There is a floor texture bug in Dodongo's Cavern. Floor texture glitch in Dodongo's Cavern. #1717

Closed
opened 2026-11-10 14:29:18 +00:00 by ww17666006275-lab · 12 comments
ww17666006275-lab commented 2026-11-10 14:29:18 +00:00 (Migrated from github.com)

Hookshot version

2.0.13

What kind of problem

Graphics (missing, black or wrong-coloured things, lighting, flicker)

What happened

Image Image

Where in the game

Floor texture error on the left side of 1F in Dodongo’s Cavern.

How often

Every time

Graphics card and driver version

RTX 5070 Ti Laptop GPU 621.14

CPU, RAM and operating system

i7 14950HX 32G Win11

Changes from the defaults

No response

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

hookshot_log.txt

Screenshots or video

No response

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 2.0.13 ### What kind of problem Graphics (missing, black or wrong-coloured things, lighting, flicker) ### What happened <img width="2559" height="1599" alt="Image" src="https://github.com/user-attachments/assets/abf26115-20cf-49bf-bbeb-3b99f920b0fa" /> <img width="2031" height="1401" alt="Image" src="https://github.com/user-attachments/assets/c29ccc61-8c9a-41d7-9f1d-6e9d8878dd99" /> ### Where in the game Floor texture error on the left side of 1F in Dodongo’s Cavern. ### How often Every time ### Graphics card and driver version RTX 5070 Ti Laptop GPU 621.14 ### CPU, RAM and operating system i7 14950HX 32G Win11 ### Changes from the defaults _No response_ ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt [hookshot_log.txt](https://github.com/user-attachments/files/34634239/hookshot_log.txt) ### Screenshots or video _No response_ ### 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.
ww17666006275-lab commented 2026-11-10 14:34:46 +00:00 (Migrated from github.com)

The issue goes away after re-entering the game.

The issue goes away after re-entering the game.
ww17666006275-lab commented 2026-11-10 14:46:13 +00:00 (Migrated from github.com)

I also encountered the same issue on 2F.

Image Image
I also encountered the same issue on 2F. <img width="2559" height="1599" alt="Image" src="https://github.com/user-attachments/assets/038870b1-fdd8-4c42-9eca-9bb6a7569cd9" /> <img width="1872" height="1308" alt="Image" src="https://github.com/user-attachments/assets/ebf1aed5-55ed-41b5-9f26-71b63e3e5c81" />
ww17666006275-lab commented 2026-11-10 14:46:38 +00:00 (Migrated from github.com)
[hookshot_log.txt](https://github.com/user-attachments/files/34635129/hookshot_log.txt)
animefreak93 commented 2026-11-10 17:43:49 +00:00 (Migrated from github.com)

Confirming this on v2.0.14, so the latest release does not fix it.

Unlike the original report I don't get it at one fixed spot — the floor breaks at various points through Dodongo's Cavern as I progress, rather than reliably on the left side of 1F. Re-entering the room clears it each time, same as described above.

What it looks like on my end: the ground plane renders as a repeating dark red-brown diagonal weave / wood-grain pattern instead of the cavern rock floor. The grey stone slabs sitting on top of it still render correctly, so it reads like the wrong texture being bound to that one surface rather than general corruption.

System

  • Hookshot v2.0.14
  • GPU: NVIDIA GeForce RTX 4070 Ti SUPER (desktop), driver 621.14, Vulkan 1.4, mesh shaders supported
  • OS: Windows 11 Pro 26300
  • Settings: quality preset Minimum, fullscreen, DLSS off, upscaling off, frame generation off
  • Nothing else hooked into the game

Possibly useful for narrowing it down: the original reporter is on an RTX 5070 Ti Laptop on v2.0.13, and I'm on a desktop Ada card on v2.0.14 — but we are both on driver 621.14. So this does not look specific to Blackwell, to laptop GPUs, or to 2.0.13.

No texture or decode errors appear in my log when it happens — it seems to go wrong silently. Happy to attach hookshot_log.txt if that would help.

Image
Confirming this on **v2.0.14**, so the latest release does not fix it. Unlike the original report I don't get it at one fixed spot — the floor breaks **at various points through Dodongo's Cavern** as I progress, rather than reliably on the left side of 1F. Re-entering the room clears it each time, same as described above. What it looks like on my end: the ground plane renders as a repeating dark red-brown diagonal weave / wood-grain pattern instead of the cavern rock floor. The grey stone slabs sitting on top of it still render correctly, so it reads like the wrong texture being bound to that one surface rather than general corruption. **System** - Hookshot v2.0.14 - GPU: NVIDIA GeForce RTX 4070 Ti SUPER (desktop), driver 621.14, Vulkan 1.4, mesh shaders supported - OS: Windows 11 Pro 26300 - Settings: quality preset Minimum, fullscreen, DLSS off, upscaling off, frame generation off - Nothing else hooked into the game Possibly useful for narrowing it down: the original reporter is on an RTX 5070 Ti **Laptop** on **v2.0.13**, and I'm on a **desktop Ada** card on **v2.0.14** — but we are both on driver **621.14**. So this does not look specific to Blackwell, to laptop GPUs, or to 2.0.13. No texture or decode errors appear in my log when it happens — it seems to go wrong silently. Happy to attach `hookshot_log.txt` if that would help. <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/220d5b3f-ef7c-4a44-88f2-5d35198eb128" />
NotRexed commented 2026-11-10 17:46:32 +00:00 (Migrated from github.com)

