[Tracking] AMD rendering: white silhouettes, block squares / grid lines, no anti-aliasing (networks in software) #1006

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opened 2026-11-09 05:39:28 +00:00 by NotRexed · 21 comments
NotRexed commented 2026-11-09 05:39:28 +00:00 (Migrated from github.com)

This issue collects every open report of AMD-specific rendering problems, 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

AMD-specific picture problems on Windows:

  • Link or buildings drawn as flat white silhouettes;
  • black-outlined squares or blocky textures;
  • dark grid lines on Hyrule Field's terrain;
  • no anti-aliasing or a softer picture, because the game's image networks can't run fast on AMD;
  • white geysers;
  • glowing tunic trims.

Affected GPUs and versions

  • GPUs: RX 6700 / 6700 XT / 6750 XT, RX 7900 XTX, RX 9060 XT / 9070 XT, Radeon 860M / 890M.
  • Versions: early builds to v2.0.5.

Evidence from the logs

  • #224 (10 people):
    • black-outlined squares, white sky, missing meshes, fog;
    • on the 890M, Link drawn as a flat white silhouette (rejected computes 0775215f / 72ba090c / f10782f9 on 171x96);
    • 2-minute freezes while compute pipelines compile.
  • #57: blocky squares from the ASTC-to-BC3 re-encode on AMD; RX_VK_ASTC_RGBA8=1 works around it.
  • v2.0.5's terrain re-encode (#705): caused the rainbow ground and 70-140 ms GPU time. v2.0.6 turned it off; the release notes say RX_VK_UNEVEN_BC=0 turns it on for testing, and the thin grid lines on Hyrule Field may come back on AMD until it is redone.
  • v2.0.6 also includes PR #956: the BC3 re-encode of ASTC arrays now does one layer a run, which removed the dark tile outlines on Hyrule Field's terrain at a distance on an RX 6600. RX_VK_BC_LAYERS=<n> restores multi-layer runs.
  • #52 / #628: the TAAU / upscale networks run in software on RDNA3/4 (no 16x8x16 cooperative matrix), so they are left out on non-NVIDIA GPUs: a stretched picture and no AA. The proposal is 16x16x16 through shared memory. FSR 4 is an open PR (#577).
  • #305: bright tunic trims, shimmering.
  • #769: Dodongo's Cavern geysers drawn fully white.
  • #596: castle and town drawn as white silhouettes at first.

Workarounds

  • Blocky squares: RX_VK_ASTC_RGBA8=1 (uses more VRAM).

Reports merged here (9 issues, about 25 people)

Issue Title People GPU Version Key detail
#224 graphical bugs amd 10 RX 6700/6700 XT, Radeon 890M, RX 9070 XT v2.0.2 AMD tracker: black outlined squares, white sky, missing meshes, fog. 890M: v2.0.2 fixed device lost (bounded CAS); left: Link drawn flat white silhouette (rejected compu…
#305 AMD feedback (RX 6750 XT) and a couple of suggestions 4 RX 6750 XT v2.0.2 AMD feedback: bright/glowing tunic trims, shimmering, no AA (requests: >100% res, SMAA/FXAA). v2.0.2: "Preparing shaders" hangs at 99% on AMD from graphics pipeline 5fa5…
#52 AMD RX 9070 XT: OoT's networks fall back to software matrices (no 16x… 2 RX 9070 XT, RX 7900 XTX (RADV) important+ Networks run in software on RDNA3/4 (no 16x8x16 coopmat); proposal: 16x16x16 via shared memory; networks now left out on non-NVIDIA (stretched picture, no AA)
#57 Missing and inaccurate textures, blurry/pixelated text and map (AMD,… 2 RX 7900 XTX early Blocky squares = ASTC->BC3 re-encode on AMD; workaround RX_VK_ASTC_RGBA8=1; #45 (closed dup) reporter says squares still there; texture corruption fix in faster-fps
#596 New feedback in the last version on the specs: Ryzen 5 5600X & AMD Ra… 2 RX 6700 XT v2.0.2 RX 6700 XT: Link over-bright in cutscene, texture flicker in Kokiri, stuck on last 2 shaders at restart, AMD driver crash (black no-signal, reboot) in Kokiri on 26.10.1;…
#628 Vulkan Compute Shader Translation Failure 2 Radeon 860M (Win + RADV) honest-eta Networks left out on RDNA3.5 iGPU (no AA at 100%, #52); Windows: fails to load after the owl; Linux: 21.5 fps CPU/submit-bound (#528)
#197 Game now launches on RX 9070 XT with the latest build, but textures/c… 1 RX 9070 XT pre-foliage Wrong colours (#224), stutter, VRAM; crash entering Deku Tree (read guest 0x8)
#769 [AMD] Dodongo's Cavern shader issues 1 RX 9060 XT v2.0.3 Dodongo's Cavern geysers render full white (AMD)
#1017 RX 6700 XT: 10-11 shader programs fail to translate from the title sc… 1 RX 6700 XT (driver 32.0.21045.16010) v2.0.5 10 programs fail to translate from the title screen, 11 in Hyrule Field (frame-stat counter only, no names in the log); asks for a flag that names them

