[AMD / v2.0.7] RX 6600 vs RX 7600: VRAM saturation, persistent low FPS, long stalls and missing geometry #1123
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MagicBeanDev/Hookshot#1123
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Hookshot version
v2.0.7
What kind of problem
Crash, freeze or black screen
What happened
<html> <html><head></head>[AMD / v2.0.7] RX 6600 vs RX 7600: VRAM saturation, persistent low FPS, long stalls and missing geometry
Summary
I tested Hookshot v2.0.7 (source
9b541c9c) on two Windows PCs equipped with AMD Radeon GPUs: an RX 6600 (RDNA 2) and an RX 7600 (RDNA 3).Both configurations show serious performance and rendering problems, although their failure modes differ.
RX 6600:
Severe rendering stalls and eventually a permanent freeze without a Vulkan device-loss error.
A second run after a clean reboot initially worked, then froze when opening the inventory.
VRAM usage reached the reported Vulkan memory budget.
RX 7600:
No permanent freeze, but a very long temporary stall after the Deku Tree boss.
Persistent 20–25 FPS in Kokiri Forest, even after spending time in the same area.
Severe stuttering when loading new textures or animations and during fast camera movements.
Brief black screens when entering houses.
An NPC temporarily lost its visible arms and legs during dialogue; the geometry reappeared afterward.
VRAM usage repeatedly reached the reported memory budget.
Related issues: #995, #996, #1002, #1032.
Test configurations
| RX 6600 system | RX 7600 system -- | -- | -- GPU | RX 6600 8 GB, RDNA 2 | RX 7600 8 GB, RDNA 3 Vulkan | 1.4 | 1.4 Driver ID | 0x800161 | 0x800184 Hookshot | v2.0.7 | v2.0.7 Source | 9b541c9c | 9b541c9c AMD checkpoints | Enabled | Disabled Frame generation | — | Disabled for sustained-FPS observationsAt 72,000 frames, the renderer reports approximately 2,331 draws per frame.
This is important because the low frame rate persists in samples reporting zero shader/pipeline waits.
Therefore, first-time shader compilation alone cannot explain the sustained performance problems. Rendering workload, GPU time and memory pressure may be contributing factors.
VRAM pressure
The reported Vulkan memory budget was reached in 52 of 130 periodic memory snapshots.
Example:
VRAM: 6647 MB used of 6647 MB allowed (1741 MB of it free in the blocks)textures 3343 MB (budget 3144 MB), 1328 texturesThe maximum reported resident texture memory was approximately 5,078 MB.
These figures indicate allocation/budget pressure, not necessarily that every byte of physical VRAM is occupied by useful data.
Rendering anomalies
In addition to poor performance:
An NPC temporarily lost its visible arms and legs during dialogue.
Short black screens occurred when entering houses.
Rapid movement produced noticeable FPS drops.
Texture and animation loading caused heavy stutters.
The log reports 165 failures during initial shader preparation, increasing to 180 cumulative program failures during gameplay. It is not yet possible to link those failures to the specific visual anomalies.
There are also messages about video buffers being displayed black before decoding completes, but whether these correspond to the house-transition black screens is unknown.
Earlier observation on RX 6600
On an earlier v2.0.2 run using an experimental Vulkan DLL from PR #734, the Deku Tree boss could be completed without a driver crash.
However, the boss arena was missing its visible walls, ceiling and pillars while their collision geometry remained functional.
This occurred on a different build and should not be interpreted as a v2.0.7-specific result.
Preliminary interpretation
The tests suggest several potentially overlapping issues:
Vulkan memory-budget pressure: both AMD GPUs regularly reach their reported budget.
Persistent rendering cost: the RX 7600 remains at approximately 20–25 FPS even after shader/pipeline waits fall to zero.
Silent rendering stalls: the application can stop producing frames for extended periods without Vulkan reporting device loss.
Incorrect or incomplete geometry: some scene elements or character meshes may be omitted temporarily.
These observations do not establish a single root cause.
The VRAM-management changes announced for v2.0.8 appear particularly relevant, but v2.0.8 has not yet been tested on either machine.
