[AMD RX 6750 XT] High VRAM usage (hits 10.4/10.4 GB): freeze in Hyrule Field, slow Castle Town load, owl model missing (v2.0.14) #2058

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opened 2026-11-11 01:27:44 +00:00 by gabrielfnatic1542-commits · 3 comments
gabrielfnatic1542-commits commented 2026-11-11 01:27:44 +00:00 (Migrated from github.com)

GPU: AMD Radeon RX 6750 XT (12 GB), driver 32.0.21045.16010, Windows 11
CPU/RAM: Ryzen 5 3600, 16 GB
Hookshot: v2.0.14, 1920x1080 output, FSR 3.1 (frame generation 2x)

The main problem is VRAM usage, which keeps climbing until it hits the limit and then the game stalls or freezes.

What happens

  1. Freeze in Hyrule Field: the game freezes in the main Hyrule Field area. No VK_ERROR_DEVICE_LOST and no checkpoint dump; the process stays alive but stops presenting frames.
  2. Castle Town takes very long to load.
  3. The owl (Kaepora Gaebora) model doesn't appear.
  4. Castle Town FPS is very unstable on this GPU, to the point of being unplayable. The frame rate keeps jumping around while walking through the town (in a previous session the log showed the median around 38 fps, with frames often taking 30–40 ms and spikes above 40 ms).

hookshot_log_vram_freeze.zip

What the log shows right before the freeze (hookshot_log.txt)

  • VRAM: 10693 MB used of 10693 MB allowed; texture budget dropped from 6144 to 4077 MB
  • a 12288x12288 texture (288 MB) loaded during the scene change, plus 195 new ASTC textures left for a later frame
  • status: 600 frames, the slowest 2008.0 ms; VRAM 10.4 of 10.4 GB
  • 296.9 draws left out (not ready), 841 jobs queued, replay submit ~54 ms
  • after that the Presentation Thread stops and the game never recovers
  • earlier in the same session there was a 28-second stall (the slowest 28434.2 ms, VRAM 9.9 of 10.4 GB) that it recovered from
  • system RAM was also almost exhausted (Hookshot ~30 GB private memory, ~1.8 GB of RAM free)

Could VRAM usage be reduced (texture streaming / budget, freeing textures between areas)? Possibly related: #1950, #1857.

Happy to test builds and send more logs on this GPU. Log attached.

**GPU:** AMD Radeon RX 6750 XT (12 GB), driver 32.0.21045.16010, Windows 11 **CPU/RAM:** Ryzen 5 3600, 16 GB **Hookshot:** v2.0.14, 1920x1080 output, FSR 3.1 (frame generation 2x) The main problem is VRAM usage, which keeps climbing until it hits the limit and then the game stalls or freezes. **What happens** 1. **Freeze in Hyrule Field:** the game freezes in the main Hyrule Field area. No `VK_ERROR_DEVICE_LOST` and no checkpoint dump; the process stays alive but stops presenting frames. 2. **Castle Town takes very long to load.** 3. **The owl (Kaepora Gaebora) model doesn't appear.** 4. **Castle Town FPS is very unstable on this GPU, to the point of being unplayable.** The frame rate keeps jumping around while walking through the town (in a previous session the log showed the median around 38 fps, with frames often taking 30–40 ms and spikes above 40 ms). [hookshot_log_vram_freeze.zip](https://github.com/user-attachments/files/34663564/hookshot_log_vram_freeze.zip) **What the log shows right before the freeze (`hookshot_log.txt`)** - `VRAM: 10693 MB used of 10693 MB allowed`; texture budget dropped from 6144 to 4077 MB - a 12288x12288 texture (288 MB) loaded during the scene change, plus `195 new ASTC textures left for a later frame` - `status: 600 frames, the slowest 2008.0 ms; VRAM 10.4 of 10.4 GB` - `296.9 draws left out (not ready)`, 841 jobs queued, replay submit ~54 ms - after that the Presentation Thread stops and the game never recovers - earlier in the same session there was a 28-second stall (`the slowest 28434.2 ms`, VRAM 9.9 of 10.4 GB) that it recovered from - system RAM was also almost exhausted (Hookshot ~30 GB private memory, ~1.8 GB of RAM free) Could VRAM usage be reduced (texture streaming / budget, freeing textures between areas)? Possibly related: #1950, #1857. Happy to test builds and send more logs on this GPU. Log attached.
Arkex-ai commented 2026-11-11 01:32:26 +00:00 (Migrated from github.com)

I checked the attached log. It shows the 2.008 s frame at the 10.4 GB limit and the 841 queued translation jobs, then resumes presenting. Near the end it reports 105,120 presents and a normal window close. That makes the attachment useful for the long-stall case. A log ending during a run that never recovered would help isolate the hard freeze.

Can you reproduce either case with the current release candidate, using the same GPU, output and frame generation settings? If you do, please attach that log and note the last area or transition on screen.

I checked the attached log. It shows the 2.008 s frame at the 10.4 GB limit and the 841 queued translation jobs, then resumes presenting. Near the end it reports 105,120 presents and a normal window close. That makes the attachment useful for the long-stall case. A log ending during a run that never recovered would help isolate the hard freeze. Can you reproduce either case with the current release candidate, using the same GPU, output and frame generation settings? If you do, please attach that log and note the last area or transition on screen.
gabrielfnatic1542-commits commented 2026-11-11 15:47:05 +00:00 (Migrated from github.com)

Tested v2.1.0 with RX_VK_COMPACT=1 (same GPU, 1080p output, cap 90).

VRAM: fixed. Compaction gave 2.8 GB back to the driver and VRAM stayed at 9.2–9.8 of 10.8 GB, never at the limit.

Still left:

  1. FPS in Hyrule Field 24–40, Castle Town 16–22. Per frame: ~37 ms replay/submit on the CPU (draw 23 ms, descriptors 10 ms) + ~22 ms GPU time, with ~3000 draws. The same game runs well on an RTX 4060, so this looks like the AMD path needs optimization (task/mesh on the compute fallback, 11 programs "not translated: a network left out on this card").
  2. One 41 s stall while entering an area. VRAM was fine; the process working set dropped from 11.9 GB to 5.9 GB (private ~29.9 GB on a 16 GB system), so it looks like paging.

New log attached.

hookshot_log_amd_fps.zip

Tested v2.1.0 with RX_VK_COMPACT=1 (same GPU, 1080p output, cap 90). VRAM: fixed. Compaction gave 2.8 GB back to the driver and VRAM stayed at 9.2–9.8 of 10.8 GB, never at the limit. Still left: 1. FPS in Hyrule Field 24–40, Castle Town 16–22. Per frame: ~37 ms replay/submit on the CPU (draw 23 ms, descriptors 10 ms) + ~22 ms GPU time, with ~3000 draws. The same game runs well on an RTX 4060, so this looks like the AMD path needs optimization (task/mesh on the compute fallback, 11 programs "not translated: a network left out on this card"). 2. One 41 s stall while entering an area. VRAM was fine; the process working set dropped from 11.9 GB to 5.9 GB (private ~29.9 GB on a 16 GB system), so it looks like paging. New log attached. [hookshot_log_amd_fps.zip](https://github.com/user-attachments/files/34695082/hookshot_log_amd_fps.zip)
NotRexed commented 2026-11-11 21:24:41 +00:00 (Migrated from github.com)

Thanks for the report. Reports of the same problem are now collected in #993, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #993 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 #993, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #993 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#2058
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