Frame generation **Off**, Frame pacing **Off**, Upscaler **Game's own** | 4 / 10 | | Same, plus Handheld profile **Off**, Render resolution **Auto** (after a restart) | still present (by eye) | So it doesn't depend on frame generation, frame pacing, FSR 3.1 or the handheld profile. **Settings that stayed the same in every test** Quality preset Custom, Fullscreen On, GPU device 0 (RTX 2060 SUPER), HDR Off, Frame rate cap 60, **NVIDIA Reflex On**, Output resolution 1920x1080, Window scaling filter Lanczos, Sharpness 30%, Ultrawide 16:9, Robust buffers Auto, Descriptor reuse Off, Sampler cache Off. Render resolution was 50% (768x432) in the first two rows of the table. I haven't tried Reflex Off or the other Robust buffers values yet. Happy to test anything you suggest. **System** - GPU: NVIDIA GeForce RTX 2060 SUPER 8 GB (Turing), **proprietary NVIDIA driver 595.112.07 on Linux**. Since this is the NVIDIA-on-Linux path (#1000), the driver may be part of it. - CPU: AMD Ryzen 7 5700 (8C/16T, AVX2), 32 GB RAM - OS: Nobara Linux 44 (Fedora-based), kernel 7.3.1, KDE Plasma 6 on **Wayland**, a single 1920x1080 @ 165 Hz monitor on DisplayPort - Hookshot v2.0.14 (the menu shows source 3a9998c3), Linux AppImage builder, updated in place from v2.0.11 with the launcher's Update - Game: 0400486024DEC000, update v131072 - Started from the builder's own desktop entry (`hookshot` in the game folder). No overlay or wrapper is hooked in: no MangoHud, no gamemoderun, no Steam. Only Hookshot's own FPS counter shows. - The log shows VRAM at about 4.9–5.2 of 6.6 GB, so it doesn't look like the over-budget case in #993. **Screenshots** Frame generation Auto + FSR 3.1 (blocks at the top): ![blocks, FG Auto + FSR 3.1](https://gist.githubusercontent.com/JorgeJRR/a160558b773b89a9b8e53b9af0b7cc52/raw/1-fg-auto-fsr-a.png) ![block over the waterfall, FG Auto + FSR 3.1](https://gist.githubusercontent.com/JorgeJRR/a160558b773b89a9b8e53b9af0b7cc52/raw/2-fg-auto-fsr-b.png) Frame generation **Off**, Frame pacing **Off**, Upscaler **Game's own** (the menu is open so the settings show; blocks are still there): ![blocks with FG off, menu visible](https://gist.githubusercontent.com/JorgeJRR/a160558b773b89a9b8e53b9af0b7cc52/raw/3-fg-off-menu-a.png) ![block top-right with FG off, menu visible](https://gist.githubusercontent.com/JorgeJRR/a160558b773b89a9b8e53b9af0b7cc52/raw/4-fg-off-menu-b.png) **Log** [hookshot_log.txt](https://gist.githubusercontent.com/JorgeJRR/a160558b773b89a9b8e53b9af0b7cc52/raw/hookshot_log.txt) (home path replaced with `~`). All files are in [this gist](https://gist.github.com/JorgeJRR/a160558b773b89a9b8e53b9af0b7cc52).
zyian0505 commented 2026-11-11 11:17:06 +00:00 (Migrated from github.com)

Same two one-frame artefacts on an RTX 4090 (v2.1.0, source 0ef688a6, Windows 11, 4K).

  1. Cutscenes: a model shows white for about one frame, then renders correctly.
  2. Talking to an NPC: the floor around the NPC turned into coloured noise for about one frame, then recovered.

Frame generation (3, also retested at 0) and the upscaler (DLSS, also retested native) make no difference.

