weird darkened bars on the left and right and brightness flickiring after newest update #145
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MagicBeanDev/Hookshot#145
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you can see both issues in video
https://github.com/user-attachments/assets/3d479079-43a5-4d3f-8874-fe037689b886
Same issue as me am going to delete my post you have video
Thanks for the video. Which release are you on, and which GPU? The newest builds stopped darkening the picture with an old exposure workaround, so the game's own brightness adaptation now shows, but it shouldn't flicker. A
hookshot_log.txtwould help, and so would knowing whetherRX_VK_OOT_EXPOSURE=0.65inhookshot_env.txtmakes the flicker stop.On the brighter scenes release and a 4060 mobile 8gb
I don't have the device with me right now sorry
I am experiencing this exact issue. 2080 Super 8g with a Ryzen 7 3700x and 32gb or ram
hookshot_log.txt
hookshot_log.txt
and i dont have the hookshot_env.txt file i cant find it
Same card here (RX 9060 XT 16 GB, build of 2026-11-07 around 20:50), and I get both halves of this: the brightness pumping from your video, and at some sun angles the picture going fully white and staying white while the camera holds the angle — 37 consecutive captured frames at mean luma 245.9/255, with 895 draws per frame still replayed at 35 fps and 20.6 ms of GPU time, so nothing crashed and no draws were dropped.
Details, the log covering the white stretch and a per-capture brightness table are in #36: #36
Correction to my first attempt at this post, so nobody follows a dead end: in my build
hookshot_env.txtis not read yet.hookshot.execontains nohookshot_envstring at all and only knowshookshot_log.txt,language.txtandmouse_sens.txt; the loader is inhost/hos_main.cupstream, so it arrived after this build. That is almost certainly also why @nomd346 cannot find the file. On a build without it the switches have to be set in the shell before launchinghookshot.exe(a small.cmdthat doesset RX_VK_...=1and then starts the exe is enough); on a newer build, creating the file by hand beside the exe is all it takes.One measurement that may be relevant to the flicker: with
RX_VK_EXPOSURE_LOG=2on, every present in the session that contained a white stretch logged the final pass's exposure (c3+0x38of fragment stage73320e720a317817) as exactly 1.0 — 2,621 samples between present 1325 and 6823, before, during and after the blow-out. So on this card the value the final pass receives is not moving while the picture does.Same issue with a 9070xt and a 5900x
I'm experiencing this on a 4070 Ti SUPER. Capping the fps to 30 seems to get rid of it
(Epilepsy Warning)
https://github.com/user-attachments/assets/d456b883-4708-47c2-9f63-f02b585d8ecd
hookshot_log.txt
Thanks, and the 30 fps observation fits: EvilBoyce's fix for these flashes and the flicker (CPU reads of GPU results now wait for the GPU work that writes them) is in the next release, coming soon. Your log (RTX 4070 Ti SUPER) has no device lost.
hookshot_env.txt
hookshot_log.txt
https://github.com/user-attachments/assets/063ca860-f8dd-4575-9d9a-35e2f9ff6189
RX 6800 (16 GB), driver 32.0.21045.16010, Windows 11, build foliage-linux-updater.
Same brightness flicker in Kokiri Forest. RX_VK_OOT_EXPOSURE=0.65 in hookshot_env.txt does not fix it (~5% dark frames in the attached video, vs ~7% without). RX_VK_NOOPT=1 made it worse (~10%, and lower fps). Also seeing rectangular black blocks over parts of the picture and characters briefly going dark during cutscenes. Log and video attached.
EDIT : Capping at 30 fps with RivaTuner Statistics Server (log confirms a steady 30 fps) removes the flashes completely for me: 0 sudden dark frames in new test, against ~7% flashes/dark frames at 50-60 fps.
