AMD shader crash, sorry for other post but this will have more details. #1214

Closed
opened 2026-11-09 17:47:36 +00:00 by 02pietrobs-lang · 5 comments
02pietrobs-lang commented 2026-11-09 17:47:36 +00:00 (Migrated from github.com)

Hookshot version

2.0.9

What kind of problem

Crash, freeze or black screen

What happened

Hi, I updated Hookshot from 2.0.3 to 2.0.8. I was already installing 2.0.8 when 2.0.9 was released, so I stopped the update and started the one for 2.0.9 instead. When it finished, I opened the game, but it got stuck on the shader screen. I'm using a Ryzen 5 3400G with 2GB of VRAM. When I get to the shader screen, it takes about 5 seconds and then the screen closes. I don't know why it closes. Please help me, I'm begging you. Before, in version 2.0.3, my game opened normally but with HUD artifacts. I don't know if this is because my frame generation is active (4x, 3x, or something) — just please help me fix these issues.

Where in the game

Shaders Loading

How often

Every time

Graphics card and driver version

AMD Radeon(TM) RX Vega 11 Graphics (2 GB). Driver version: 26.5.2

CPU, RAM and operating system

AMD Ryzen 5 3400G With Radeon Vega Graphics (3.99 GHz). Ram: 16.0 GB ( Useable: 13,9 GB) Windows 11 64bits

Changes from the defaults

No response

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

[hos host] hookshot v2.0.9 (source d7b0b710)
[hos host] boot: image 96 MB at 0x80000000, 9809 MB of memory for the game
[hos MainThread] boot: _init_libc0 (0x85717e50)
[hos MainThread] boot: nnosInitialize (0x8510f720)
[hos MainThread] boot: _init_libc1 (0x85717e60)
[hos MainThread] boot: nninitStartup (0x8262bb10)
[hos MainThread] heap: 6894 MB at 0x1000000000
[hos MainThread] boot: _init_libc2 (0x85717e80)
[hos MainThread] boot: main DT_INIT (0x812377e0)
[a64] unimplemented import ZN2nn2ro12ProtectRelroEPKvS2_S2_S2_S2 (lr 0x81237908)
[hos MainThread] boot: subsdk0 DT_INIT (0x84ec0040)
[hos MainThread] boot: sdk DT_INIT (0x84fa0060)
[hos MainThread] boot: nnMain (0x81222cd0)
[hos sead::MainThread] fs: mounted content: -> D:\Games\hookshot recomp\romfs
[a64] unimplemented import _ZN2nn2vi36SetDisplay120HzRefreshRateCapabilityEPNS0_7DisplayEb (lr 0x8348bf64)
[hos sead::MainThread] oe: language pt-BR (language.txt)
[hos sead::MainThread] oe: output resolution 2048x1152 (the game's)
[hos sead::MainThread] oe: GetCurrentGraphicsScale -> 1.00
[hos sead::MainThread] gs: BootGraphicsSystem(0, 0): no graphics server yet (headless)
[hos sead::MainThread] nvn: native NVN layer: 427 procs
[hos sead::MainThread] nvn: native NVN device (flags 0): no Switch GPU emulation
[hos sead::MainThread] nvn: window origin upper left
[hos sead::MainThread] nvn: depth mode near = -w (GL)
[hos sead::MainThread] nvn: texture pool of 33068 descriptors
[hos sead::MainThread] vi: GetNativeWindow -> 0x1102400
[hos sead::MainThread] nvn: window of 3 textures (3 active), 2560x1440 format 0x25
[hos sead::MainThread] threads: Presentation Thread on the reserved core (logical processors 0xc0; HOS_PIN_RENDER=0: off)
[a64] unimplemented import _ZN2nn3aoc17CountAddOnContentEv (lr 0x83392a38)
[hos sead::MainThread] applet: render target pool 305 MB (the game's 305 MB)
[hos host] vk: device 0: AMD Radeon(TM) RX Vega 11 Graphics, Vulkan 1.3, driver 0x800117, type 1
[hos host] vk: subgroups: default 64 lanes, 64-64, pinned to 32 on stages 0
[hos host] vk: no mesh shaders: task and mesh programs run as compute shaders (issue 640 fallback)
[hos host] vk: robust buffer access on
[hos host] vk: colour outputs NaN-guarded
[hos host] vk: positions invariant (not an NVIDIA card)
[hos host] vk: matrix multiplies in software (no cooperative matrices)
[hos host] vk: AMD Radeon(TM) RX Vega 11 Graphics, Vulkan 1.3, driver 0x800117; mesh shaders no, host memory import yes, pipeline libraries no
[hos host] vk: surface caps images 1..16 extent 1280x720..1280x720 usage 0x9f alpha 0x1 transform 0x1
[hos host] vk: swapchain 1280x720, 4 images, immediate
[hos host] vk: guest memory imported in place (alignment 4096)
[hos host] vk: replay ready (window; push descriptors yes (32), extended dynamic state 3 yes, custom border colours yes)
[hos host] vk: program cache D:\Games\hookshot recomp\hookshot_programs.bin: 16 program keys kept, 1002 KB
[hos host] vk: the last start did not finish the driver's part of the shaders: left out
[hos host] vk: pipeline cache D:\Games\hookshot recomp\mkw_vk_pipelines.bin (523074 KB)
[hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9
[hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c
[hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9
[hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c
[hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9
[hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c
[hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9
[hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c
[hos host] vk: start-up: shaders 18 of 38809