What the log of one full session shows (37440 presents, 60.3 fps, GPU-bound wait 0.0 ms, so this is not a performance matter):

  • mirror syncs (600 submits): 15952 dirty pages from their submits' captures, 135636 from earlier ones'
  • write-back diff (600 submits): 2465 runs, 1378.4 MB compared; 2203 pages read into the shadows
  • one texture sampled before it was registered: texture slot 0x3126f (handle 0x3a83126f) is not registered: sampled as the dummy — 0x3a83126f is 1e-3f as a float, so that field looks uninitialised rather than a real handle
  • textures re-uploaded over what the GPU wrote after the CPU wrote their memory (re-uploaded (its memory was written)), several of them 1920x1080 and 3840x2160

That reads to me like a capture/upload timing window rather than a shading problem: the replay samples storage the capture has not caught up with. Is this the same thing as the "single white frames" listed above, or does it deserve its own entry?

Settings: 4K 3840x2160, dlss=2, dlss_model=2, upscaling=2, frame_generation=3, frame_pacing=1, plus RX_VK_TAAU_KEYS=- and RX_VK_MMA_SOFTWARE=1 (the #36 workaround, kept for the overexposure).

Unrelated but noticed: 10 programs (10 failed) in the periodic stats.

Would RX_VK_WAIT_GPU=0 or RX_VK_PER_QUEUE_FENCES=0 be worth trying against this one-frame window specifically?

Same two one-frame artefacts on an RTX 4090 (v2.1.0, source 0ef688a6, Windows 11, 4K). 1. Cutscenes: a model shows white for about one frame, then renders correctly. 2. Talking to an NPC: the floor around the NPC turned into coloured noise for about one frame, then recovered. Frame generation (3, also retested at 0) and the upscaler (DLSS, also retested native) make no difference. What the log of one full session shows (37440 presents, 60.3 fps, GPU-bound wait 0.0 ms, so this is not a performance matter): - `mirror syncs (600 submits): 15952 dirty pages from their submits' captures, 135636 from earlier ones'` - `write-back diff (600 submits): 2465 runs, 1378.4 MB compared; 2203 pages read into the shadows` - one texture sampled before it was registered: `texture slot 0x3126f (handle 0x3a83126f) is not registered: sampled as the dummy` — 0x3a83126f is 1e-3f as a float, so that field looks uninitialised rather than a real handle - textures re-uploaded over what the GPU wrote after the CPU wrote their memory (`re-uploaded (its memory was written)`), several of them 1920x1080 and 3840x2160 That reads to me like a capture/upload timing window rather than a shading problem: the replay samples storage the capture has not caught up with. Is this the same thing as the "single white frames" listed above, or does it deserve its own entry? Settings: 4K 3840x2160, `dlss=2`, `dlss_model=2`, `upscaling=2`, `frame_generation=3`, `frame_pacing=1`, plus `RX_VK_TAAU_KEYS=-` and `RX_VK_MMA_SOFTWARE=1` (the #36 workaround, kept for the overexposure). Unrelated but noticed: `10 programs (10 failed)` in the periodic stats. Would `RX_VK_WAIT_GPU=0` or `RX_VK_PER_QUEUE_FENCES=0` be worth trying against this one-frame window specifically?
quazardous commented 2026-11-11 14:51:37 +00:00 (Migrated from github.com)

A measured instance of the brightness pulse, in Kokiri Forest on v2.1.0, with
the renderer's own flash detector rather than an impression of what the screen
did.

Setup: ROG Ally X — Ryzen Z1 Extreme, Radeon 780M (RDNA3), 24 GB shared with
8 GB carved out for the GPU; Linux (Bazzite, kernel 7.2.15, RADV, Mesa 26.2.6),
Vulkan 1.4. 1280x720, quality preset Minimum, FSR, no frame generation. One
minute of walking and panning the camera in the village, RX_VK_FLASH=1 with
RX_VK_SHOT_EVERY=1, thresholds left at their defaults (RX_VK_FLASH_DIFF 48,
RX_VK_FLASH_CELLS 40).

