[Tracking] Shadows: blocky tiles, lines at the shadow distance, flicker #2509

Open
opened 2026-11-11 21:21:46 +00:00 by NotRexed · 4 comments
NotRexed commented 2026-11-11 21:21:46 +00:00 (Migrated from github.com)

The tree shadow blend that caused the Hyrule Castle device lost is off by default in 2.2.0 (#2374).

Reports

  • #1727: Square blocky shadow tiles on water (Link's shadow) in Zora's Domain and after the Jabu-Jabu mini boss; FSR 3.
  • #2121: Shadows of Link's clothes appear and disappear (v2.1.0; RTX 4070 Ti Super, 621.14; Ryzen 9 7900X, 32 GB, Windows 11)
  • #2138: There are white lines in the picture (2.1; 7900xt 26.10.2; 7800x3d ddr5 32g c30 win11)
  • #2168: white line in shadow draw distance transition (v2.1.0; AMD 9070XT; ryzen 7600, 32gb, windows 11)
  • #2203: Pebbles Shadow Flicker (2.1; RTX 5070 617.42; 5700X3D 32GB Win 11)
  • #2211: shadows casted over water (v2.1.0; GTX 1660 TI, 621.14; Ryzen 7 3700X, 16GB RAM, Windows 11)
  • #2375: Graphic bug (v2.1.0; 7900 XTX, latest drivers; 9800x3D, 96 GB DDR5, Fedora 45)

These reports were collected here so one fix closes them all and the open list stays readable. Add new details as a comment here (version, card and driver, where in the game, and the hookshot_log.txt from the game folder).

The tree shadow blend that caused the Hyrule Castle device lost is off by default in 2.2.0 (#2374). ## Reports - #1727: Square blocky shadow tiles on water (Link's shadow) in Zora's Domain and after the Jabu-Jabu mini boss; FSR 3. - #2121: Shadows of Link's clothes appear and disappear (v2.1.0; RTX 4070 Ti Super, 621.14; Ryzen 9 7900X, 32 GB, Windows 11) - #2138: There are white lines in the picture (2.1; 7900xt 26.10.2; 7800x3d ddr5 32g c30 win11) - #2168: white line in shadow draw distance transition (v2.1.0; AMD 9070XT; ryzen 7600, 32gb, windows 11) - #2203: Pebbles Shadow Flicker (2.1; RTX 5070 617.42; 5700X3D 32GB Win 11) - #2211: shadows casted over water (v2.1.0; GTX 1660 TI, 621.14; Ryzen 7 3700X, 16GB RAM, Windows 11) - #2375: Graphic bug (v2.1.0; 7900 XTX, latest drivers; 9800x3D, 96 GB DDR5, Fedora 45) These reports were collected here so one fix closes them all and the open list stays readable. Add new details as a comment here (version, card and driver, where in the game, and the hookshot_log.txt from the game folder).
Garydunlop00 commented 2026-11-11 23:47:25 +00:00 (Migrated from github.com)

Two more cases of blocky shadow tiles

Version: Hookshot v2.1.0
GPU / driver: NVIDIA GeForce RTX 5080, driver 621.14
CPU / OS: AMD Ryzen 7 7800X3D, Windows 11
Reproducibility: Always

Where in the game

  1. Sacred Realm medallion cutscene: When you receive a new medallion, the medallion's shadow is drawn as blocky, pixelated squares instead of a smooth shape.
  2. Zora's Domain, frozen (ice) state: When Link walks on the ice, a blocky square shadow appears around his feet instead of a normal round shadow.

Steps to reproduce

  1. Finish any dungeon that awards a medallion and watch the Sacred Realm cutscene. The medallion's shadow is blocky.
  2. Go to Zora's Domain after it has frozen over and walk on the ice. The shadow under Link's feet is blocky.

Expected: smooth, soft-edged shadows, as with other objects.
Actual: blocky, square or pixelated shadow tiles.

**Two more cases of blocky shadow tiles** **Version:** Hookshot v2.1.0 **GPU / driver:** NVIDIA GeForce RTX 5080, driver 621.14 **CPU / OS:** AMD Ryzen 7 7800X3D, Windows 11 **Reproducibility:** Always **Where in the game** 1. **Sacred Realm medallion cutscene:** When you receive a new medallion, the medallion's shadow is drawn as blocky, pixelated squares instead of a smooth shape. 2. **Zora's Domain, frozen (ice) state:** When Link walks on the ice, a blocky square shadow appears around his feet instead of a normal round shadow. **Steps to reproduce** 1. Finish any dungeon that awards a medallion and watch the Sacred Realm cutscene. The medallion's shadow is blocky. 2. Go to Zora's Domain after it has frozen over and walk on the ice. The shadow under Link's feet is blocky. **Expected:** smooth, soft-edged shadows, as with other objects. **Actual:** blocky, square or pixelated shadow tiles.
NickoftheNames commented 2026-11-12 00:38:58 +00:00 (Migrated from github.com)

was aksed to add the jabu jabu shadow glitch here as well.