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, driver version, screenshot, 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 AMD-specific rendering problems, 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 AMD-specific picture problems on Windows: - Link or buildings drawn as flat white silhouettes; - black-outlined squares or blocky textures; - dark grid lines on Hyrule Field's terrain; - no anti-aliasing or a softer picture, because the game's image networks can't run fast on AMD; - white geysers; - glowing tunic trims. ## Affected GPUs and versions - **GPUs:** RX 6700 / 6700 XT / 6750 XT, RX 7900 XTX, RX 9060 XT / 9070 XT, Radeon 860M / 890M. - **Versions:** early builds to v2.0.5. ## Evidence from the logs - **#224** (10 people): - black-outlined squares, white sky, missing meshes, fog; - on the 890M, Link drawn as a flat white silhouette (rejected computes 0775215f / 72ba090c / f10782f9 on 171x96); - 2-minute freezes while compute pipelines compile. - **#57:** blocky squares from the ASTC-to-BC3 re-encode on AMD; `RX_VK_ASTC_RGBA8=1` works around it. - **v2.0.5's terrain re-encode (#705):** caused the rainbow ground and 70-140 ms GPU time. v2.0.6 turned it off; the release notes say `RX_VK_UNEVEN_BC=0` turns it on for testing, and the thin grid lines on Hyrule Field may come back on AMD until it is redone. - **v2.0.6 also includes PR #956:** the BC3 re-encode of ASTC arrays now does one layer a run, which removed the dark tile outlines on Hyrule Field's terrain at a distance on an RX 6600. `RX_VK_BC_LAYERS=<n>` restores multi-layer runs. - **#52 / #628:** the TAAU / upscale networks run in software on RDNA3/4 (no 16x8x16 cooperative matrix), so they are left out on non-NVIDIA GPUs: a stretched picture and no AA. The proposal is 16x16x16 through shared memory. FSR 4 is an open PR (#577). - **#305:** bright tunic trims, shimmering. - **#769:** Dodongo's Cavern geysers drawn fully white. - **#596:** castle and town drawn as white silhouettes at first. ## Workarounds - Blocky squares: `RX_VK_ASTC_RGBA8=1` (uses more VRAM). ## Reports merged here (9 issues, about 25 people) | Issue | Title | People | GPU | Version | Key detail | |---|---|---|---|---|---| | #224 | graphical bugs amd | 10 | RX 6700/6700 XT, Radeon 890M, RX 9070 XT | v2.0.2 | AMD tracker: black outlined squares, white sky, missing meshes, fog. 890M: v2.0.2 fixed device lost (bounded CAS); left: Link drawn flat white silhouette (rejected compu… | | #305 | AMD feedback (RX 6750 XT) and a couple of suggestions | 4 | RX 6750 XT | v2.0.2 | AMD feedback: bright/glowing tunic trims, shimmering, no AA (requests: >100% res, SMAA/FXAA). v2.0.2: "Preparing shaders" hangs at 99% on AMD from graphics pipeline 5fa5… | | #52 | AMD RX 9070 XT: OoT's networks fall back to software matrices (no 16x… | 2 | RX 9070 XT, RX 7900 XTX (RADV) | important+ | Networks run in software on RDNA3/4 (no 16x8x16 coopmat); proposal: 16x16x16 via shared memory; networks now left out on non-NVIDIA (stretched picture, no AA) | | #57 | Missing and inaccurate textures, blurry/pixelated text and map (AMD,… | 2 | RX 7900 XTX | early | Blocky squares = ASTC->BC3 re-encode on AMD; workaround RX_VK_ASTC_RGBA8=1; #45 (closed dup) reporter says squares still there; texture corruption fix in faster-fps | | #596 | New feedback in the last version on the specs: Ryzen 5 5600X & AMD Ra… | 2 | RX 6700 XT | v2.0.2 | RX 6700 XT: Link over-bright in cutscene, texture flicker in Kokiri, stuck on last 2 shaders at restart, AMD driver crash (black no-signal, reboot) in Kokiri on 26.10.1;… | | #628 | Vulkan Compute Shader Translation Failure | 2 | Radeon 860M (Win + RADV) | honest-eta | Networks left out on RDNA3.5 iGPU (no AA at 100%, #52); Windows: fails to load after the owl; Linux: 21.5 fps CPU/submit-bound (#528) | | #197 | Game now launches on RX 9070 XT with the latest build, but textures/c… | 1 | RX 9070 XT | pre-foliage | Wrong colours (#224), stutter, VRAM; crash entering Deku Tree (read guest 0x8) | | #769 | [AMD] Dodongo's Cavern shader issues | 1 | RX 9060 XT | v2.0.3 | Dodongo's Cavern geysers render full white (AMD) | | #1017 | RX 6700 XT: 10-11 shader programs fail to translate from the title sc… | 1 | RX 6700 XT (driver 32.0.21045.16010) | v2.0.5 | 10 programs fail to translate from the title screen, 11 in Hyrule Field (frame-stat counter only, no names in the log); asks for a flag that names them | ## 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, driver version, screenshot, 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)
kafasam commented 2026-11-09 07:18:10 +00:00 (Migrated from github.com)

Full hookshot_log.txt from v2.0.6 on an RX 6700 XT as requested in #1017: https://gist.github.com/kafasam/87d289c0f48d93eb5ed45a3431cf9ef8

Context: 10 programs failed at the title, 11 in Hyrule Field; the same session ran 4K output (HOS_OUTPUT_RES=2) + Resolution 75% + FG2, with visible symptoms of textures not loading / arriving late on area re-entry (Kokiri after Hyrule Field hung a long while before textures filled in), ~22 fps real in Hyrule Field, failed-programs count unchanged from v2.0.5. Happy to run any instrumented build or capture frames.

Full `hookshot_log.txt` from v2.0.6 on an RX 6700 XT as requested in #1017: https://gist.github.com/kafasam/87d289c0f48d93eb5ed45a3431cf9ef8 Context: 10 programs failed at the title, 11 in Hyrule Field; the same session ran 4K output (HOS_OUTPUT_RES=2) + Resolution 75% + FG2, with visible symptoms of **textures not loading / arriving late on area re-entry** (Kokiri after Hyrule Field hung a long while before textures filled in), ~22 fps real in Hyrule Field, failed-programs count unchanged from v2.0.5. Happy to run any instrumented build or capture frames.
kafasam commented 2026-11-09 07:27:42 +00:00 (Migrated from github.com)

Follow-up from the same RX 6700 XT (v2.0.6, 4K output / Resolution 75% / FG2): two log patterns that look like the texture side of this tracker.