What it found

6 one-frame flashes in 60 s, in two bursts of three consecutive presents,
alternating bright and dark:

vk: flash at present 1728: 46 of 2304 cells differ from both neighbours, 46 brighter, peak 99, cells 0,20-63,33
vk: flash at present 1729: 50 of 2304 cells differ from both neighbours, 0 brighter, peak 99, cells 0,20-63,35
vk: flash at present 1730: 48 of 2304 cells differ from both neighbours, 48 brighter, peak 99, cells 0,20-63,35

(and the same shape again at presents 1763-1765, 66 of 2304 cells, peak 105)

Taking each flagged frame against the mean of its two neighbours, the pulse is

brightness against the two neighbours
whole frame +3.6
top half +0.7
bottom half +6.6

and it covers rows 268 to 720 across the full width, on the lit grass and the
bushes — the sky and the trees above the horizon barely move. The two
neighbours differ from each other by 1.8, so this is not camera motion: a and c
agree, b does not agree with either.

That is the shape #570 describes — a view-dependent volume read a frame early —
and it is why the walk pans the camera on purpose: a volume that depends on the
view has no reason to pulse while the view holds still. I have not yet run the
same minute with the camera fixed to check that, so take the camera part as the
reason for the script, not as a result.

How it was driven, in case it is useful to you

The game ran headless in a nested Wayland compositor with a virtual Xbox pad,
driven by a scenario file rather than by hand, so the same minute can be played
again on another version and the two compared:

  • wait for vk: replay ready and oe: startup logo finished in the log;
  • wait until the frame matches a reference of the title screen, masked down to
    the shield so the movie behind it does not count;
  • press B three times to load the save (your pad_a=1 puts the Switch's A on
    an Xbox pad's B);
  • wait for cheats: inventory probe from HOS_OOT_CHEATS=1 — the debug tools
    print the inventory once Link exists, which is how the scenario knows the
    save is in rather than guessing from a picture;
  • walk and pan a scripted minute, then take captures and the metrics.

Each run leaves a folder with the game log, RX_VK_FRAME_LOG's per-frame times,
the captures, the detector's frames, and a manifest holding the Hookshot
version, the kernel, the driver and a digest of the scenario and config — which
is what caught that my distro had changed Mesa under me between two
measurements.

The box is wbox-mcp and the scenarios
are in hookshot-wbox
(scenarios/village-flash.yaml is this one). Neither repository holds any game
file, dump, key or build output, and reference images and captures stay on the
PC that made them.

If it would help, I can run the same minute with RX_VK_WAIT_GPU=0 and with
RX_VK_PER_QUEUE_FENCES=0 and post whether the count goes to zero — that is a
cheap answer to have on this hardware, and I will do it next unless you would
rather have something else measured.