Screenshots or video

Image

Before you send it

  • I'm on the newest release, or the problem is still there on it.
  • I searched the open issues for this problem.
  • I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
### Hookshot version 2.0.9 ### What kind of problem Crash, freeze or black screen ### What happened Hi, I updated Hookshot from 2.0.3 to 2.0.8. I was already installing 2.0.8 when 2.0.9 was released, so I stopped the update and started the one for 2.0.9 instead. When it finished, I opened the game, but it got stuck on the shader screen. I'm using a Ryzen 5 3400G with 2GB of VRAM. When I get to the shader screen, it takes about 5 seconds and then the screen closes. I don't know why it closes. Please help me, I'm begging you. Before, in version 2.0.3, my game opened normally but with HUD artifacts. I don't know if this is because my frame generation is active (4x, 3x, or something) — just please help me fix these issues. ### Where in the game Shaders Loading ### How often Every time ### Graphics card and driver version AMD Radeon(TM) RX Vega 11 Graphics (2 GB). Driver version: 26.5.2 ### CPU, RAM and operating system AMD Ryzen 5 3400G With Radeon Vega Graphics (3.99 GHz). Ram: 16.0 GB ( Useable: 13,9 GB) Windows 11 64bits ### Changes from the defaults _No response_ ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt [hos host] hookshot v2.0.9 (source d7b0b710) [hos host] boot: image 96 MB at 0x80000000, 9809 MB of memory for the game [hos MainThread] boot: _init_libc0 (0x85717e50) [hos MainThread] boot: nnosInitialize (0x8510f720) [hos MainThread] boot: _init_libc1 (0x85717e60) [hos MainThread] boot: nninitStartup (0x8262bb10) [hos MainThread] heap: 6894 MB at 0x1000000000 [hos MainThread] boot: _init_libc2 (0x85717e80) [hos MainThread] boot: main DT_INIT (0x812377e0) [a64] unimplemented import _ZN2nn2ro12ProtectRelroEPKvS2_S2_S2_S2_ (lr 0x81237908) [hos MainThread] boot: subsdk0 DT_INIT (0x84ec0040) [hos MainThread] boot: sdk DT_INIT (0x84fa0060) [hos MainThread] boot: nnMain (0x81222cd0) [hos sead::MainThread] fs: mounted content: -> D:\Games\hookshot recomp\romfs [a64] unimplemented import _ZN2nn2vi36SetDisplay120HzRefreshRateCapabilityEPNS0_7DisplayEb (lr 0x8348bf64) [hos sead::MainThread] oe: language pt-BR (language.txt) [hos sead::MainThread] oe: output resolution 2048x1152 (the game's) [hos sead::MainThread] oe: GetCurrentGraphicsScale -> 1.00 [hos sead::MainThread] gs: BootGraphicsSystem(0, 0): no graphics server yet (headless) [hos sead::MainThread] nvn: native NVN layer: 427 procs [hos sead::MainThread] nvn: native NVN device (flags 0): no Switch GPU emulation [hos sead::MainThread] nvn: window origin upper left [hos sead::MainThread] nvn: depth mode near = -w (GL) [hos sead::MainThread] nvn: texture pool of 33068 descriptors [hos sead::MainThread] vi: GetNativeWindow -> 0x1102400 [hos sead::MainThread] nvn: window of 3 textures (3 active), 2560x1440 format 0x25 [hos sead::MainThread] threads: Presentation Thread on the reserved core (logical processors 0xc0; HOS_PIN_RENDER=0: off) [a64] unimplemented import _ZN2nn3aoc17CountAddOnContentEv (lr 0x83392a38) [hos sead::MainThread] applet: render target pool 305 MB (the game's 305 MB) [hos host] vk: device 0: AMD Radeon(TM) RX Vega 11 Graphics, Vulkan 1.3, driver 0x800117, type 1 [hos host] vk: subgroups: default 64 lanes, 64-64, pinned to 32 on stages 0 [hos host] vk: no mesh shaders: task and mesh programs run as compute shaders (issue 640 fallback) [hos host] vk: robust buffer access on [hos host] vk: colour outputs NaN-guarded [hos host] vk: positions invariant (not an NVIDIA card) [hos host] vk: matrix multiplies in software (no cooperative matrices) [hos host] vk: AMD Radeon(TM) RX Vega 11 Graphics, Vulkan 1.3, driver 0x800117; mesh shaders no, host memory import yes, pipeline libraries no [hos host] vk: surface caps images 1..16 extent 1280x720..1280x720 usage 0x9f alpha 0x1 transform 0x1 [hos host] vk: swapchain 1280x720, 4 images, immediate [hos host] vk: guest memory imported in place (alignment 4096) [hos host] vk: replay ready (window; push descriptors yes (32), extended dynamic state 3 yes, custom border colours yes) [hos host] vk: program cache D:\Games\hookshot recomp\hookshot_programs.bin: 16 program keys kept, 1002 KB [hos host] vk: the last start did not finish the driver's part of the shaders: left out [hos host] vk: pipeline cache D:\Games\hookshot recomp\mkw_vk_pipelines.bin (523074 KB) [hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9 [hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c [hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9 [hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c [hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9 [hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c [hos host] CRASH: exception 0xc0000005 (read 0x21, guest 0xfffff00000000021) at amdvlk64.dll+0x1cb8bf9 [hos host] CRASH: host backtrace: amdvlk64.dll+0x1cb8bf9 amdvlk64.dll+0x1d0ae33 amdvlk64.dll+0x1d109a2 amdvlk64.dll+0x1d18b85 amdvlk64.dll+0x1d17f76 amdvlk64.dll+0x1c7b1ce amdvlk64.dll+0x1c3ac35 amdvlk64.dll+0x1c39c06 amdvlk64.dll+0x1c26b35 amdvlk64.dll+0x191fe2 amdvlk64.dll+0xca7bc amdvlk64.dll+0x1543c2 hookshot_vk.dll+0x1e3c7f hookshot_vk.dll+0x1de531 hookshot_vk.dll+0x1dd627 hookshot_vk.dll+0x14d8b6 ucrtbase.dll+0x2cd30 KERNEL32.DLL+0x2dda7 ntdll.dll+0xc9c5c [hos host] vk: start-up: shaders 18 of 38809 ### Screenshots or video <img width="1915" height="1079" alt="Image" src="https://github.com/user-attachments/assets/c2955d5f-f0eb-4cec-921b-e1c47f954adc" /> <!-- Failed to upload "2026-11-08-13-31-24_KuT4WzdE.mp4" --> ### Before you send it - [x] I'm on the newest release, or the problem is still there on it. - [x] I searched the open issues for this problem. - [x] I'm not attaching game files, keys, hookshot.exe, the .bin caches or saves.
NotRexed commented 2026-11-09 18:17:07 +00:00 (Migrated from github.com)

