Square blocky shadow tiles on water (Link's shadow) in Zora's Domain and after the Jabu-Jabu mini boss; FSR 3.1 avoids it #1727
Labels
No labels
accessibility
autorelease: pending
autorelease: tagged
bug
dependencies
documentation
duplicate
enhancement
github_actions
good first issue
help wanted
invalid
question
testing wanted
wontfix
No milestone
No assignees
1 participant
Due date
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Hookshot#1727
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Reported on Discord (one player on an i9-12900K + RTX 2070 Super, 32 GB; version v2.0.12 or v2.0.13).
What the screenshot shows: on the water at Zora's Domain ("in certain angles"), a group of large square dark tiles in a stair-step shape sits on the water surface next to Link, like a shadow drawn in big blocks. The player thinks it is Link's shadow; they saw it again after the Jabu-Jabu mini boss.
Workaround found by another player: switching the Upscaler to FSR 3.1 made it go away. So the blocks come from the default upscale path (the game's own TAAU stand-in) rather than from the shadow itself, or from something that path reads at low resolution.
Possibly related: #1117 (square blocks around bright areas and fog, from a few NEAREST samplers;
RX_VK_FORCE_LINEAR=1), and v2.0.12's filtered shadow edges (depth-compare samplers made linear).What would help: the GPU and version, a hookshot_log.txt from Zora's Domain, the Upscaler setting, and whether
RX_VK_FORCE_LINEAR=1in hookshot_env.txt changes it.Same issue here as I reported on Discord. Happened even with adult Link around water areas and when first becoming adult, in the area where all the Sages are, but forgot to take a screenshot. Screenshots are from Hookshot v2.0.11, but it happens in v2.0.13 too.
PC specs: R7 7700, XFX 9060XT, 32GB DDR5, Windows 11 26H2
Logs should be from Zora's domain, where I also tested issue #1655
hookshot_log.txt
hookshot_log.1.txt
hookshot_log.2.txt
hookshot_log.3.txt
hookshot_log.4.txt
From Discord (RTX 4080, v2.0.14): the water looks wrong at a 60 cap too, "since the last update". So this isn't the above-60 family. If you see it: which upscaler and frame generation settings, and does switching the Upscaler to FSR 3.1 still make it go away?
Settings.

It happens regardless of following settings:
FSR on/off
fullscreen/windowed
quality preset low/custom
handheld profile on/off
Windows 11, nvidia 5070ti driver v810.88
Hookshot v2.0.14
hookshot_log.txt
Happens on both FSR3.1 On/Off, makes no difference.
Another Discord report says the water "isn't responding" (a video only, no settings given); it may be the same water problem.
Reproduced
GPU: NVIDIA GeForce RTX 5070 Ti (driver 595.99.02)
OS: Linux, Ubuntu 24.04.5 LTS, kernel 7.0.0-42-generic
Display: 2560x1440 fullscreen (output_res=2560x1440)
Hookshot settings (from hookshot_options.ini):
upscaling=default (0), dlss=0, frame_generation=4, sharpness=100
handheld_profile=1, frame_rate_cap=5 (with HOS_FPS_TARGET=60 in hookshot_env.txt)
hdr=0, anisotropic_filtering=4, resolution=1, quality_preset=0 (custom)
descriptor_reuse=1, sampler_cache=0
Thanks for the report. Reports of the same problem are now collected in #2509, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #2509 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.
I'm getting a similar issue in the graveyard dungeon. Using v2.1.0
Fritchii has the same issue, so must be Vulkan related.