graphical bugs amd #224
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MagicBeanDev/Hookshot#224
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some graphical glitches : Some weird black outlined squares, the sky is pure white and some meshes are missing on trees and hud bug with fog especially
rx 6700, ryzen 7 5700 x3D, 32gb ram, build : less-stutters
hookshot_log.txt
Same: Glitched text, Missing textures, weird lighting
Latest build 5800X3D 6700XT 32GB RAM
Also shader freezes and fps drops others also mentioned
EDIT: Game froze when collecting a gem
Which version did you guys use? I have the same graphics card and it freezes on a black screen or stays yellow after the tree speaks.
https://github.com/user-attachments/assets/eea36140-7905-4942-8985-129f2cefd3f4
Use last version
Which version worked for you? I've already tried the three listed here but nothing works, they all give the same error. @hellknight0000
Is this https://github.com/NotRexed/Hookshot/releases/tag/less-stutter @AnthonyYuman
To the question about versions: the newest release is https://github.com/NotRexed/Hookshot/releases/tag/foliage-linux-updater (EvilOOT's foliage and lighting work, AMD text fix PR 228). A yellow or black picture after the Deku Tree speaks on RX 6700 cards is the device-lost crash in #150.
OoT (0400486024DEC000, v131072) — white screen after the intro cutscene on Radeon 890M (iGPU), build
foliage-linux-updaterSystem
foliage-linux-updater, fresh build from HookshotBuilder (no cached objects), language es-419, nohookshot_env.txtWhat happens
What the log shows
mesh program 066eb7b684ed455f not translated: SPIR-V Instruction is not implemented (LoadGlobalS16) is not implementedThe other 29 ids include 0cec079dbd20db04, 1bd44a91a0079c34, 29a8af226b5afad2, 378d39e41362c852, 5278605289a6deb7, c1c24dcb13cf2e71 and fabe5f270c7e3e37.
not translated: a network left out on this cardand then show asrejected compute. Some fall back to a linear upscale, for exampleprogram 6676619641320ba7 does not translate: its dispatch replaced by a linear upscale of ... 1457x820 into ... 2048x1152. The ids are e409733c45530d75, 6676619641320ba7, f10782f9e58b6a7c, 0775215f8da720e6, 14140d4c1dbe754f, 3f6f2b1d671badcd, 4c2c129fe950b041, 5a4d7378db437fed, 8306877b7dc8784b, 8b73eaee02efc5e4, a41c78faa56ccf7d, de3c10dba4ff39d3 and e959b9b1451491c0.A further rejected compute, 6214a97bec4cc0bf, writes 128x72x96 images, which looks like froxel volumetric fog.
the TAAU network fd029a317a9a4b94 is stood in for (an upscale of its input).storage buffer NOT bound (reads zeros). These come from stage 7 programs, for example 68642bb810ee3e7c and 6b4dea601798c255, atc5+0x60 addr 0x10001c00a size 0x40000000.My guess is that the white frame comes from the skipped or zeroed compute passes, such as exposure or tonemap reading zeros, combined with the missing
LoadGlobalS16mesh programs. I can share the fullhookshot_log.txt.Ryzen 7 5700X3D, 9070XT, 32Gb 3200Mhz RAM
Emulator for comparison, graphically almost perfect (few glitches here and there), okay performance as long as no new shader is encountered
Previous version, many textures missing, good, stable 60FPS as long as no new shaders are encountered (https://git.magicbean.dev/MagicBeanDev/Hookshot/src/branch/text-hotfix)
Newest version (https://git.magicbean.dev/MagicBeanDev/Hookshot/src/branch/foliage-linux-updater), very improved graphics, tho the frames look... Intermittent? Like first I see frame 1, then frame 3, then frame 2 and then frame 4, it's weird even tho the FPS counter remains stable. Also flickering textures in the distance and the ground fog
Also it'd be cool to see a resolution selection menu instead of a percentage, like 720p, 1080p, 1440p, 4k
hookshot_log.txt
Follow-up on my report above (Radeon 890M iGPU, driver 32.0.32015.5008), now on
no-visual-studio, a fresh build with the new builder:LoadGlobalS16fix (#351) works for me. 0 mesh programs fail now; before, 30 failed.rejected computeprograms. 14 of them are the movie networks left out on this card, which is expected. These are the other 17:storage buffer NOT bound (reads zeros)lines. Some compute pipelines showSLOW compileof 1-2.3 s, for example 5b0baadba86c1489 and 72aa5bd592cd0135.The 1x1x1 rejected computes look like small reduction or exposure passes. If they never run, that could explain the white frame.
