AMD Ryzen Z1 Extreme Handheld - Lighting / White Flash while Gaming #2161

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opened 2026-11-11 05:20:18 +00:00 by Konia1234-Pega · 4 comments
Konia1234-Pega commented 2026-11-11 05:20:18 +00:00 (Migrated from github.com)

Hookshot version

v2.0.14

What kind of problem

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

What happened

I am helping my friend to report. He said that v2.0.0 would be okay for him with no lighting, but the newer version all got flash / lighting. He would hope the later versions can fix this problem. Thanks

v2.0.14 -- lighting and flash
v2.1.0 -- crash and cannot enter the game

Where in the game

All the time

How often

Every time

Graphics card and driver version

AMD Radeon 780M; Driver vesion: 32.031007.6082

CPU, RAM and operating system

CPU z1e, 24GB RAM, 8GB VRAM, Win11 26h2

Changes from the defaults

Nil

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

hookshot_log.zip

The log.txt is for v2.0.14

Screenshots or video

Flash video.zip

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 v2.0.14 ### What kind of problem Graphics (missing, black or wrong-coloured things, lighting, flicker) ### What happened I am helping my friend to report. He said that v2.0.0 would be okay for him with no lighting, but the newer version all got flash / lighting. He would hope the later versions can fix this problem. Thanks v2.0.14 -- lighting and flash v2.1.0 -- crash and cannot enter the game ### Where in the game All the time ### How often Every time ### Graphics card and driver version AMD Radeon 780M; Driver vesion: 32.031007.6082 ### CPU, RAM and operating system CPU z1e, 24GB RAM, 8GB VRAM, Win11 26h2 ### Changes from the defaults Nil ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt [hookshot_log.zip](https://github.com/user-attachments/files/34671432/hookshot_log.zip) The log.txt is for v2.0.14 ### Screenshots or video [Flash video.zip](https://github.com/user-attachments/files/34671436/Flash.video.zip) ### 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.
quazardous commented 2026-11-11 09:26:02 +00:00 (Migrated from github.com)

Same chip and same GPU here (Ryzen Z1 Extreme, Radeon 780M, 24 GB with 8 GB
carved out for the GPU), but on Linux rather than Windows 11 — so this is not a
reproduction of your friend's setup, only a data point from the same hardware.
Two things that may be worth separating, because they look like different
problems.

"v2.1.0 — crash and cannot enter the game"

v2.1.0 does start and play here on this hardware, so whatever happens on his PC
is not every Z1 Extreme. One thing that can look exactly like a hang: the first
start-ups after an update are very long, because the game compiles shaders as it
boots and fills its program cache while it does. Measured here, cold after
updating to v2.1.0:

start-up program cache read back after 4 minutes
1st 0 keys, 0 KB 15591 of 38809 shaders, 9%
2nd 22607 keys, 3.9 GB 38152 of 38809 shaders, 23%, "about 2 min left"
3rd — title screen at 173 s

It took three launches before the title screen appeared in reasonable time, and
hookshot_programs.bin grew to 6.7 GB on the way. If he leaves it running, the
log says how far along it is and eventually estimates the time left:

vk: start-up: shaders 38152 of 38809, 23% of all, about 2 min left
vk: program cache ...\hookshot_programs.bin: 22607 program keys kept, 3862582 KB

So the useful question is whether his hookshot_log.txt stops at a crash or
stops while those lines are still advancing — those are very different bugs. The
hookshot_log.txt field in the report is empty; attaching it (and
hookshot_version.txt) would settle it. Worth checking too that the drive has
room: the caches here are 6.7 GB of programs plus 297 MB of pipelines, on top of
the install.

"v2.0.14 — lighting and flash"

That one sounds like the flicker family tracked in #1005, which notes that the
frame wait is on by default on Windows since v2.0.0 — his "v2.0.0 was okay,
newer versions flash" fits that timeline. #1005 lists two settings that are
quick to try, and either answer is informative: RX_VK_WAIT_GPU=0 (removes the
volumetric-fog brightness sawtooth of #570) and RX_VK_PER_QUEUE_FENCES=0
(fixed it for the reporters of #589). On Windows, set them in the console the
game is started from:

set RX_VK_WAIT_GPU=0

I can measure flashes on this hardware with the renderer's own flash detector
(RX_VK_FLASH=1 with RX_VK_SHOTS=<dir> and RX_VK_SHOT_EVERY=1), which
compares each presented frame against both its neighbours on a 64x36 grid and
writes the three frames of a one-frame flash, with how many cells jumped and
where — RX_VK_FLASH_DIFF (48) and RX_VK_FLASH_CELLS (40) set how subtle a
flash still counts. If a specific place in
the game is worse than the rest for him, say where and I will run it there and
post the frame counts.