#368 adds a GTX 1070 / RX 9060 XT report and an RTX 2080 Super tester who found that building from main (
c2c8e86) removes most of the black flashes; #371 adds an RTX 5060 Ti (CachyOS) log and points to PR #415 (flashes 26 to 10 in a 60 s test on an RTX 3090).Same flickering here on Linux with NVIDIA. It flickers heavily and constantly, every time I play, even though it holds 60 fps (GPU time is about 4-5 ms a frame).
foliage-linux-updater(Linux AppImage)hookshot_env.txt, nothing hooked into the gameFrom the log: the swapchain is created in
immediatepresent mode, the start saysthe last start did not finish the driver's part of the shaders: left out, and 105 shader programs fail (as in #388). Log attached.hookshot_log.txt
Adding a Windows / RTX 4060 report from the
foliage-linux-updaterbuild.I saw strong screen flicker with 2x frame generation enabled. Motion looked smooth and the counter was high, but the screen was flickering heavily. One captured gameplay frame showed 83 FPS with "game 41" underneath.
Frame generation was then disabled. The saved gameplay log from Kokiri Forest contains samples around 36-39 FPS, but I wasn't at the PC during that check. I therefore cannot confirm that switching it off fixed the flicker, or that frame generation caused it. I haven't retested the proposed fix or a newer build.
Hookshot settings and results
0400486024DEC000, update v131072, builde0f3ccfa.foliage-linux-updaterpackage. Built locally from a .nup with its bundled tools, Visual Studio Build Tools 2022 17.14.44 and Windows SDK 10.0.26100; 6 compile jobs. No source changes.RX_VK_PRECOMPILE=1,RX_VK_PIPE_SKIP=1.Selected log samples from the FG-off run:
A separate warm-cache run at 100% resolution logged FPS in the 40s, reaching 47.8 in the saved samples. Camera position, cache state and presentation conditions were not held constant. This is not evidence that 100% is faster than 75%, and these samples aren't a controlled benchmark or 1% low measurement.
Lichii comparison on this PC
I also tried Lichii Frizti v3 (Clang 22.1.8; the repository is now named Fritchii). It used Vulkan on the RTX 4060, 1x resolution, GPU accuracy Fast, asynchronous shaders and presentation, Target 60 frame pacing, 100% speed, and the game's 30 FPS option disabled.
Before the frame-generation experiment, I sometimes saw around 60 FPS, depending on the area. With FSR 3 2x enabled, the status bar showed "Game: 30 FPS" while the motion still looked quite fluid. I didn't independently measure the presented FPS, so I'm not reporting that as a broken frame-generation feature or a confirmed 30 FPS output cap. I asked to restore the previous profile, and frame generation is now off.
The cache stayed in place; the subsequent startup recognized 23,093 pipelines. This comparison is subjective and wasn't made with the same camera and output mode as the Hookshot samples.
Machine
No game files, generated code, shader caches, keys or saves are attached. PSU, cooling details and CPU/GPU clock telemetry were not collected.
#415 should fix most of the remaining one-frame flashes. I found them on Linux with an RTX 3090.
The cause: some of the game's GPU work for a frame was replayed before the scene work and the CPU writes it waits for were ready, so it used the previous frame's data (haze or sun shafts popping in or out, environment brighter or darker for one frame). Forcing that work through also stalled the main thread.
In a 60 s test standing still in Kokiri Forest, flashes went from 26 to 10 and fps from ~48 to ~60. Some flashes remain, so it's not a complete fix. If anyone here can build that branch, it would help to know whether it changes things on other GPUs, especially the NVIDIA-on-Linux reports above.
I haven't tested frame generation, so I don't know whether #415 touches the 2x frame generation flicker.