A measured instance of the brightness pulse, in Kokiri Forest on v2.1.0, with the renderer's own flash detector rather than an impression of what the screen did. **Setup:** ROG Ally X — Ryzen Z1 Extreme, Radeon 780M (RDNA3), 24 GB shared with 8 GB carved out for the GPU; Linux (Bazzite, kernel 7.2.15, RADV, Mesa 26.2.6), Vulkan 1.4. 1280x720, quality preset Minimum, FSR, no frame generation. One minute of walking and panning the camera in the village, `RX_VK_FLASH=1` with `RX_VK_SHOT_EVERY=1`, thresholds left at their defaults (`RX_VK_FLASH_DIFF` 48, `RX_VK_FLASH_CELLS` 40). ### What it found **6 one-frame flashes in 60 s**, in two bursts of three consecutive presents, alternating bright and dark: ``` vk: flash at present 1728: 46 of 2304 cells differ from both neighbours, 46 brighter, peak 99, cells 0,20-63,33 vk: flash at present 1729: 50 of 2304 cells differ from both neighbours, 0 brighter, peak 99, cells 0,20-63,35 vk: flash at present 1730: 48 of 2304 cells differ from both neighbours, 48 brighter, peak 99, cells 0,20-63,35 ``` (and the same shape again at presents 1763-1765, 66 of 2304 cells, peak 105) Taking each flagged frame against the mean of its two neighbours, the pulse is | | brightness against the two neighbours | |---|---| | whole frame | +3.6 | | top half | +0.7 | | **bottom half** | **+6.6** | and it covers rows 268 to 720 across the full width, on the lit grass and the bushes — the sky and the trees above the horizon barely move. The two neighbours differ from each other by 1.8, so this is not camera motion: a and c agree, b does not agree with either. That is the shape #570 describes — a view-dependent volume read a frame early — and it is why the walk pans the camera on purpose: a volume that depends on the view has no reason to pulse while the view holds still. I have not yet run the same minute with the camera fixed to check that, so take the camera part as the reason for the script, not as a result. ### How it was driven, in case it is useful to you The game ran headless in a nested Wayland compositor with a virtual Xbox pad, driven by a scenario file rather than by hand, so the same minute can be played again on another version and the two compared: - wait for `vk: replay ready` and `oe: startup logo finished` in the log; - wait until the frame matches a reference of the title screen, masked down to the shield so the movie behind it does not count; - press B three times to load the save (your `pad_a=1` puts the Switch's A on an Xbox pad's B); - wait for `cheats: inventory probe` from `HOS_OOT_CHEATS=1` — the debug tools print the inventory once Link exists, which is how the scenario knows the save is in rather than guessing from a picture; - walk and pan a scripted minute, then take captures and the metrics. Each run leaves a folder with the game log, `RX_VK_FRAME_LOG`'s per-frame times, the captures, the detector's frames, and a manifest holding the Hookshot version, the kernel, the driver and a digest of the scenario and config — which is what caught that my distro had changed Mesa under me between two measurements. The box is [wbox-mcp](https://github.com/quazardous/wbox-mcp) and the scenarios are in [hookshot-wbox](https://github.com/quazardous/hookshot-wbox) (`scenarios/village-flash.yaml` is this one). Neither repository holds any game file, dump, key or build output, and reference images and captures stay on the PC that made them. If it would help, I can run the same minute with `RX_VK_WAIT_GPU=0` and with `RX_VK_PER_QUEUE_FENCES=0` and post whether the count goes to zero — that is a cheap answer to have on this hardware, and I will do it next unless you would rather have something else measured.
quazardous commented 2026-11-11 15:15:31 +00:00 (Migrated from github.com)

Follow-up to my measurement above, with repeats this time: three settings, three
runs each, interleaved (one run of each in turn, three times) so that anything
drifting with time hits all three equally. Same machine as before (Z1 Extreme /
Radeon 780M, Linux, Mesa 26.2.6), v2.1.0, same scripted minute in Kokiri Forest,
detector thresholds left at their defaults.

flashes, 3 runs where they fall
defaults 6, 6, 6 two bursts of 3
RX_VK_WAIT_GPU=2 6, 6, 7 two bursts of 3
RX_VK_PER_QUEUE_FENCES=0 3, 3, 3 the first burst only

The two bursts are at the same two moments of the walk every time: one within
about a second of the first step after the arrival, and one at t+36 to +38 s,
a few seconds into the forward walk that follows a camera pan. With per-queue
fences off, the first burst is still there and the second one is gone, in all
three runs
.

That is worth a look, because per-queue fences were introduced for what looks
like this exact symptom — the comment at gpu/vk/vk_replay.cpp:65-71 describes
"OoT's presentation work run ahead of the scene work it waits for: a frame of
the fog, haze and sun shafts of the frame before". On this machine they do
remove one of the two bursts' worth of that, but the one at the start of the
walk survives them, so either there is a second path to it or the fences do not
cover that case.

It is not free, either: with them off the scene runs slower here — median of the
last ten five-second windows of the walk, 39.5 fps against 46.4 with them on
(48.8 with RX_VK_WAIT_GPU=2). So this is a finding about where the pulse comes
from, not a workaround to recommend.