[hos host] hookshot v2.1.0 (source e561602e)
[hos host] mem: the guest window is a memfd's (6), shared with the GPU as dma-bufs
[hos host] boot: image 96 MB at 0x80000000, 9809 MB of memory for the game
[hos host] boot: 32006 MB of memory, 32005 MB of swap
[hos MainThread] boot: _init_libc0 (0x85717e50)
[hos MainThread] boot: nnosInitialize (0x8510f720)
[hos MainThread] boot: _init_libc1 (0x85717e60)
[hos MainThread] boot: nninitStartup (0x8262bb10)
[hos MainThread] heap: 6894 MB at 0x1000000000
[hos MainThread] boot: _init_libc2 (0x85717e80)
[hos MainThread] boot: main DT_INIT (0x812377e0)
[a64] unimplemented import ZN2nn2ro12ProtectRelroEPKvS2_S2_S2_S2 (lr 0x81237908)
[hos MainThread] boot: subsdk0 DT_INIT (0x84ec0040)
[hos MainThread] boot: sdk DT_INIT (0x84fa0060)
[hos MainThread] boot: nnMain (0x81222cd0)
[hos sead::MainThread] fs: mounted content: -> /home/nick/Games/hookshot/romfs
[hos sead::MainThread] oe: language en-US (language.txt)
[hos sead::MainThread] oe: output resolution 2560x1440
[hos sead::MainThread] oe: GetCurrentGraphicsScale -> 1.00
[hos sead::MainThread] gs: BootGraphicsSystem(0, 0): no graphics server yet (headless)
[a64] unimplemented import _ZN2nn2vi36SetDisplay120HzRefreshRateCapabilityEPNS0_7DisplayEb (lr 0x8348bf64)
[hos sead::MainThread] nvn: native NVN layer: 427 procs
[hos sead::MainThread] nvn: native NVN device (flags 0): no Switch GPU emulation
[hos sead::MainThread] nvn: window origin upper left
[hos sead::MainThread] nvn: depth mode near = -w (GL)
[hos sead::MainThread] nvn: texture pool of 33068 descriptors
[hos sead::MainThread] vi: GetNativeWindow -> 0x1102400
[hos sead::MainThread] nvn: window of 3 textures (3 active), 2560x1440 format 0x25
[hos host] vk: device 0: NVIDIA GeForce RTX 5070 Ti, Vulkan 1.4, driver 0x9b118180, type 2
[hos host] vk: subgroups: default 32 lanes, 32-32, pinned to 32 on stages 0x3fff
[hos host] vk: mesh shaders row: Automatic (native)
[hos host] vk: robust buffer access on
[hos sead::MainThread] applet: render target pool 512 MB (the game's 305 MB)
[a64] unimplemented import _ZN2nn3aoc17CountAddOnContentEv (lr 0x83392a38)
[hos host] vk: colour outputs NaN-guarded
[hos host] vk: cooperative matrix A: the console's elements are the device's 0 1 4 5 2 3 6 7
[hos host] vk: cooperative matrix B: the console's elements are the device's 0 1 2 3
[hos host] vk: cooperative matrix C: the console's elements are the device's 0 1 2 3
[hos host] vk: native matrix multiplies on (cooperative matrices, the console's fragment layout checked)
[hos host] vk: NVIDIA Reflex: available (VK_NV_low_latency2)
[hos host] vk: NVIDIA GeForce RTX 5070 Ti, Vulkan 1.4, driver 0x9b118180; mesh shaders yes, host memory import yes, pipeline libraries yes
[hos host] vk: surface caps images 2..8 extent 1x1..16384x16384 usage 0x9f alpha 0x3 transform 0x1
[hos host] vk: swapchain 1280x720, 4 images, mailbox
[hos host] vk: guest memory imported in place (alignment 4096)
[hos host] vk: replay ready (window; push descriptors yes (32), extended dynamic state 3 yes, custom border colours yes)
[hos host] hid: 40 controls from hookshot_options.ini
[hos host] display: fullscreen (F11 for a window)
[hos host] vk: ui: the game's own menu font, from its files
[hos host] vk: ui: Dear ImGui 1.92.9b on the window's images (format 44)
[hos host] vk: fsr3: AMD FSR 3.1 can run on this GPU
[hos host] vk: images from a pool of 128 MB blocks (memory type 1)
[hos host] vk: surface caps images 2..8 extent 1x1..16384x16384 usage 0x9f alpha 0x3 transform 0x1