Commit
e40306efixed the flickering for me.I can reproduce the lighting flicker on Hookshot
honest-etaon Windows with an RTX 3070 and frame generation off. In Kokiri Forest, I left Link idle on the path shown in the clip and held the camera still. The scenery briefly brightens and returns to normal while the hearts and minimap stay steady. Clear examples are at 1.67 s, 2.67 s, and 6.55 s. Gameplay is smoother after the rebuild, but the lighting flashes persist.https://github.com/user-attachments/assets/f91dbd3f-f644-426a-8c3b-8966cacde7fa
My main problem with Hookshot is still heavy flicker during gameplay, including after updating to
honest-eta. Frame generation was off in the tested profile. A high FPS counter doesn't make the flicker comfortable to play with.I also checked actual gameplay on Death Mountain Trail outside the Goron City entrance, alongside Fritchii v4.1. The menu's 60 FPS wasn't a useful performance test.
In-game observations
f6d42b8715): with Link stationary at the cave entrance, 11 consecutive renderer-log windows covered 6,600 presents, about 110.18 seconds. The renderer-reported rate was about 59.9 FPS. The longest reported frame was 42.168 ms; none exceeded 100 ms in that sample. The status bar showed 59–60 FPS. This is a stationary scene, not a walking or combat benchmark.honest-eta(bd9bcd71): the same copied save loaded successfully. The HUD showed 33 FPS shortly after loading, then 60 FPS after settling at the entrance. A later moving/combat scene showed 48 FPS. Those are observed counter readings, not an averaged or controlled route.Settings and cache behaviour
Game ID
0400486024DEC000, update v131072 (1.1.1 in the emulator UI). Frame generation was off in both.Fritchii: Vulkan on the RTX 4060, Fast GPU mode, 1x resolution, FXAA, ScaleForce, asynchronous shaders/presentation, Target 60 pacing, built-in Dynamic FPS and Max Resolution.
Hookshot: 75% resolution, Catmull-Rom, 20% sharpness, frame pacing on, Real time speed, handheld profile off, 16:9.
RX_VK_PRECOMPILE=1andRX_VK_PIPE_SKIP=1. The updated cache contained 39,835 program keys; its shader list contained 31,985 programs. A subsequent startup precompiled 3,801 compute pipelines in 737 ms. That doesn't mean every pipeline needed by every area is ready.With the manually forced
EDEN_NX2_PRELOAD_ALL_PIPELINES=1, Fritchii prepared 17,470 pipelines and again estimated roughly 12 minutes on another launch. Removing that override temporarily selected 5,858 startup pipelines. The original cache files stayed intact. The override was restored after the test.PC
The emulator's save files remained unchanged by hash. Hookshot used an isolated copy; the main save wasn't replaced. No game files, keys, firmware, shader caches or saves are attached.
Windows 11, RX 7900 XTX, Ryzen 7 9800X3D, 32 GB,
honest-eta, frame generation off.White one-frame flashes of the whole scene in Hyrule Field.
Putting
RX_VK_WAIT_GPU=0inhookshot_env.txtremoves them completely (unchanged release DLL). FPS stays at 58-60, so on this card the per-present GPU wait costs nothing noticeable. Invk_replay.cppthat wait is off by default on Windows (it was turned off after a ~10 fps loss on an RTX 4060 Ti), so this may be worth enabling by default when the GPU has headroom, or at least documenting as a workaround.For reference, forcing every occlusion report to 4096 (PR #487) did not change the flashes here.
This comment was posted by Claude (Claude Code) at the explicit request of the account owner (Daniel333313131), who tested the change himself.
The brightness flicker should be fixed in v2.0.2 (#645). It came from the CPU and GPU both writing the game's exposure page; a capture now waits for that page's write-back, so you don't need
RX_VK_WAIT_GPUanymore. If the flicker is gone for you on v2.0.2, I think this can be closed, and the dark side bars can get an issue of their own if they're still there.Tracked in #1005, follow there. That issue collects every report of flicker and flashing, and this one is linked from it with its GPU, version and log details. Several flicker causes were fixed in v2.0.0 and v2.0.2, so a retest on v2.0.6 is especially useful. If it still happens on v2.0.6 (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher), please add a comment there with your
hookshot_log.txt.