1. Slow ASTC(BC3) uploads stalling frames during play — streaming a new texture costs 21–27 ms each on the upload thread, e.g. in Hyrule Field (and stacking on area re-entry, which we see as multi-second hangs while textures fill in):

vk: slow upload 27.2 ms: #9882 0x1140339000 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB
vk: slow upload 25.9 ms: #9885 0x10e8b43e00 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB
vk: slow upload 21.7 ms: #9888 0x10e8f3ee00 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB

2. The import pool never releases: imports: 81 live (2208 MB), 63 retired still imported (1840 MB), 0 retired given back (0 MB) — 1243 live textures and climbing across a session. Retired memory is never returned, so the game keeps importing/re-uploading rather than reusing.

Given the failed compute programs on AMD are also texture-side (our counts in #1017), we're testing RX_VK_ASTC_RGBA8=1 next to bypass the BC3 re-encode entirely — will report whether the slow uploads and the streaming freezes disappear.

Follow-up from the same RX 6700 XT (v2.0.6, 4K output / Resolution 75% / FG2): two log patterns that look like the texture side of this tracker. **1. Slow ASTC(BC3) uploads stalling frames during play** — streaming a new texture costs 21–27 ms each on the upload thread, e.g. in Hyrule Field (and stacking on area re-entry, which we see as multi-second hangs while textures fill in): ``` vk: slow upload 27.2 ms: #9882 0x1140339000 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB vk: slow upload 25.9 ms: #9885 0x10e8b43e00 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB vk: slow upload 21.7 ms: #9888 0x10e8f3ee00 683x683x1 x1 levels 10 NVN 0x8c ASTC (BC3), 271 of 271 KB ``` **2. The import pool never releases**: `imports: 81 live (2208 MB), 63 retired still imported (1840 MB), 0 retired given back (0 MB)` — 1243 live textures and climbing across a session. Retired memory is never returned, so the game keeps importing/re-uploading rather than reusing. Given the failed compute programs on AMD are also texture-side (our counts in #1017), we're testing `RX_VK_ASTC_RGBA8=1` next to bypass the BC3 re-encode entirely — will report whether the slow uploads and the streaming freezes disappear.
kafasam commented 2026-11-09 07:36:49 +00:00 (Migrated from github.com)

RX 6700 XT follow-up on the RX_VK_ASTC_RGBA8=1 test we said we'd run: it bypasses the BC3 re-encode but is not viable at this game's texture volume on a 12 GB card.

Live numbers from Hyrule Field/Lon Lon Ranch, same session shape as the earlier reports (4K output, Resolution 75%, FG2):

default (BC3) RX_VK_ASTC_RGBA8=1
texture memory 2,774 MB 6,612 MB and climbing
GPU time/frame 21–28 ms 86–90 ms (3–4×)
real fps 19–26 10.6–11.2

So the 16–27 ms ASTC(BC3) slow uploads stand as the least-bad path here; the streaming stalls and area-entry hangs remain (reproduced at Lon Lon Ranch on v2.0.6 with the default path). The failed-compute-programs connection in this tracker remains our best explanation for why the re-encode is slow on AMD while the same content streams fine elsewhere — everything still points at the texture-side compute kernels.

RX 6700 XT follow-up on the `RX_VK_ASTC_RGBA8=1` test we said we'd run: **it bypasses the BC3 re-encode but is not viable at this game's texture volume on a 12 GB card.** Live numbers from Hyrule Field/Lon Lon Ranch, same session shape as the earlier reports (4K output, Resolution 75%, FG2): | | default (BC3) | RX_VK_ASTC_RGBA8=1 | | --- | --- | --- | | texture memory | 2,774 MB | **6,612 MB and climbing** | | GPU time/frame | 21–28 ms | **86–90 ms** (3–4×) | | real fps | 19–26 | **10.6–11.2** | So the 16–27 ms ASTC(BC3) slow uploads stand as the least-bad path here; the streaming stalls and area-entry hangs remain (reproduced at Lon Lon Ranch on v2.0.6 with the default path). The failed-compute-programs connection in this tracker remains our best explanation for why the re-encode is slow on AMD while the same content streams fine elsewhere — everything still points at the texture-side compute kernels.
NotRexed commented 2026-11-09 08:23:25 +00:00 (Migrated from github.com)

AMD testers: green diagonal stripes on v2.0.6+ (RX 7600 report on Discord)

v2.0.6 turned on two AMD-only shader changes. If you see bright green diagonal stripes on trees, terrain or characters, please try each of these and reply with what changed (one at a time, same spot):

Make a file test.bat in your game folder (next to hookshot.exe) with:

@echo off
set RX_VK_NO_INVARIANT=1
hookshot.exe

Then the same with set RX_VK_NO_NAN_GUARD=1 instead. Please include your GPU, driver version and hookshot_log.txt. Thanks!

**AMD testers: green diagonal stripes on v2.0.6+ (RX 7600 report on Discord)** v2.0.6 turned on two AMD-only shader changes. If you see bright green diagonal stripes on trees, terrain or characters, please try each of these and reply with what changed (one at a time, same spot): Make a file `test.bat` in your game folder (next to `hookshot.exe`) with: ```bat @echo off set RX_VK_NO_INVARIANT=1 hookshot.exe ``` Then the same with `set RX_VK_NO_NAN_GUARD=1` instead. Please include your GPU, driver version and `hookshot_log.txt`. Thanks!
renanschu-png commented 2026-11-09 14:19:41 +00:00 (Migrated from github.com)

crashing also on 6800xt, freezing and closing the app.

crashing also on 6800xt, freezing and closing the app.
lev92 commented 2026-11-09 17:23:46 +00:00 (Migrated from github.com)

RDNA2 report for the stall side of this tracker, v2.0.7 (source 9b541c9c), Windows 11, RX 6900 XT 16 GB (AMD proprietary 2.0.353 / Adrenalin 26.10.1), i7-9700K, 32 GB. Saves moved over from another build; Hyrule Field, then Castle Town and back out.