[hos host] vk: swapchain 2560x1440, 4 images, mailbox
[hos host] vk: surface caps images 2..8 extent 1x1..16384x16384 usage 0x9f alpha 0x3 transform 0x1
[hos host] vk: swapchain 2560x1440, 4 images, mailbox
[hos host] discord: connected (application 1569529153349357731)
[hos host] discord: status set
[hos host] vk: NVIDIA DLSS: NGX started (DLSS's runtime: the newest libnvidia-ngx-dlss.so in /home/nick/Games/hookshot/ngx, /home/nick/.local/share/hookshot/ngx)
[hos host] menu: the upscalers asked in the background while the start-up screen shows (444 ms)
[hos host] vk: pipeline cache /home/nick/Games/hookshot/mkw_vk_pipelines.bin (913757 KB)
[hos host] vk: program cache /home/nick/Games/hookshot/hookshot_programs.bin: 46673 program keys kept, 6705752 KB
[hos host] vk: precompile: compute programs: those play dispatched (549 keys listed as dispatched in play)
[hos host] vk: vertex format NVN 0x29 -> vk 97
[hos host] vk: vertex format NVN 0x2e -> vk 109
[hos host] vk: vertex format NVN 0x16 -> vk 103
[hos host] vk: vertex format NVN 0x11 -> vk 83
[hos host] vk: vertex format NVN 0x69 -> vk 65
[hos host] vk: vertex format NVN 0x25 -> vk 37
[hos host] vk: vertex format NVN 0x12 -> vk 77
[hos host] vk: vertex format NVN 0x22 -> vk 106
[hos host] vk: vertex format NVN 0x13 -> vk 78
[hos host] vk: vertex format NVN 0xa -> vk 100
[hos host] vk: vertex format NVN 0x27 -> vk 41
[hos host] vk: vertex format NVN 0x3 -> vk 13
[hos host] vk: vertex format NVN 0x2c -> vk 95
[hos host] vk: vertex format NVN 0x1 -> vk 9
[hos host] vk: vertex format NVN 0x8 -> vk 74
[hos host] vk: vertex format NVN 0xd -> vk 16
[hos host] vk: vertex format NVN 0xf -> vk 20
[hos host] vk: vertex format NVN 0x26 -> vk 38
[hos host] vk: vertex format NVN 0xe -> vk 17
[hos host] vk: vertex format NVN 0x14 -> vk 81
[hos host] vk: start-up: pipelines 8935 of 13166, 68% of all, a few seconds left
[hos host] vk: precompile: 9782 programs, 11738 graphics and 1428 compute pipelines, 0 mesh fallback programs in 12012 ms (1792 ms of it the caches opened, the notes and programs read)
[hos host] vk: start-up: the shaders took 12.4 s
[hos host] vk: pipeline cache: what play makes goes into play files (RX_VK_PLAY_CACHE=0: into the one cache)
[hos host] rx: renderer: Vulkan (hookshot_vk.dll)
[hos host] rx: 123 texture and sampler calls made before the renderer started (33 texel writes), given to it
[hos sead::MainThread] nvn: QueueSubmitCommands #1: queue 0x1000010fbf90 (its #1), 1 handles (lr 0x812c3cf4)
[hos sead::MainThread] vk: submit-time capture of written pages on
[hos sead::MainThread] vk: 78 pools mapped
[hos sead::MainThread] vk: texture storage in the submit-time capture on
[hos sead::MainThread] vk: VRAM mirror of buffer pools on
[hos sead::MainThread] vk: render targets' images from blocks of their own (128 MB, memory type 1)
[hos sead::MainThread] vk: texture 0x103d650000 32x32x32 x1 levels 1 NVN 0x26 -> vk 38 (1 textures, 0 MB)
[hos sead::MainThread] vk: staging arenas: 1 (64 MB in this one)
[hos sead::MainThread] vk: guest memory as dma-bufs: yes
[hos sead::MainThread] vk: dma-bufs of at most 2147483647 MB (udmabuf's limit 2147483647 MB); larger pools are several, in a sparse buffer
[hos sead::MainThread] vk: guest 0x103d000000..0x103e000000: its dma-buf not imported (VkResult -2)
[hos sead::MainThread] vk: import 10.8 ms: commit+properties 8.1, buffer 0.0, allocate 2.8, bind+address 0.0... (29 MB left)

