Game presentation freezes, gameplay and audio continue. Toggling Fullscreen fixes it. #2185
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MagicBeanDev/Hookshot#2185
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Hookshot version
v2.1.0
What kind of problem
Crash, freeze or black screen
What happened
Render thread freezes while combat/gameplay continues in background. Inputs and sound continue, and the game has not crashed. Render pipeline seems to become unstuck by toggling Fullscreen, which has been effective each time so far.
Where in the game
Hyrule Field, Kakriko Village, when entering and exiting interior to exterior doorways quickly.
How often
Sometimes
Graphics card and driver version
9070XT 26.10.2
CPU, RAM and operating system
Ryzen 7 9800X3D, 32GB, Windows 11
Changes from the defaults
Using FSR 3.1 with auto scaling, and Framegen at 2x, with sharpening at 50%.
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
hookshot_log.1.txt
Screenshots or video
No response
Before you send it
This looks like what we reported in #2180, on the same card: RX 9070 XT, v2.1.0, Windows 11, 3840x2160 HDR. Adding what our log shows in case it helps narrow it down.
We did not know about the fullscreen toggle, so we ended the process. Next time we will try it first, and we are now running with
RX_VK_HANG_DUMPset so a repeat gives the thread stacks.@jedinjapan, does the tail of your log also show the VRAM line near its allowed figure before the freeze, or was there plenty of room?
If you can still reproduce it: does
RX_VK_PRESENT_AHEAD=0change it? On our 9070 XT a stop like this needed present ahead together withRX_VK_PRESENT_QUEUE=1; numbers in #1702: #1702I will attempt to reproduce this again this afternoon after updating to the latest build. I didn't know what event to skim the log for, and as it was a long play session the log was over 4mb.
Separate unrelated note: is the log writing directly for every event? Or can this be batched later. Thinking of SSD writes down the road...
If I encounter the freeze next session, I'll attempt the full screen toggle and if it works, I'll exit after and upload the log here.
After reading through that comment thread, I don't believe I have present ahead enabled, I had frame pacing disabled, as I had frame generation turned rather high and had more than enough GPU and CPU overhead to allow for that. So I wasn't worried about the frame pacing.
Thanks for the report. Reports of the same problem are now collected in #996, which lists this one with your details and links back here, so one fix closes them together and the open list stays readable. Follow #996 for the fix, and add new details there (or here). If this turns out to be a separate problem it will be reopened.