Same chip and same GPU here (Ryzen Z1 Extreme, Radeon 780M, 24 GB with 8 GB carved out for the GPU), but on Linux rather than Windows 11 — so this is not a reproduction of your friend's setup, only a data point from the same hardware. Two things that may be worth separating, because they look like different problems. ### "v2.1.0 — crash and cannot enter the game" v2.1.0 does start and play here on this hardware, so whatever happens on his PC is not every Z1 Extreme. One thing that can look exactly like a hang: the first start-ups after an update are very long, because the game compiles shaders as it boots and fills its program cache while it does. Measured here, cold after updating to v2.1.0: | start-up | program cache read back | after 4 minutes | |---|---|---| | 1st | 0 keys, 0 KB | 15591 of 38809 shaders, 9% | | 2nd | 22607 keys, 3.9 GB | 38152 of 38809 shaders, 23%, "about 2 min left" | | 3rd | — | title screen at 173 s | It took three launches before the title screen appeared in reasonable time, and `hookshot_programs.bin` grew to 6.7 GB on the way. If he leaves it running, the log says how far along it is and eventually estimates the time left: ``` vk: start-up: shaders 38152 of 38809, 23% of all, about 2 min left vk: program cache ...\hookshot_programs.bin: 22607 program keys kept, 3862582 KB ``` So the useful question is whether his `hookshot_log.txt` stops at a crash or stops while those lines are still advancing — those are very different bugs. The `hookshot_log.txt` field in the report is empty; attaching it (and `hookshot_version.txt`) would settle it. Worth checking too that the drive has room: the caches here are 6.7 GB of programs plus 297 MB of pipelines, on top of the install. ### "v2.0.14 — lighting and flash" That one sounds like the flicker family tracked in #1005, which notes that the frame wait is on by default on Windows since v2.0.0 — his "v2.0.0 was okay, newer versions flash" fits that timeline. #1005 lists two settings that are quick to try, and either answer is informative: `RX_VK_WAIT_GPU=0` (removes the volumetric-fog brightness sawtooth of #570) and `RX_VK_PER_QUEUE_FENCES=0` (fixed it for the reporters of #589). On Windows, set them in the console the game is started from: ``` set RX_VK_WAIT_GPU=0 ``` I can measure flashes on this hardware with the renderer's own flash detector (`RX_VK_FLASH=1` with `RX_VK_SHOTS=<dir>` and `RX_VK_SHOT_EVERY=1`), which compares each presented frame against both its neighbours on a 64x36 grid and writes the three frames of a one-frame flash, with how many cells jumped and where — `RX_VK_FLASH_DIFF` (48) and `RX_VK_FLASH_CELLS` (40) set how subtle a flash still counts. If a specific place in the game is worse than the rest for him, say where and I will run it there and post the frame counts.
quazardous commented 2026-11-11 14:51:50 +00:00 (Migrated from github.com)

I ran the flash detector in Kokiri Forest on this hardware (Z1 Extreme / Radeon
780M, Linux), since that is where the reports usually put it: 6 one-frame
flashes in 60 s
, in two bursts of three consecutive presents, alternating
bright and dark, +6.6 brightness against the neighbouring frames in the bottom
half of the picture (the lit grass and bushes) against +0.7 in the top half.
The numbers and the method are in #1005:
#1005

So the pulse your friend describes does exist on this chip and GPU, on v2.1.0,
with the settings at their defaults — but at a rate that is easy to miss unless
you are looking for it. Whether his is the same thing at a worse rate, or
something else, is what hookshot_log.txt would say.

Next on this machine: the same minute with RX_VK_WAIT_GPU=0, then with
RX_VK_PER_QUEUE_FENCES=0, to see whether the count goes to zero. I will post
the result here and in #1005 either way.

I ran the flash detector in Kokiri Forest on this hardware (Z1 Extreme / Radeon 780M, Linux), since that is where the reports usually put it: **6 one-frame flashes in 60 s**, in two bursts of three consecutive presents, alternating bright and dark, +6.6 brightness against the neighbouring frames in the bottom half of the picture (the lit grass and bushes) against +0.7 in the top half. The numbers and the method are in #1005: https://git.magicbean.dev/MagicBeanDev/Hookshot/issues/1005 So the pulse your friend describes does exist on this chip and GPU, on v2.1.0, with the settings at their defaults — but at a rate that is easy to miss unless you are looking for it. Whether his is the same thing at a worse rate, or something else, is what `hookshot_log.txt` would say. Next on this machine: the same minute with `RX_VK_WAIT_GPU=0`, then with `RX_VK_PER_QUEUE_FENCES=0`, to see whether the count goes to zero. I will post the result here and in #1005 either way.
Konia1234-Pega commented 2026-11-11 16:48:52 +00:00 (Migrated from github.com)

Hi, my friend just told me.. he uninstalled your program, and reinstall again with all the stuff v2.1.0.... nearly everything is solved!!!
The game would not crash!
But will have lighting and lag sometimes....
and 24GB ram will use 22GB....

Hi, my friend just told me.. he uninstalled your program, and reinstall again with all the stuff v2.1.0.... nearly everything is solved!!! The game would not crash! But will have lighting and lag sometimes.... and 24GB ram will use 22GB....
NotRexed commented 2026-11-11 21:25:44 +00:00 (Migrated from github.com)

Thanks for the report. Reports of the same problem are now collected in #997, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #997 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 #997, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #997 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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