Rupee / seed / bomb counter stays on screen after a pickup until a door or NPC clears it (reported as since v2.0.14) #1832

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opened 2026-11-10 17:46:31 +00:00 by NotRexed · 3 comments
NotRexed commented 2026-11-10 17:46:31 +00:00 (Migrated from github.com)

Reported on Discord (RTX 5070 Ti), said to have started with v2.0.14; another player is looking into it.

What happens: after picking up rupees, Deku Seeds or bombs, the consumable counter that pops up in the HUD doesn't go away again. It stays on screen until going through a door or talking to an NPC clears it.

Note: v2.0.14 changed no game logic (only the old menu's HDR colours, the FPS counter size and build folders with brackets). v2.0.13 did change the game's time step when the Frame rate cap is above 60 (#1612), which has side effects on timed game logic (#1742).

Please say:

  • your Frame rate cap setting (60, or higher),
  • whether it also happens with the cap at 60,
  • and the last version where the counter went away normally.
Reported on Discord (RTX 5070 Ti), said to have started with v2.0.14; another player is looking into it. **What happens:** after picking up rupees, Deku Seeds or bombs, the consumable counter that pops up in the HUD doesn't go away again. It stays on screen until going through a door or talking to an NPC clears it. **Note:** v2.0.14 changed no game logic (only the old menu's HDR colours, the FPS counter size and build folders with brackets). v2.0.13 did change the game's time step when the Frame rate cap is above 60 (#1612), which has side effects on timed game logic (#1742). **Please say:** - your Frame rate cap setting (60, or higher), - whether it also happens with the cap at 60, - and the last version where the counter went away normally.
proteus-glitch commented 2026-11-10 18:28:24 +00:00 (Migrated from github.com)

Hey OP from discord,

hookshot_log.txt

thanks!

Hey OP from discord, [hookshot_log.txt](https://github.com/user-attachments/files/34644315/hookshot_log.txt) thanks!
NotRexed commented 2026-11-10 18:46:56 +00:00 (Migrated from github.com)

Confirmed: the reporter says this doesn't happen with the Frame rate cap at 60. It's one of the above-60 side effects tracked in #1742; keep the cap at 60 for now.

Confirmed: the reporter says this doesn't happen with the Frame rate cap at 60. It's one of the above-60 side effects tracked in #1742; keep the cap at 60 for now.
NotRexed commented 2026-11-10 23:08:18 +00:00 (Migrated from github.com)

Cause found (see #1742): above a 60 fps cap the frame step is fractional and the game truncates it, so frame-counted timers like the counter's display timer never advance, and the counter stays on screen until a door or NPC resets it. Work-around: Frame rate cap at 60.

Cause found (see #1742): above a 60 fps cap the frame step is fractional and the game truncates it, so frame-counted timers like the counter's display timer never advance, and the counter stays on screen until a door or NPC resets it. Work-around: Frame rate cap at 60.
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MagicBeanDev/Hookshot#1832
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