Update on the same machine (Radeon 890M iGPU, 4 GB dedicated VRAM, driver 32.0.32015.5008, Windows 11 26H2), tested on
low-vramandhonest-eta:Big improvement: the black/white screen after the intro is gone. Kokiri Forest and the Deku Tree now render with about 1000-1100 draws per frame and 0 skipped (before, 800-1260 were skipped each frame). It runs at 38-41 fps, and only 10-13
rejected computeremain, all of them full-frame (1920x1080) programs that look like the movie networks. The 1x1x1 ones from my last report are gone.Still broken: all 4 runs end in a GPU hang, then device lost shortly after gameplay starts in Kokiri:
1 sync waits (11037 ms), thensubmit 73076 failed (-4)RX_VK_CHECKPOINTS=1)submit 113703 failed (-4)1 sync waits (11979 ms), thensubmit 69786 failed (-4)0.0 fps over the last 38.1 sandsubmit 88358 failed (-4)29 retired still imported (800 MB), 0 retired given back, so pools are kept, and the device is still lost the same way.RX_VK_CHECKPOINTS=1printed no markers on this AMD driver. Onlydevice lost: reading the fault info (RX_VK_CHECKPOINTS=1 for markers)appears, with no fault info after it.storage buffer NOT bound (reads zeros)lines appear before the hang (programs 68642bb810ee3e7c, 6b4dea601798c255, 51183fe750d5d0c8, 739acd678ae08655 and d905f52b7517c681, stage 7, with sizes like 0x3fd55555 and 0x449f8155).rx: the Vulkan back end could not start on the window: WebGPU, followed byCRASH: exception 0xe06d7363inwgpu_native.dll(WER: BEX64, c0000409 at wgpu_native.dll+0x393c4d). A reboot fixed that.I'm happy to test a build with a specific workaround (for example, turning off the foliage culling compute or the mesh draws).
v2.0.2 fixes the device lost on my Radeon 890M. Thank you!
Same machine as before (Radeon 890M iGPU, 4 GB dedicated VRAM, driver 32.0.32015.5008, Windows 11). On v2.0.2 I played about 10 minutes in Kokiri Forest at 30-45 fps, with 500-2000 draws per frame (0 skipped) and no device lost. On v2.0.0 and every earlier build, all 5 runs ended in a device lost on entering Kokiri or a few minutes later. The bounded compare-and-swap loops (#548) look like the fix.
Two problems are left:
1. Link is drawn as a flat white silhouette. The rest of the scene looks right (Deku Tree, Navi, foliage, lighting), but Link has no shading at all: he is pure white with a blue-white glow around him. 13
rejected computeremain. Most are the full-frame movie networks, but three run on a small 171x96 image, which looks like exposure or bloom work:There are also the same 40
storage buffer NOT bound (reads zeros)lines as before (programs 68642bb810ee3e7c, 6b4dea601798c255, 51183fe750d5d0c8, 739acd678ae08655 and d905f52b7517c681, stage 7).2. Two long freezes, each about 2 minutes, that recover by themselves. No device lost. The time is spent in
drawon the host while compute pipelines are still compiling:Some compute pipelines also compile slowly on AMD:
SLOW compile, 3489 ms(cc62764061c44f6a) and3877 ms(76b54f5bb0d7ce97).I can test again or send the full log if that helps.
Tracked in #1006, follow there. That issue collects every report of AMD-specific rendering problems, and this one is linked from it with its GPU, version and log details. If it still happens on v2.0.6 (https://github.com/NotRexed/Hookshot/releases/tag/v2.0.6; Update next to Play in the launcher), please add a comment there with your
hookshot_log.txt.