A similar report from Discord on v2.0.14: an incorrect floor texture spreading over a room. To narrow this down: what's your Frame rate cap (60 or higher), and what's the last version where this floor looked right? v2.0.14 changed no rendering of the game itself (only the old menu's HDR colours, the FPS counter size and bracket paths), so the version it started with helps.

A similar report from Discord on v2.0.14: an incorrect floor texture spreading over a room. To narrow this down: what's your Frame rate cap (60 or higher), and what's the last version where this floor looked right? v2.0.14 changed no rendering of the game itself (only the old menu's HDR colours, the FPS counter size and bracket paths), so the version it started with helps.
animefreak93 commented 2026-11-10 18:02:27 +00:00 (Migrated from github.com)

Frame rate cap: 60. But I should correct something in my comment above — I said frame generation was off, which is only true of Hookshot's own setting. I have NVIDIA Smooth Motion enabled at the driver level, interpolating to ~120 fps. So there is driver-side frame generation in play, which given your question may be the relevant part.

Last version where it looked right: I have no data point, unfortunately. I only reached Dodongo's Cavern after updating to v2.0.14 — I never visited that room on v2.0.13 — so I can't tell you whether it was already broken there. I first installed on 2026-11-08 on v2.0.13, and those two builds are the only ones I have ever run.

New data since my last comment: after saving and restarting the game, I have not been able to reproduce it — the floor has rendered correctly on my run through the cavern since. That's a stronger fix than the room re-entry described earlier, and it suggests something that accumulates over a session rather than anything tied to a specific room or asset.

Image
**Frame rate cap: 60.** But I should correct something in my comment above — I said frame generation was off, which is only true of Hookshot's own setting. I have **NVIDIA Smooth Motion** enabled at the driver level, interpolating to ~120 fps. So there *is* driver-side frame generation in play, which given your question may be the relevant part. **Last version where it looked right: I have no data point, unfortunately.** I only reached Dodongo's Cavern *after* updating to v2.0.14 — I never visited that room on v2.0.13 — so I can't tell you whether it was already broken there. I first installed on 2026-11-08 on v2.0.13, and those two builds are the only ones I have ever run. **New data since my last comment:** after **saving and restarting the game**, I have not been able to reproduce it — the floor has rendered correctly on my run through the cavern since. That's a stronger fix than the room re-entry described earlier, and it suggests something that accumulates over a session rather than anything tied to a specific room or asset. <img width="1920" height="1080" alt="Image" src="https://github.com/user-attachments/assets/977da4cf-33a4-4dfb-be91-42c37cee5139" />
ww17666006275-lab commented 2026-11-10 18:46:02 +00:00 (Migrated from github.com)

In version 2.0.14, after playing for a while, terrain texture errors also appeared in Hyrule Field (the average frame rate in Hyrule Field is 49 FPS without frame generation).

Image
In version 2.0.14, after playing for a while, terrain texture errors also appeared in Hyrule Field (the average frame rate in Hyrule Field is 49 FPS without frame generation). <img width="2559" height="1599" alt="Image" src="https://github.com/user-attachments/assets/3c860306-36cd-4bd3-b43d-47aaf8c6178f" />
ww17666006275-lab commented 2026-11-10 18:46:30 +00:00 (Migrated from github.com)
[hookshot_log.txt](https://github.com/user-attachments/files/34645227/hookshot_log.txt)
NotRexed commented 2026-11-11 00:16:13 +00:00 (Migrated from github.com)

One more from Discord: the floor in the Royal Family's Tomb glitches, with a red seam (RX 9070 XT). Same family as the floors here and in #1006.

One more from Discord: the floor in the Royal Family's Tomb glitches, with a red seam (RX 9070 XT). Same family as the floors here and in #1006.
Joey-Magnus commented 2026-11-11 15:11:20 +00:00 (Migrated from github.com)

I'm taking this one, as part of the worklist row for ground textures that garble over play time and come back after a restart.

What the logs show: the logs here, in #2276 and in #2297 all have the same line from the texture cache: vk: upload over a drawn image: ... 260x260x1 x1 NVN 0xd ... finalized. That is a CPU upload written over a 260x260 terrain tile the GPU drew and the game finalized, so the tile ends up holding stale memory instead of what was drawn. It shows up on an RX 7900 XT with 20 GB that was nowhere near its VRAM limit, so this isn't only VRAM pressure.