Picture: no green blobs or block squares on this card. Between stalls 38–41 fps (vi: ... fps over the last 5.0 s). Terrain holes where the sky shows through the hills in Hyrule Field, which is #994. The image networks are left out as expected (not translated: a network left out on this card).

Stalls: single submits of many seconds, nearly all of it in draw:

vk: slow submit: 43129.3 ms: draw 43118.3 descriptors 125.0 texture lookups 128.2 uploads 52.8 pipelines 2.1 programs 38.9 commands 10.6
vk: slow submit: 41337.7 ms: draw 41337.6 descriptors 7.9 texture lookups 5.7 uploads 4.2 programs 2.6 commands 1.9
vk: slow submit: 13355.5 ms: draw 13355.0 ...
vk: slow submit: 13109.0 ms: draw 13108.8
vk: slow submit: 11512.7 ms: draw 11512.6
vi: 3930 frames presented (5.0 fps over the last 48.0 s, interval 1)

79 slow submits in that session. Leaving a house, breaking pots and opening the menu each brought one on. The lines right before the 43 s one were the terrain material arrays being decoded and re-encoded, with the texture budget at its cap:

vk: texture 0x109538a600 1365x1365x1 x90 levels 11 NVN 0x8e -> vk 137 (ASTC decoded) (2206 textures, 5712 MB)
vk: texture 0x1098c02c00 1365x1365x1 x90 levels 11 NVN 0x80 -> vk 137 (ASTC decoded) (2207 textures, 5930 MB)
...
vk: VRAM: 10779 MB used of 13138 MB allowed (1886 MB of it free in the blocks); textures 6137 MB (budget 6144 MB), 2972 textures

So the textures sat at the 6 GB cap from vk_texture.cpp (min(allowed * 0.7, 6 GB), the comment about 16 GB cards in #105/#106), with ~2.3 GB of the driver's allowance still unused. My guess was eviction and re-decode churn of those 90-layer arrays, so I tried:

Run Result
default 12.8 s stall in Castle Town, then 13.8 fps over 17 s
RX_VK_NOOPT=1 stalls of 11–43 s (the list above), 38–41 fps between
RX_VK_NOOPT=1 + RX_VK_VRAM_MB=8192 still stalls by the player's account; I have no numbers for this run

So raising the budget didn't remove them, and I'm reporting this as data rather than a cause. What stands out is that the time is booked under draw with pipelines near zero, so it isn't the driver building pipelines (RX_VK_NOOPT is set). The build is gone from this PC now, so I can't capture more, but the numbers may help whoever looks at the AMD stalls.

RDNA2 report for the stall side of this tracker, v2.0.7 (source 9b541c9c), Windows 11, **RX 6900 XT 16 GB** (AMD proprietary 2.0.353 / Adrenalin 26.10.1), i7-9700K, 32 GB. Saves moved over from another build; Hyrule Field, then Castle Town and back out. **Picture:** no green blobs or block squares on this card. Between stalls 38–41 fps (`vi: ... fps over the last 5.0 s`). Terrain holes where the sky shows through the hills in Hyrule Field, which is #994. The image networks are left out as expected (`not translated: a network left out on this card`). **Stalls:** single submits of many seconds, nearly all of it in `draw`: ``` vk: slow submit: 43129.3 ms: draw 43118.3 descriptors 125.0 texture lookups 128.2 uploads 52.8 pipelines 2.1 programs 38.9 commands 10.6 vk: slow submit: 41337.7 ms: draw 41337.6 descriptors 7.9 texture lookups 5.7 uploads 4.2 programs 2.6 commands 1.9 vk: slow submit: 13355.5 ms: draw 13355.0 ... vk: slow submit: 13109.0 ms: draw 13108.8 vk: slow submit: 11512.7 ms: draw 11512.6 vi: 3930 frames presented (5.0 fps over the last 48.0 s, interval 1) ``` 79 slow submits in that session. Leaving a house, breaking pots and opening the menu each brought one on. The lines right before the 43 s one were the terrain material arrays being decoded and re-encoded, with the texture budget at its cap: ``` vk: texture 0x109538a600 1365x1365x1 x90 levels 11 NVN 0x8e -> vk 137 (ASTC decoded) (2206 textures, 5712 MB) vk: texture 0x1098c02c00 1365x1365x1 x90 levels 11 NVN 0x80 -> vk 137 (ASTC decoded) (2207 textures, 5930 MB) ... vk: VRAM: 10779 MB used of 13138 MB allowed (1886 MB of it free in the blocks); textures 6137 MB (budget 6144 MB), 2972 textures ``` So the textures sat at the 6 GB cap from `vk_texture.cpp` (`min(allowed * 0.7, 6 GB)`, the comment about 16 GB cards in #105/#106), with ~2.3 GB of the driver's allowance still unused. My guess was eviction and re-decode churn of those 90-layer arrays, so I tried: | Run | Result | |---|---| | default | 12.8 s stall in Castle Town, then 13.8 fps over 17 s | | `RX_VK_NOOPT=1` | stalls of 11–43 s (the list above), 38–41 fps between | | `RX_VK_NOOPT=1` + `RX_VK_VRAM_MB=8192` | still stalls by the player's account; I have no numbers for this run | So raising the budget didn't remove them, and I'm reporting this as data rather than a cause. What stands out is that the time is booked under `draw` with `pipelines` near zero, so it isn't the driver building pipelines (`RX_VK_NOOPT` is set). The build is gone from this PC now, so I can't capture more, but the numbers may help whoever looks at the AMD stalls.
kafasam commented 2026-11-09 20:44:40 +00:00 (Migrated from github.com)

RX 6700 XT v2.0.9 data point (built from source, same settings as all our reports): the CPU-side fixes deliver real gains in bursts — GPU time dropped from 24-34 ms to 5.9 ms and fps hit 35.8 in open Hyrule Field (vs 17-30 on v2.0.7), with slow uploads nearly eliminated (4 vs 60+). But the core issues persist: 11 failed programs (same count as v2.0.7), memory still never released (3.5 GB imported, 0 retired given back), and town entries still overwhelm the texture pipeline (1.8 fps under load, 100+ pool imports at 50-57 ms each). The v2.0.9 texture fixes (#961/#963) help retention but don't fix the import speed or the compute program failures. Happy to test any instrumented build that targets the failed programs.