One correction to the issue body, if you want it

The tracking list says, twice:

#570: a brightness sawtooth from the volumetric-fog froxel volume (b069ca31, 256x32x16) being read a frame early; RX_VK_WAIT_GPU=0 removes it.

Workarounds: RX_VK_WAIT_GPU=0, RX_VK_PER_QUEUE_FENCES=0.

In v2.1.0 RX_VK_WAIT_GPU is a number of frames of lead, and it is 0 when
the variable is not set
— gpu/vk/vk_replay.cpp:3082-3090:

{   // (RX_VK_WAIT_GPU=<frames>: the replay no further ahead of the GPU than that)
    static const int ahead = [] {
        const char* e = getenv("RX_VK_WAIT_GPU");
        const long count = e ? std::strtol(e, nullptr, 10) : 0;
        ...
    }();
    if (ahead > 0) { ... }

So RX_VK_WAIT_GPU=0 is today's default and cannot remove anything: anyone
following that line is setting what is already set. My runs agree — 0 and unset
give byte-identical results, and the nine runs above show 2 is no better than
unset. If a lead limit still helps anywhere, the value to suggest is greater
than 0; otherwise the line is worth dropping from the workarounds so it stops
sending people down a dead end.

Follow-up to my measurement above, with repeats this time: three settings, three runs each, interleaved (one run of each in turn, three times) so that anything drifting with time hits all three equally. Same machine as before (Z1 Extreme / Radeon 780M, Linux, Mesa 26.2.6), v2.1.0, same scripted minute in Kokiri Forest, detector thresholds left at their defaults. | | flashes, 3 runs | where they fall | |---|---|---| | defaults | 6, 6, 6 | two bursts of 3 | | `RX_VK_WAIT_GPU=2` | 6, 6, 7 | two bursts of 3 | | `RX_VK_PER_QUEUE_FENCES=0` | **3, 3, 3** | **the first burst only** | The two bursts are at the same two moments of the walk every time: one within about a second of the first step after the arrival, and one at **t+36 to +38 s**, a few seconds into the forward walk that follows a camera pan. With per-queue fences off, the first burst is still there and **the second one is gone, in all three runs**. That is worth a look, because per-queue fences were introduced for what looks like this exact symptom — the comment at `gpu/vk/vk_replay.cpp:65-71` describes "OoT's presentation work run ahead of the scene work it waits for: a frame of the fog, haze and sun shafts of the frame before". On this machine they do remove one of the two bursts' worth of that, but the one at the start of the walk survives them, so either there is a second path to it or the fences do not cover that case. It is not free, either: with them off the scene runs slower here — median of the last ten five-second windows of the walk, 39.5 fps against 46.4 with them on (48.8 with `RX_VK_WAIT_GPU=2`). So this is a finding about where the pulse comes from, not a workaround to recommend. ### One correction to the issue body, if you want it The tracking list says, twice: > **#570:** a brightness sawtooth from the volumetric-fog froxel volume (b069ca31, 256x32x16) being read a frame early; `RX_VK_WAIT_GPU=0` removes it. > Workarounds: `RX_VK_WAIT_GPU=0`, `RX_VK_PER_QUEUE_FENCES=0`. In v2.1.0 `RX_VK_WAIT_GPU` is **a number of frames of lead**, and it is **0 when the variable is not set** — `gpu/vk/vk_replay.cpp:3082-3090`: ```c { // (RX_VK_WAIT_GPU=<frames>: the replay no further ahead of the GPU than that) static const int ahead = [] { const char* e = getenv("RX_VK_WAIT_GPU"); const long count = e ? std::strtol(e, nullptr, 10) : 0; ... }(); if (ahead > 0) { ... } ``` So `RX_VK_WAIT_GPU=0` is today's default and cannot remove anything: anyone following that line is setting what is already set. My runs agree — 0 and unset give byte-identical results, and the nine runs above show 2 is no better than unset. If a lead limit still helps anywhere, the value to suggest is greater than 0; otherwise the line is worth dropping from the workarounds so it stops sending people down a dead end.
quazardous commented 2026-11-11 15:30:47 +00:00 (Migrated from github.com)

Correction to the performance figure in my comment above, and a methodological
note that may matter to anyone else measuring with the flash detector.