Thanks for the details. This is the same driver crash as #1141 (RX 480): amdvlk64.dll+0x1cb8bf9 reading 0x21 while the no-mesh-shader fallback programs are built, on the Polaris/Vega driver 26.5.2 (0x800117). I'm closing your #1212 into this one. Tracked with the fallback reports in #1001.

Thanks for the details. This is the same driver crash as #1141 (RX 480): `amdvlk64.dll+0x1cb8bf9` reading 0x21 while the no-mesh-shader fallback programs are built, on the Polaris/Vega driver 26.5.2 (0x800117). I'm closing your #1212 into this one. Tracked with the fallback reports in #1001.
02pietrobs-lang commented 2026-11-09 18:30:01 +00:00 (Migrated from github.com)

Rightt, do you know if you can solve this or did you already solve it in 2.0.10? and I believe the update will take a while to download

Image
Rightt, do you know if you can solve this or did you already solve it in 2.0.10? and I believe the update will take a while to download <img width="964" height="601" alt="Image" src="https://github.com/user-attachments/assets/1342ff2e-343c-42dd-8b83-eb59c6758508" />
NotRexed commented 2026-11-09 18:46:53 +00:00 (Migrated from github.com)

Not solved yet, sorry: v2.0.10 doesn't change this. The crash is inside AMD's Polaris/Vega driver while it builds the fallback programs, and it's being looked at with #1141 and the other no-mesh-shader reports in #1001.

Not solved yet, sorry: v2.0.10 doesn't change this. The crash is inside AMD's Polaris/Vega driver while it builds the fallback programs, and it's being looked at with #1141 and the other no-mesh-shader reports in #1001.
02pietrobs-lang commented 2026-11-09 19:01:34 +00:00 (Migrated from github.com)

yes, same problem, but its okay i am here waiting thanks :D

Image
yes, same problem, but its okay i am here waiting thanks :D <img width="1274" height="754" alt="Image" src="https://github.com/user-attachments/assets/2a4498f8-4572-4958-9618-2da91d6eaac4" />
NotRexed commented 2026-11-09 22:52:28 +00:00 (Migrated from github.com)

Thanks for the report. To keep each problem in one place, this is tracked in #1001 (GPUs without mesh shaders: GTX 9xx/10xx, RX 400/500/5000, Iris Xe), which links your details. Closing this as a duplicate; please follow #1001 for updates. Fixes for the fallback (#1314, #1317) are planned for the next release. It will be closed when the fix ships; if it still happens after that, comment there with a hookshot_log.txt.

Thanks for the report. To keep each problem in one place, this is tracked in #1001 (GPUs without mesh shaders: GTX 9xx/10xx, RX 400/500/5000, Iris Xe), which links your details. Closing this as a duplicate; please follow #1001 for updates. Fixes for the fallback (#1314, #1317) are planned for the next release. It will be closed when the fix ships; if it still happens after that, comment there with a hookshot_log.txt.
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MagicBeanDev/Hookshot#1214
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