image

RTX 5070ti ryzen 7 3700x, 32gb ram. on linux.

was aksed to add the jabu jabu shadow glitch here as well. > [hos host] hookshot v2.1.0 (source e561602e) [hos host] mem: the guest window is a memfd's (6), shared with the GPU as dma-bufs [hos host] boot: image 96 MB at 0x80000000, 9809 MB of memory for the game [hos host] boot: 32006 MB of memory, 32005 MB of swap [hos MainThread] boot: _init_libc0 (0x85717e50) [hos MainThread] boot: nnosInitialize (0x8510f720) [hos MainThread] boot: _init_libc1 (0x85717e60) [hos MainThread] boot: nninitStartup (0x8262bb10) [hos MainThread] heap: 6894 MB at 0x1000000000 [hos MainThread] boot: _init_libc2 (0x85717e80) [hos MainThread] boot: main DT_INIT (0x812377e0) [a64] unimplemented import _ZN2nn2ro12ProtectRelroEPKvS2_S2_S2_S2_ (lr 0x81237908) [hos MainThread] boot: subsdk0 DT_INIT (0x84ec0040) [hos MainThread] boot: sdk DT_INIT (0x84fa0060) [hos MainThread] boot: nnMain (0x81222cd0) [hos sead::MainThread] fs: mounted content: -> /home/nick/Games/hookshot/romfs [hos sead::MainThread] oe: language en-US (language.txt) [hos sead::MainThread] oe: output resolution 2560x1440 [hos sead::MainThread] oe: GetCurrentGraphicsScale -> 1.00 [hos sead::MainThread] gs: BootGraphicsSystem(0, 0): no graphics server yet (headless) [a64] unimplemented import _ZN2nn2vi36SetDisplay120HzRefreshRateCapabilityEPNS0_7DisplayEb (lr 0x8348bf64) [hos sead::MainThread] nvn: native NVN layer: 427 procs [hos sead::MainThread] nvn: native NVN device (flags 0): no Switch GPU emulation [hos sead::MainThread] nvn: window origin upper left [hos sead::MainThread] nvn: depth mode near = -w (GL) [hos sead::MainThread] nvn: texture pool of 33068 descriptors [hos sead::MainThread] vi: GetNativeWindow -> 0x1102400 [hos sead::MainThread] nvn: window of 3 textures (3 active), 2560x1440 format 0x25 [hos host] vk: device 0: NVIDIA GeForce RTX 5070 Ti, Vulkan 1.4, driver 0x9b118180, type 2 [hos host] vk: subgroups: default 32 lanes, 32-32, pinned to 32 on stages 0x3fff [hos host] vk: mesh shaders row: Automatic (native) [hos host] vk: robust buffer access on [hos sead::MainThread] applet: render target pool 512 MB (the game's 305 MB) [a64] unimplemented import _ZN2nn3aoc17CountAddOnContentEv (lr 0x83392a38) [hos host] vk: colour outputs NaN-guarded [hos host] vk: cooperative matrix A: the console's elements are the device's 0 1 4 5 2 3 6 7 [hos host] vk: cooperative matrix B: the console's elements are the device's 0 1 2 3 [hos host] vk: cooperative matrix C: the console's elements are the device's 0 1 2 3 [hos host] vk: native matrix multiplies on (cooperative matrices, the console's fragment layout checked) [hos host] vk: NVIDIA Reflex: available (VK_NV_low_latency2) [hos host] vk: NVIDIA GeForce RTX 5070 Ti, Vulkan 1.4, driver 0x9b118180; mesh shaders yes, host memory import yes, pipeline libraries yes [hos host] vk: surface caps images 2..8 extent 1x1..16384x16384 usage 0x9f alpha 0x3 transform 0x1 [hos host] vk: swapchain 1280x720, 4 images, mailbox [hos host] vk: guest memory imported in place (alignment 4096) [hos host] vk: replay ready (window; push descriptors yes (32), extended dynamic state 3 yes, custom border colours yes) [hos host] hid: 40 controls from hookshot_options.ini [hos host] display: fullscreen (F11 for a window) [hos host] vk: ui: the game's own menu font, from its files [hos host] vk: ui: Dear ImGui 1.92.9b on the window's images (format 44) [hos host] vk: fsr3: AMD FSR 3.1 can run on this GPU [hos host] vk: images from a pool of 128 MB blocks (memory type 1) [hos host] vk: surface caps images 2..8 extent 1x1..16384x16384 usage 0x9f alpha 0x3 