What I withdraw. I wrote that with RX_VK_PER_QUEUE_FENCES=0 the scene runs
at "39.5 fps against 46.4 with them on (48.8 with RX_VK_WAIT_GPU=2)". Those
numbers came from a rolling-rate line in runs that had the detector on, and they
are not defensible: with RX_VK_SHOT_EVERY=1 the per-frame log of
RX_VK_FRAME_LOG covers anywhere from 74% to 99% of the run, and its figures
disagree with the cumulative present counts of the same runs. Three runs of the
same setting gave 55, 910 and 1587 logged frames for the same final minute.

What the clean measurement says. Same scenario, same machine, three runs per
setting, with the detector off so nothing is reading frames back — the
frame log then covers 98-99% of every run:

frames in the filmed minute presents over the whole run
defaults 26.8 fps (28.3 / 26.6 / 26.8) 3764 / 3629 / 3586
RX_VK_PER_QUEUE_FENCES=0 17.2 fps (18.5 / 17.2 / 16.4) 3205 / 3126 / 3050

So the direction of my original sentence was right and its size was wrong:
turning per-queue fences off costs about 36% of the frame rate in Kokiri
Forest on this machine, not the ~15% those bad numbers implied. It remains a
finding about where the second flash burst comes from, and not a setting to
recommend to anyone.

The methodological note. The detector is not free either. Same scenario,
same length, cumulative presents:

presents
no detector 3764 / 3629 / 3586
RX_VK_FLASH=1 + RX_VK_SHOT_EVERY=1 1809 / 1766 / 1748

It roughly halves the frame rate, because every present is read back from the
GPU. So a frame rate quoted from a flash run is not the game's, and the two
cannot be mixed in one table — which is exactly the mistake I made. The flash
counts themselves are unaffected: they come from counting log lines, and they
reproduced 6/6/6, 3/3/3 and 6/6/7 as posted.

Correction to the performance figure in my comment above, and a methodological note that may matter to anyone else measuring with the flash detector. **What I withdraw.** I wrote that with `RX_VK_PER_QUEUE_FENCES=0` the scene runs at "39.5 fps against 46.4 with them on (48.8 with `RX_VK_WAIT_GPU=2`)". Those numbers came from a rolling-rate line in runs that had the detector on, and they are not defensible: with `RX_VK_SHOT_EVERY=1` the per-frame log of `RX_VK_FRAME_LOG` covers anywhere from 74% to 99% of the run, and its figures disagree with the cumulative present counts of the same runs. Three runs of the same setting gave 55, 910 and 1587 logged frames for the same final minute. **What the clean measurement says.** Same scenario, same machine, three runs per setting, with the detector **off** so nothing is reading frames back — the frame log then covers 98-99% of every run: | | frames in the filmed minute | presents over the whole run | |---|---|---| | defaults | **26.8 fps** (28.3 / 26.6 / 26.8) | 3764 / 3629 / 3586 | | `RX_VK_PER_QUEUE_FENCES=0` | **17.2 fps** (18.5 / 17.2 / 16.4) | 3205 / 3126 / 3050 | So the direction of my original sentence was right and its size was wrong: turning per-queue fences off costs about **36% of the frame rate** in Kokiri Forest on this machine, not the ~15% those bad numbers implied. It remains a finding about where the second flash burst comes from, and not a setting to recommend to anyone. **The methodological note.** The detector is not free either. Same scenario, same length, cumulative presents: | | presents | |---|---| | no detector | 3764 / 3629 / 3586 | | `RX_VK_FLASH=1` + `RX_VK_SHOT_EVERY=1` | 1809 / 1766 / 1748 | It roughly **halves the frame rate**, because every present is read back from the GPU. So a frame rate quoted from a flash run is not the game's, and the two cannot be mixed in one table — which is exactly the mistake I made. The flash counts themselves are unaffected: they come from counting log lines, and they reproduced 6/6/6, 3/3/3 and 6/6/7 as posted.
quazardous commented 2026-11-11 15:45:38 +00:00 (Migrated from github.com)

One more check on the "the second burst is gone" claim, because every burst I
had measured sat barely above the detector's default threshold
(RX_VK_FLASH_CELLS=40, and the bursts scored 40 to 71 cells). A burst that
merely weakened would therefore look identical to one that disappeared.