RX 6700 XT v2.0.9 data point (built from source, same settings as all our reports): the CPU-side fixes deliver real gains in bursts — GPU time dropped from 24-34 ms to **5.9 ms** and fps hit **35.8** in open Hyrule Field (vs 17-30 on v2.0.7), with slow uploads nearly eliminated (4 vs 60+). But the core issues persist: **11 failed programs** (same count as v2.0.7), memory still never released (3.5 GB imported, 0 retired given back), and town entries still overwhelm the texture pipeline (1.8 fps under load, 100+ pool imports at 50-57 ms each). The v2.0.9 texture fixes (#961/#963) help retention but don't fix the import speed or the compute program failures. Happy to test any instrumented build that targets the failed programs.
lucasmazzoni45-del commented 2026-11-10 00:33:46 +00:00 (Migrated from github.com)

RX 7800 XT / Windows 11, main 0828863 + #1130, default settings: what the picture looked like and one log line that might matter.

  • Picture: the image networks are left out as expected (10 program … not translated: a network left out on this card, 10 rejected computes on 1920x1080 targets). Textures and shadows look posterised in places (flat patches on Link's face, on rock and on the frozen ground in Zora's Domain); on my earlier build, which ran the TAAU network for real on this card, the same kind of scene looked smooth. I have not yet put one next to the other in the same spot, so this is a guess.
  • Two Zoras under the ice at the entrance of Zora's Domain (adult Link) move wrongly (broken animation).
  • One log line that may or may not be related: vk: storage buffer NOT bound (reads zeros): program da7a7ab28b8e73d9 stage 1 c5+0 addr 0x4180000000000200 size 0x20. It is a vertex stage reading its buffer from constant c5 with an address whose high word is 0x41800000 (16.0 as a float), the same kind of case as the comment in global_memory_to_storage_buffer_pass.cpp about foliage programs taking float constants for a buffer address. It prints from about a minute after the start (the log stops at 40 lines), so I cannot tell if it is the program that draws the Zoras. A vertex stage reading zeros could break an animation, but that is only a suspicion. I will check it on a session in Zora's Domain with the program's buffers logged.
**RX 7800 XT / Windows 11, main 0828863 + #1130, default settings: what the picture looked like and one log line that might matter.** - Picture: the image networks are left out as expected (10 `program … not translated: a network left out on this card`, 10 rejected computes on 1920x1080 targets). Textures and shadows look posterised in places (flat patches on Link's face, on rock and on the frozen ground in Zora's Domain); on my earlier build, which ran the TAAU network for real on this card, the same kind of scene looked smooth. I have not yet put one next to the other in the same spot, so this is a guess. - Two Zoras under the ice at the entrance of Zora's Domain (adult Link) move wrongly (broken animation). - One log line that may or may not be related: `vk: storage buffer NOT bound (reads zeros): program da7a7ab28b8e73d9 stage 1 c5+0 addr 0x4180000000000200 size 0x20`. It is a vertex stage reading its buffer from constant c5 with an address whose high word is `0x41800000` (16.0 as a float), the same kind of case as the comment in `global_memory_to_storage_buffer_pass.cpp` about foliage programs taking float constants for a buffer address. It prints from about a minute after the start (the log stops at 40 lines), so I cannot tell if it is the program that draws the Zoras. A vertex stage reading zeros could break an animation, but that is only a suspicion. I will check it on a session in Zora's Domain with the program's buffers logged.
rakefire-impala commented 2026-11-10 10:32:16 +00:00 (Migrated from github.com)

Two open fixes for AMD, tested on an RX 5500M:

  • #1507: dark lighting and glowing bloom (64-lane graphics warps, and Lichii #273's fragment shuffle fallback).
  • #1513: coloured specks on foliage drawn by the mesh-shader fallback (RX 5000 and older); the generated vertex stage's outputs start at (0,0,0,1).
Two open fixes for AMD, tested on an RX 5500M: - #1507: dark lighting and glowing bloom (64-lane graphics warps, and Lichii #273's fragment shuffle fallback). - #1513: coloured specks on foliage drawn by the mesh-shader fallback (RX 5000 and older); the generated vertex stage's outputs start at (0,0,0,1).
lucasmazzoni45-del commented 2026-11-10 10:39:35 +00:00 (Migrated from github.com)

Status from an RX 7800 XT (RDNA3, Windows 11, v2.0.12), in case it helps this tracker. Everything here is linked to where it is discussed; nothing is a confirmed fix.