Next: reproducing it on Linux with an RTX 4070 Ti, in Dodongo's Cavern with per-eviction logging (#1879) and RX_VK_LOG_REMADE=1, then fixing that upload path. I'll post results here.

🤖 Generated with Claude Code

I'm taking this one, as part of the worklist row for ground textures that garble over play time and come back after a restart. **What the logs show:** the logs here, in #2276 and in #2297 all have the same line from the texture cache: `vk: upload over a drawn image: ... 260x260x1 x1 NVN 0xd ... finalized`. That is a CPU upload written over a 260x260 terrain tile the GPU drew and the game finalized, so the tile ends up holding stale memory instead of what was drawn. It shows up on an RX 7900 XT with 20 GB that was nowhere near its VRAM limit, so this isn't only VRAM pressure. **Next:** reproducing it on Linux with an RTX 4070 Ti, in Dodongo's Cavern with per-eviction logging (#1879) and `RX_VK_LOG_REMADE=1`, then fixing that upload path. I'll post results here. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
snoozedDev commented 2026-11-11 20:46:52 +00:00 (Migrated from github.com)

@Joey-Magnus I reproduce this within about 10 minutes (RTX 3090, Linux, v2.1.0, Fire Temple) and recorded a session with extra logging on the 260x260 tiles. Sharing it in case it saves you time; the fix is yours unless you'd rather I open a PR.

What the recording shows

  • The GPU draws each chunk's RG8 normal tile (260x260, NVN 0xd, 9 levels) once. Up to frame 23438 all 107 normal tiles were made that way.
  • From frame 23439 the game made 61 normal tiles by upload from its memory, and all 61 were all zero. The floor broke there: 9 of the 14 terrain draws in the captured frame sample an all-zero normal tile.
  • The other tile kinds made alongside them are byte-identical to tiles uploaded earlier at other addresses. The game is moving known chunks into new blocks by copying memory, and it expects the GPU-drawn normal texels to be in that memory. Here they exist only in the Vulkan image, so the copy is zeros.
  • Not eviction: textures were at 3.6 of 6.1 GB.
  • upload over a drawn image ... 260x260x1 x1 NVN 0xd ... finalized appears twice in that session, both uploading zeros. I think it is the same cause through another path, so fixing only that upload would leave the 61 tiles above.

What I tried

A test build that writes a GPU-drawn tile's texels into guest memory two frames after it is drawn. In an 80-minute session the floor never broke. Of 871 normal tiles the game made from memory, 854 were byte-identical to a tile written back earlier. The other 17 were zero, all copies of one tile that was finalized the frame after it was drawn, which my rule skipped.

I can share the patch (against v2.1.0, test quality, its rule is too wide), post log excerpts, or run a branch of yours on this setup. A teleport tour does not reproduce it, since a map change resets the tile pool; it takes several minutes of play inside one map.

@Joey-Magnus I reproduce this within about 10 minutes (RTX 3090, Linux, v2.1.0, Fire Temple) and recorded a session with extra logging on the 260x260 tiles. Sharing it in case it saves you time; the fix is yours unless you'd rather I open a PR. **What the recording shows** - The GPU draws each chunk's RG8 normal tile (260x260, NVN 0xd, 9 levels) once. Up to frame 23438 all 107 normal tiles were made that way. - From frame 23439 the game made 61 normal tiles by upload from its memory, and all 61 were all zero. The floor broke there: 9 of the 14 terrain draws in the captured frame sample an all-zero normal tile. - The other tile kinds made alongside them are byte-identical to tiles uploaded earlier at other addresses. The game is moving known chunks into new blocks by copying memory, and it expects the GPU-drawn normal texels to be in that memory. Here they exist only in the Vulkan image, so the copy is zeros. - Not eviction: textures were at 3.6 of 6.1 GB. - `upload over a drawn image ... 260x260x1 x1 NVN 0xd ... finalized` appears twice in that session, both uploading zeros. I think it is the same cause through another path, so fixing only that upload would leave the 61 tiles above. **What I tried** A test build that writes a GPU-drawn tile's texels into guest memory two frames after it is drawn. In an 80-minute session the floor never broke. Of 871 normal tiles the game made from memory, 854 were byte-identical to a tile written back earlier. The other 17 were zero, all copies of one tile that was finalized the frame after it was drawn, which my rule skipped. I can share the patch (against v2.1.0, test quality, its rule is too wide), post log excerpts, or run a branch of yours on this setup. A teleport tour does not reproduce it, since a map change resets the tile pool; it takes several minutes of play inside one map.
NotRexed commented 2026-11-11 21:23:42 +00:00 (Migrated from github.com)

Thanks for the report. Reports of the same problem are now collected in #2508, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2508 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.

Thanks for the report. Reports of the same problem are now collected in #2508, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2508 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.
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MagicBeanDev/Hookshot#1717
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