So I ran both settings again with the threshold lowered to 16, two runs each:

flashes cells in each burst
defaults 6 47 49 51 — 53 53 52
defaults 6 46 46 48 — 23 22 21
RX_VK_PER_QUEUE_FENCES=0 3 50 49 48 — (nothing)
RX_VK_PER_QUEUE_FENCES=0 3 45 45 46 — (nothing)

With per-queue fences off there is no second burst at a threshold of 16 either,
and those runs carry on for another 400 presents after the first burst, so it is
not a run that ended early. The claim holds: the second burst is absent, not
weakened under the threshold.

But the default threshold is marginal for this. In the second run at
defaults the second burst scored 21-23 cells — at RX_VK_FLASH_CELLS=40
that run would have reported 3 flashes, not 6, and I would have read it as the
burst disappearing. My earlier 6/6/6 at the default was partly luck. Anyone
measuring this pulse with the detector should lower the threshold rather than
trust the default, and a count taken at the default is a lower bound.

(For reference, the readback size does not change what is detected: at
RX_VK_SHOT_W=640 RX_VK_SHOT_H=360 the bursts score 40-71 cells with peaks of
87-106, against 42-67 cells and peaks of 86-108 at 1280x720. It does recover
some of the detector's cost, though less than the four-fold cut in bytes would
suggest: 59% of the uninstrumented frame rate against 48%.)

One more check on the "the second burst is gone" claim, because every burst I had measured sat barely above the detector's default threshold (`RX_VK_FLASH_CELLS=40`, and the bursts scored 40 to 71 cells). A burst that merely weakened would therefore look identical to one that disappeared. So I ran both settings again with the threshold lowered to 16, two runs each: | | flashes | cells in each burst | |---|---|---| | defaults | 6 | 47 49 51 — 53 53 52 | | defaults | 6 | 46 46 48 — **23 22 21** | | `RX_VK_PER_QUEUE_FENCES=0` | 3 | 50 49 48 — *(nothing)* | | `RX_VK_PER_QUEUE_FENCES=0` | 3 | 45 45 46 — *(nothing)* | With per-queue fences off there is no second burst at a threshold of 16 either, and those runs carry on for another 400 presents after the first burst, so it is not a run that ended early. The claim holds: the second burst is absent, not weakened under the threshold. **But the default threshold is marginal for this.** In the second run at defaults the second burst scored **21-23 cells** — at `RX_VK_FLASH_CELLS=40` that run would have reported 3 flashes, not 6, and I would have read it as the burst disappearing. My earlier 6/6/6 at the default was partly luck. Anyone measuring this pulse with the detector should lower the threshold rather than trust the default, and a count taken at the default is a lower bound. (For reference, the readback size does not change what is detected: at `RX_VK_SHOT_W=640 RX_VK_SHOT_H=360` the bursts score 40-71 cells with peaks of 87-106, against 42-67 cells and peaks of 86-108 at 1280x720. It does recover some of the detector's cost, though less than the four-fold cut in bytes would suggest: 59% of the uninstrumented frame rate against 48%.)
quazardous commented 2026-11-11 16:07:33 +00:00 (Migrated from github.com)

Correction to the setup line in my comments above, which says "Mesa 26.2.6"
twice. That is the Mesa of the host system, and it is not the one the game
loads.