  • Matrices in software: the log says matrix multiplies in software (the cooperative matrices lack 16x8x16 f16); the default for the TAAU network is then the stand-in. Experiments with a 16x16x16 path: #1284 (comment below the first one).
  • Square / blocky halos around lights: no squares in about 10 minutes (Sacred Forest Meadow and the Kakariko graveyard, where I had seen them on v2.0.11) with RX_VK_PRESENT_QUEUE=1 on; one session, no A/B, details and the NEAREST sampler list in #1117.
  • Prepare step: 111 programs fail (151 on the official v2.0.11 build). The 30 that are logged say "a network left out on this card" (the cooperative-matrix networks dropped on non-NVIDIA cards).
  • Opaque blocks in the sky (PR #1130, BC3 deferred layers): briefly seen again at Ganon's Castle on 6f76660; a possible cause (uncleared staging tail) is in that PR's thread, unverified.
  • Not mine, but relevant for AMD: PR #1507 (shuffles and 64-lane warps; I added a data point for RDNA3 there).
Status from an RX 7800 XT (RDNA3, Windows 11, v2.0.12), in case it helps this tracker. Everything here is linked to where it is discussed; nothing is a confirmed fix. - **Matrices in software:** the log says `matrix multiplies in software (the cooperative matrices lack 16x8x16 f16)`; the default for the TAAU network is then the stand-in. Experiments with a 16x16x16 path: #1284 (comment below the first one). - **Square / blocky halos around lights:** no squares in about 10 minutes (Sacred Forest Meadow and the Kakariko graveyard, where I had seen them on v2.0.11) with `RX_VK_PRESENT_QUEUE=1` on; one session, no A/B, details and the NEAREST sampler list in #1117. - **Prepare step:** 111 programs fail (151 on the official v2.0.11 build). The 30 that are logged say "a network left out on this card" (the cooperative-matrix networks dropped on non-NVIDIA cards). - **Opaque blocks in the sky** (PR #1130, BC3 deferred layers): briefly seen again at Ganon's Castle on 6f76660; a possible cause (uncleared staging tail) is in that PR's thread, unverified. - Not mine, but relevant for AMD: PR #1507 (shuffles and 64-lane warps; I added a data point for RDNA3 there).
lucasmazzoni45-del commented 2026-11-10 13:25:31 +00:00 (Migrated from github.com)

Summary for this tracker: what I have found on an RX 7800 XT (RDNA3, 16 GB, Windows 11, driver 0x8001a0, Ryzen 7 5800X3D) with builds based on v2.0.12, in one place, each linked to where the detail is. Everything marked hypothesis is not confirmed; nothing here is a finished fix.

Confirmed on this card

  • FSR 3.1 interpolation draws the HUD badly (and ghosts a moving Link) at frame generation 2x, v2.0.12: RX_VK_FSR_FG=0 removes it; frames are then also evenly spaced (600 of 600 shown frames 7-9 ms, against ~16% in 9-12 ms with FSR). Same as @SaKenLpB's report. #1588, #995.
  • The v2.0.12 Insert/F1 menu was invisible at 1440p fullscreen but still took the keys and saved options (mine changed on their own). Fixed by v2.0.13. #1603.
  • 16x16x16 cooperative matrices work on RDNA3 in a local build (f32 accumulator): a self-test on random and integer inputs passes within 2^-18 of the exact result; with an f16 accumulator the random set fails the same bound by f16 rounding. Not yet run through the game's real network in play. #1284.
  • CPU replay is ~15 ms a frame in scenes of 2,400+ draws whatever the render scale (67% or 100%); at 100% 1440p the GPU adds ~13 ms, so 35-50 fps there. #995.
  • Memory-sync spikes (17-108 ms) are in the capture part and only at scene loads (allocation-like sizes: hypothesis). #995.
  • A draw that samples the colour target it writes occurs in every play log (programs 5aae8ca508400194 64x64, 3e753d8ad4012b7b 130x130), and this driver exposes VK_EXT_attachment_feedback_loop_layout (hypothesis: the grey squares). #1117.
  • RX_VK_PRESENT_QUEUE=1 coincided with no squares in ~10 minutes in two places (one session; hypothesis: timing hides a race). #1117.
  • VRAM: 3.5-3.9 GB of the used VRAM is not textures whatever the pool settings; 100% at 1440p reached 14.85 of 14.83 GB without a hang in one 19-minute session and with a hang (experimental matrices on) in another. #996.

Checked and not as first thought (so nobody repeats it)

  • PR #1507's 64-lane path is on for RDNA3 (vertex stage not pinned). The one-off "doubled HUD" at one spot happened when the renderer's own interpolation was active, so it is a separate transient. #1588's first retraction was wrong and has been corrected there.
  • A deferred ASTC texture is retried on the next frame (texture_frame() bumps destroy_gen); the cost is a descriptor rebuild after every deferring frame, not a stuck texture. #995.

What this driver also exposes (for anyone looking at CPU cost or hangs): VK_EXT_descriptor_buffer, VK_EXT_device_fault, VK_AMD_buffer_marker, VK_EXT_graphics_pipeline_library, VK_EXT_shader_object, VK_EXT_device_generated_commands, VK_KHR_pipeline_binary, VK_EXT_memory_priority, VK_EXT_pageable_device_local_memory.

I am preparing small, separate, default-off PRs (diagnostics for the stalls above, and the cooperative-matrix route as a draft) and will link them in the threads.