Logs
The corresponding complete logs are:
</html> </html>hookshot_log(4).txt— RX 6600, first v2.0.7 freezehookshot_log(5).txt— RX 6600, inventory freeze after reboothookshot_log(6).txt— RX 7600, long gameplay sessionWhere in the game
Kokiri Forest
How often
Every time
Graphics card and driver version
RX 6600, RX7600
CPU, RAM and operating system
Ryzen 5 3600 32GB RAM on both devices
Changes from the defaults
No response
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
hookshot_log(4).txt
hookshot_log(5).txt
hookshot_log(6).txt
Screenshots or video
No response
Before you send it
Thanks for the side-by-side comparison. Linking this to the FPS tracker #995; the VRAM saturation on 8 GB cards is collected in #993. The next release keeps large textures compressed on 6-8 GB cards and adds about 5% FPS from CPU-side changes, so a retest then would be very useful.
v2.0.8 follow-up — RX 6600: intermittent permanent freezes when opening different menus
Additional testing on Hookshot v2.0.8 (source
24534a6a), RX 6600, Vulkan driver0x800161, Windows 11.The game successfully reached Hyrule and remained generally playable. Some textures appeared as bright white halos, and FPS were relatively low, but there was little noticeable stuttering.
However, the application permanently froze when opening the quick item selection menu (Deku Stick / Slingshot / Deku Nut).
This is not limited to that interface. Previous runs froze when opening the main inventory, while another run successfully opened the inventory several times before freezing on a later attempt. The issue is therefore intermittent.
Windows observations during the freeze:
perfmon /rel) shows no corresponding hardware failure, LiveKernelEvent or graphics-driver recovery.Log observations:
RX_VK_CHECKPOINTS=1was enabled.VK_ERROR_DEVICE_LOSTis reported.This suggests that the freeze is not necessarily caused by sustained GPU rendering load or VRAM budget exhaustion alone.
Since multiple menu interfaces can trigger a similar silent freeze, a shared rendering transition or synchronization path may be worth investigating.
This may be related to the existing AMD freeze tracker #996 and earlier RX 6600 menu reports #749 and #872.
Attached:
hookshot_log(10).txt— RX 6600, v2.0.8, permanent freeze after opening quick item selection.hookshot_log(10).txt
v2.0.8 follow-up — RX 6600:
VK_ERROR_DEVICE_LOSTduring Lon Lon Ranch introductionAnother test on Hookshot v2.0.8 (source
24534a6a), using the same RX 6600 system and Vulkan driver0x800161.What happened
This session was significantly more stable than previous runs:
Successfully reached Hyrule and continued playing without freezes when opening menus.
Performance was generally acceptable, although FPS remained relatively low in some areas.
No major recurring stuttering was noticeable.
Some rendering artifacts persisted, particularly textures or surfaces appearing as extremely bright white halos.
However, the game crashed during the Lon Lon Ranch introduction cutscene.
Unlike previous silent freezes, this time Hookshot explicitly reported
VK_ERROR_DEVICE_LOST(-4).AMD buffer markers — useful diagnostic information
RX_VK_CHECKPOINTS=1was enabled, and this time the log successfully captured GPU execution markers.The device loss occurred at Vulkan submission
576805, around frame 82393.Relevant log excerpt:
The first draw not confirmed as completed is associated with program
c5d860e370525466, at marker90735651.This is a useful investigation point, but does not establish that the program itself caused the GPU hang. The fault could also involve a resource dependency, synchronization issue or preceding GPU operation.
Rendering statistics immediately before device loss
The last periodic rendering sample reported:
The GPU was handling a relatively heavy rendering workload before the crash.
VRAM usage was close to the reported budget, but the sampled memory usage did not reach the budget ceiling. Memory pressure may still contribute, but budget exhaustion alone cannot be established as the cause.
After the device loss, additional Vulkan submissions and graphics pipeline creations failed with
-4, as expected.Comparison with previous RX 6600 freezes
Previous v2.0.7 and v2.0.8 sessions showed intermittent permanent freezes when opening either:
The main inventory.
The quick item-selection menu (Deku Stick / Slingshot / Deku Nut).
Those freezes had a different observable signature:
No
VK_ERROR_DEVICE_LOSTin the logs.GPU 3D utilization dropped to approximately 0%.
VRAM remained heavily allocated.
CPU and RAM usage stayed stable.
No corresponding Windows Reliability Monitor error or graphics-driver recovery was recorded.
The application remained running but stopped rendering.
The Lon Lon Ranch crash is different: it occurred during a relatively demanding cutscene and produced a confirmed device loss with usable AMD buffer markers.
These may be related issues, but the available evidence does not establish a common root cause.
Attached log
hookshot_log(20261109-182413).txtThis log contains the complete RX 6600 session, including the device-loss report and AMD execution markers near the end.
Related tracker: #996.
The v2.0.8 texture-memory improvements appear beneficial overall, but intermittent silent freezes and confirmed AMD Vulkan device losses are both still occurring.
</html> </html>hookshot_log(20261109-182413).txt
Thanks for the report. To keep each problem in one place, this is tracked in #995 (low FPS and stutter), which links your details. Closing this as a duplicate; please follow #995 for updates.