The game here runs inside a Fedora 41 container (distrobox), and it loads that
container's RADV:

host      : mesa-vulkan-drivers 26.2.6-2.fc45
container : mesa-vulkan-drivers 25.0.7-3.fc41   <- the one in use

The game's own log had it right all along and I misread it:
vk: device 0: AMD Radeon Graphics (RADV PHOENIX), Vulkan 1.4, driver 0x6400007
decodes as 25.0.7, not 26.2.6.

So everywhere I wrote "Mesa 26.2.6", read Mesa 25.0.7 (RADV, Fedora 41). The
measurements are unaffected — every run quoted was made on that driver — but if
anyone tries to reproduce them, the version to match is 25.0.7.

Correction to the setup line in my comments above, which says "Mesa 26.2.6" twice. That is the Mesa of the host system, and it is not the one the game loads. The game here runs inside a Fedora 41 container (distrobox), and it loads that container's RADV: ``` host : mesa-vulkan-drivers 26.2.6-2.fc45 container : mesa-vulkan-drivers 25.0.7-3.fc41 <- the one in use ``` The game's own log had it right all along and I misread it: `vk: device 0: AMD Radeon Graphics (RADV PHOENIX), Vulkan 1.4, driver 0x6400007` decodes as **25.0.7**, not 26.2.6. So everywhere I wrote "Mesa 26.2.6", read **Mesa 25.0.7 (RADV, Fedora 41)**. The measurements are unaffected — every run quoted was made on that driver — but if anyone tries to reproduce them, the version to match is 25.0.7.
NotRexed commented 2026-11-11 21:21:59 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #2104: Heavy flickering during gameplay, with banding in the sky. (2.0.16; rtx5080. 621.14; cpu:9800x3d.ram:24gx2. win11)
  • #2468: charcoal like texture in fire temple and white flashes (v2.1.0; GTX 1660 TI, 621.14; Ryzen 7 3700X, 16GB RAM, Windows 11)
More reports of this, collected here: - #2104: Heavy flickering during gameplay, with banding in the sky. (2.0.16; rtx5080. 621.14; cpu:9800x3d.ram:24gx2. win11) - #2468: charcoal like texture in fire temple and white flashes (v2.1.0; GTX 1660 TI, 621.14; Ryzen 7 3700X, 16GB RAM, Windows 11)
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 contains #1639's parallel colour/depth-clear marking, #1943's FSR low-resolution motion-vector fix, and the separate readback/fence/uniform repairs in #1133/#2125/#2419/#2464 and #2602. There is still a disclosed gap: parallel dry replay does not mark buffer-to-texture, texture-to-texture or texture-clear destinations before worker recording. That is a source-level candidate, not an established cause of the remaining screenshots. Also, #1581's tree-shadow stabilization is not an active default fix: #2374 disabled it after GPU hangs. Please keep this tracker open and preserve the reporters' corrections about actual container driver, capture thresholds and withdrawn timings; no new flash or performance result is claimed here.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 15:18 UTC · [original](https://github.com/NotRexed/Hookshot/issues/1005#issuecomment-6827623108) **Tracker upkeep note** (merged pull requests and code checked against main `51da0464`; no new test run was made for it). Main contains #1639's parallel colour/depth-clear marking, #1943's FSR low-resolution motion-vector fix, and the separate readback/fence/uniform repairs in #1133/#2125/#2419/#2464 and #2602. There is still a disclosed gap: parallel dry replay does not mark buffer-to-texture, texture-to-texture or texture-clear destinations before worker recording. That is a source-level candidate, not an established cause of the remaining screenshots. Also, #1581's tree-shadow stabilization is not an active default fix: #2374 disabled it after GPU hangs. Please keep this tracker open and preserve the reporters' corrections about actual container driver, capture thresholds and withdrawn timings; no new flash or performance result is claimed here. <!-- github-sync:c:6827623108 -->
Commenting is not possible because the repository is archived.
No milestone
No assignees
2 participants
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set

Reference
MagicBeanDev/Hookshot#1005
No description provided.