Summary for this tracker: what I have found on an **RX 7800 XT** (RDNA3, 16 GB, Windows 11, driver 0x8001a0, Ryzen 7 5800X3D) with builds based on v2.0.12, in one place, each linked to where the detail is. Everything marked *hypothesis* is not confirmed; nothing here is a finished fix. **Confirmed on this card** - **FSR 3.1 interpolation draws the HUD badly (and ghosts a moving Link) at frame generation 2x**, v2.0.12: `RX_VK_FSR_FG=0` removes it; frames are then also evenly spaced (600 of 600 shown frames 7-9 ms, against ~16% in 9-12 ms with FSR). Same as @SaKenLpB's report. #1588, #995. - **The v2.0.12 Insert/F1 menu was invisible at 1440p fullscreen** but still took the keys and saved options (mine changed on their own). Fixed by v2.0.13. #1603. - **16x16x16 cooperative matrices work on RDNA3** in a local build (f32 accumulator): a self-test on random and integer inputs passes within 2^-18 of the exact result; with an f16 accumulator the random set fails the same bound by f16 rounding. Not yet run through the game's real network in play. #1284. - **CPU replay is ~15 ms a frame in scenes of 2,400+ draws whatever the render scale** (67% or 100%); at 100% 1440p the GPU adds ~13 ms, so 35-50 fps there. #995. - **Memory-sync spikes (17-108 ms) are in the capture part and only at scene loads** (allocation-like sizes: hypothesis). #995. - **A draw that samples the colour target it writes occurs in every play log** (programs `5aae8ca508400194` 64x64, `3e753d8ad4012b7b` 130x130), and this driver exposes `VK_EXT_attachment_feedback_loop_layout` (hypothesis: the grey squares). #1117. - **`RX_VK_PRESENT_QUEUE=1`** coincided with no squares in ~10 minutes in two places (one session; hypothesis: timing hides a race). #1117. - **VRAM:** 3.5-3.9 GB of the used VRAM is not textures whatever the pool settings; 100% at 1440p reached 14.85 of 14.83 GB without a hang in one 19-minute session and with a hang (experimental matrices on) in another. #996. **Checked and not as first thought** (so nobody repeats it) - PR #1507's 64-lane path *is* on for RDNA3 (vertex stage not pinned). The one-off "doubled HUD" at one spot happened when the renderer's own interpolation was active, so it is a separate transient. #1588's first retraction was wrong and has been corrected there. - A deferred ASTC texture is retried on the next frame (`texture_frame()` bumps `destroy_gen`); the cost is a descriptor rebuild after every deferring frame, not a stuck texture. #995. **What this driver also exposes** (for anyone looking at CPU cost or hangs): `VK_EXT_descriptor_buffer`, `VK_EXT_device_fault`, `VK_AMD_buffer_marker`, `VK_EXT_graphics_pipeline_library`, `VK_EXT_shader_object`, `VK_EXT_device_generated_commands`, `VK_KHR_pipeline_binary`, `VK_EXT_memory_priority`, `VK_EXT_pageable_device_local_memory`. I am preparing small, separate, default-off PRs (diagnostics for the stalls above, and the cooperative-matrix route as a draft) and will link them in the threads.
hellknight0000 commented 2026-11-10 16:50:47 +00:00 (Migrated from github.com)
Image
<img width="2560" height="1440" alt="Image" src="https://github.com/user-attachments/assets/c7d6ec49-cd01-48f9-81d9-815d1c1e3624" />
vquaziii commented 2026-11-10 18:08:19 +00:00 (Migrated from github.com)

Issue still keeps happening after changing RX_VX_ASTC_RGBA=1, here is my log with my Rx 9070xt. Sidenote: Performance increased massively with editing this setting. Perfomance jumped from 60-80 to constantly over 200fps

hookshot_log.zip

Issue still keeps happening after changing RX_VX_ASTC_RGBA=1, here is my log with my Rx 9070xt. Sidenote: Performance increased massively with editing this setting. Perfomance jumped from 60-80 to constantly over 200fps [hookshot_log.zip](https://github.com/user-attachments/files/34644586/hookshot_log.zip)
NotRexed commented 2026-11-10 18:18:16 +00:00 (Migrated from github.com)

Note on the ground/floor textures going wrong after playing for a while: a second player now sees it on v2.0.14 (Dodongo's Cavern 2F, the wooden floor smeared and streaked; reloading the save fixes it for a while), next to the RX 9070 XT report above (fixed by a restart). That pattern, getting worse with play time and cleared by a reload, may belong to the VRAM-growth family (#1710, #993) rather than to AMD only; the floor in Dodongo's is also #1717.

Note on the ground/floor textures going wrong after playing for a while: a second player now sees it on v2.0.14 (Dodongo's Cavern 2F, the wooden floor smeared and streaked; reloading the save fixes it for a while), next to the RX 9070 XT report above (fixed by a restart). That pattern, getting worse with play time and cleared by a reload, may belong to the VRAM-growth family (#1710, #993) rather than to AMD only; the floor in Dodongo's is also #1717.
NotRexed commented 2026-11-10 21:45:43 +00:00 (Migrated from github.com)

From Discord (aris, RX 9070 XT): the texture glitch started about 10 minutes into the first session, and it stays after restarting the game. Since a restart clears memory and VRAM, something kept on disk may be carrying it over.

Anyone seeing the same: please try this once and say whether it clears the glitch:

  1. Close the game.
  2. In the game folder, delete the program and pipeline caches: hookshot_programs*.bin (and its .idx) and mkw_vk_pipelines*.bin.
  3. Start the game again (the first start prepares them again and takes longer).

If that clears it, a bad cached translated program is the lead.

From Discord (aris, RX 9070 XT): the texture glitch started about 10 minutes into the first session, and it **stays after restarting the game**. Since a restart clears memory and VRAM, something kept on disk may be carrying it over. Anyone seeing the same: please try this once and say whether it clears the glitch: 1. Close the game. 2. In the game folder, delete the program and pipeline caches: `hookshot_programs*.bin` (and its `.idx`) and `mkw_vk_pipelines*.bin`. 3. Start the game again (the first start prepares them again and takes longer). If that clears it, a bad cached translated program is the lead.
NotRexed commented 2026-11-11 01:15:28 +00:00 (Migrated from github.com)

The smeared / wrong floor textures aren't AMD-only: on Discord an RTX 5060 Ti 16 GB shows the same smeared floor in the Kakariko graveyard (v2.0.14, 40 fps), and an RX 9070 XT gets it at random places (Kokiri Forest, Hyrule Field, Death Mountain). With an NVIDIA card showing it too, the cause is most likely in Hookshot's own texture streaming or caches rather than the AMD driver. Related: #993, #1717, #1710.

The smeared / wrong floor textures aren't AMD-only: on Discord an **RTX 5060 Ti 16 GB** shows the same smeared floor in the Kakariko graveyard (v2.0.14, 40 fps), and an RX 9070 XT gets it at random places (Kokiri Forest, Hyrule Field, Death Mountain). With an NVIDIA card showing it too, the cause is most likely in Hookshot's own texture streaming or caches rather than the AMD driver. Related: #993, #1717, #1710.
NotRexed commented 2026-11-11 21:22:01 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #1540: Frayed/fringed cloth renders solid white or black (Kokiri clothes, pots, Sheik's wrap, Talon's tassels) on RX (v2.0.11; AMD Radeon RX 6700 XT, Vulkan 1.4, Windows, 2560x1440; Ryzen 5 7500F, Windows 11 Home)
  • #1801: [AMD RX 6700 XT] Rainbow / multicoloured glowing blocks on crystals in Dodongo's Cavern since v2.0.12 (fine on (v2.0.13; AMD Radeon RX 6700 XT (12 GB), Adrenalin [26.10.x] (log: Vulkan driver; Ryzen 5 5600X, 32 GB RAM, Windows [10/11])
  • #2054: [AMD 6650 XT] Textures replaced with a glowing color (v2.0.14; Radeon RX 6650 XT, 32.0.21030.2001; Ryzen 5 3600, 32GB RAM, Windows 10)
  • #2136: Network left out on this card issue
  • #2149: Heavy visual glitches (v2.1.0; rx 6700, 26.10.2; Ryzen 7 5700x3d, 32gb ram, Windows 26h2)
  • #2191: Link Glowing White During Opening Cutscene AMD 7900xt GPU (v2.1.0; 7900XT 26.9.1; Ryzen 9 9900x, 16GB DDR5, Windows 11)
  • #2259: Glowing Textures on AMD 6600xt
  • #2444: AMD RX 6750 XT, 2.1.0: white line artifacts (grass and mountain outline) and low fps in open areas (v2.1.0; RX 6750 XT 12 GB (Adrenalin 26.10.1); Intel i7-11700F, 32 GB RAM, Windows 11)
More reports of this, collected here: - #1540: Frayed/fringed cloth renders solid white or black (Kokiri clothes, pots, Sheik's wrap, Talon's tassels) on RX (v2.0.11; AMD Radeon RX 6700 XT, Vulkan 1.4, Windows, 2560x1440; Ryzen 5 7500F, Windows 11 Home) - #1801: [AMD RX 6700 XT] Rainbow / multicoloured glowing blocks on crystals in Dodongo's Cavern since v2.0.12 (fine on (v2.0.13; AMD Radeon RX 6700 XT (12 GB), Adrenalin [26.10.x] (log: Vulkan driver; Ryzen 5 5600X, 32 GB RAM, Windows [10/11]) - #2054: [AMD 6650 XT] Textures replaced with a glowing color (v2.0.14; Radeon RX 6650 XT, 32.0.21030.2001; Ryzen 5 3600, 32GB RAM, Windows 10) - #2136: Network left out on this card issue - #2149: Heavy visual glitches (v2.1.0; rx 6700, 26.10.2; Ryzen 7 5700x3d, 32gb ram, Windows 26h2) - #2191: Link Glowing White During Opening Cutscene AMD 7900xt GPU (v2.1.0; 7900XT 26.9.1; Ryzen 9 9900x, 16GB DDR5, Windows 11) - #2259: Glowing Textures on AMD 6600xt - #2444: AMD RX 6750 XT, 2.1.0: white line artifacts (grass and mountain outline) and low fps in open areas (v2.1.0; RX 6750 XT 12 GB (Adrenalin 26.10.1); Intel i7-11700F, 32 GB RAM, Windows 11)
NotRexed commented 2026-11-12 03:07:18 +00:00 (Migrated from github.com)

More reports of this, collected here:

  • #2569: Compute shader translation failure (program not translated: a network left out on this card) (v2.1.0; RX 6600 8GB, 26.10.1; Ryzen 5 4600g, 16 GB (2x8), Windows 11 26h2)
More reports of this, collected here: - #2569: Compute shader translation failure (program not translated: a network left out on this card) (v2.1.0; RX 6600 8GB, 26.10.1; Ryzen 5 4600g, 16 GB (2x8), Windows 11 26h2)
Owner

@NikoMuffin commented on GitHub · 2026-11-12 11:26 UTC · original

Same on XFX AMD Radeon 6700XT running Windows 10 LTSC 2021 IoT

> [@NikoMuffin](https://github.com/NikoMuffin) commented on GitHub · 2026-11-12 11:26 UTC · [original](https://github.com/NotRexed/Hookshot/issues/1006#issuecomment-6822310750) Same on XFX AMD Radeon 6700XT running Windows 10 LTSC 2021 IoT <!-- github-sync:c:6822310750 -->
Owner

@MidobiM-Code commented on GitHub · 2026-11-12 14:32 UTC · original

is it fixed?

> [@MidobiM-Code](https://github.com/MidobiM-Code) commented on GitHub · 2026-11-12 14:32 UTC · [original](https://github.com/NotRexed/Hookshot/issues/1006#issuecomment-6826459924) is it fixed? <!-- github-sync:c:6826459924 -->
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).

The older summary's ‘no anti-aliasing’ description is now too broad: main includes #1115's FXAA stand-in, #1552's guarded RGB9E5 gameplay fallback and #2166's fixed-resolution FSR path, alongside several subgroup and cloth fixes. Full native matrix-network support is still not present for every AMD device: main 51da0464 selects 16×8×16 f16 hardware and otherwise retains network admission limits and stand-ins. #1975 owns staged-matrix support, with separate BC-attachment and RADV-shuffle work in #2001 and #1893. Please mark the completed subcases but keep this tracker open; a ‘network left out’ message alone does not diagnose a texture-decoding failure.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 15:18 UTC · [original](https://github.com/NotRexed/Hookshot/issues/1006#issuecomment-6827623824) **Tracker upkeep note** (merged pull requests and code checked against main `51da0464`; no new test run was made for it). The older summary's ‘no anti-aliasing’ description is now too broad: main includes #1115's FXAA stand-in, #1552's guarded RGB9E5 gameplay fallback and #2166's fixed-resolution FSR path, alongside several subgroup and cloth fixes. Full native matrix-network support is still not present for every AMD device: main `51da0464` selects 16×8×16 f16 hardware and otherwise retains network admission limits and stand-ins. #1975 owns staged-matrix support, with separate BC-attachment and RADV-shuffle work in #2001 and #1893. Please mark the completed subcases but keep this tracker open; a ‘network left out’ message alone does not diagnose a texture-decoding failure. <!-- github-sync:c:6827623824 -->
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