transform 0x1 [hos host] vk: swapchain 2560x1440, 4 images, mailbox [hos host] vk: surface caps images 2..8 extent 1x1..16384x16384 usage 0x9f alpha 0x3 transform 0x1 [hos host] vk: swapchain 2560x1440, 4 images, mailbox [hos host] discord: connected (application 1569529153349357731) [hos host] discord: status set [hos host] vk: NVIDIA DLSS: NGX started (DLSS's runtime: the newest libnvidia-ngx-dlss.so in /home/nick/Games/hookshot/ngx, /home/nick/.local/share/hookshot/ngx) [hos host] menu: the upscalers asked in the background while the start-up screen shows (444 ms) [hos host] vk: pipeline cache /home/nick/Games/hookshot/mkw_vk_pipelines.bin (913757 KB) [hos host] vk: program cache /home/nick/Games/hookshot/hookshot_programs.bin: 46673 program keys kept, 6705752 KB [hos host] vk: precompile: compute programs: those play dispatched (549 keys listed as dispatched in play) [hos host] vk: vertex format NVN 0x29 -> vk 97 [hos host] vk: vertex format NVN 0x2e -> vk 109 [hos host] vk: vertex format NVN 0x16 -> vk 103 [hos host] vk: vertex format NVN 0x11 -> vk 83 [hos host] vk: vertex format NVN 0x69 -> vk 65 [hos host] vk: vertex format NVN 0x25 -> vk 37 [hos host] vk: vertex format NVN 0x12 -> vk 77 [hos host] vk: vertex format NVN 0x22 -> vk 106 [hos host] vk: vertex format NVN 0x13 -> vk 78 [hos host] vk: vertex format NVN 0xa -> vk 100 [hos host] vk: vertex format NVN 0x27 -> vk 41 [hos host] vk: vertex format NVN 0x3 -> vk 13 [hos host] vk: vertex format NVN 0x2c -> vk 95 [hos host] vk: vertex format NVN 0x1 -> vk 9 [hos host] vk: vertex format NVN 0x8 -> vk 74 [hos host] vk: vertex format NVN 0xd -> vk 16 [hos host] vk: vertex format NVN 0xf -> vk 20 [hos host] vk: vertex format NVN 0x26 -> vk 38 [hos host] vk: vertex format NVN 0xe -> vk 17 [hos host] vk: vertex format NVN 0x14 -> vk 81 [hos host] vk: start-up: pipelines 8935 of 13166, 68% of all, a few seconds left [hos host] vk: precompile: 9782 programs, 11738 graphics and 1428 compute pipelines, 0 mesh fallback programs in 12012 ms (1792 ms of it the caches opened, the notes and programs read) [hos host] vk: start-up: the shaders took 12.4 s [hos host] vk: pipeline cache: what play makes goes into play files (RX_VK_PLAY_CACHE=0: into the one cache) [hos host] rx: renderer: Vulkan (hookshot_vk.dll) [hos host] rx: 123 texture and sampler calls made before the renderer started (33 texel writes), given to it [hos sead::MainThread] nvn: QueueSubmitCommands #1: queue 0x1000010fbf90 (its #1), 1 handles (lr 0x812c3cf4) [hos sead::MainThread] vk: submit-time capture of written pages on [hos sead::MainThread] vk: 78 pools mapped [hos sead::MainThread] vk: texture storage in the submit-time capture on [hos sead::MainThread] vk: VRAM mirror of buffer pools on [hos sead::MainThread] vk: render targets' images from blocks of their own (128 MB, memory type 1) [hos sead::MainThread] vk: texture 0x103d650000 32x32x32 x1 levels 1 NVN 0x26 -> vk 38 (1 textures, 0 MB) [hos sead::MainThread] vk: staging arenas: 1 (64 MB in this one) [hos sead::MainThread] vk: guest memory as dma-bufs: yes [hos sead::MainThread] vk: dma-bufs of at most 2147483647 MB (udmabuf's limit 2147483647 MB); larger pools are several, in a sparse buffer [hos sead::MainThread] vk: guest 0x103d000000..0x103e000000: its dma-buf not imported (VkResult -2) [hos sead::MainThread] vk: import 10.8 ms: commit+properties 8.1, buffer 0.0, allocate 2.8, bind+address 0.0... (29 MB left) > <img width="697" height="667" alt="image" src="https://github.com/user-attachments/assets/095b590a-2123-442d-96f0-a09dd0769d8b" /> RTX 5070ti ryzen 7 3700x, 32gb ram. on linux.
Owner

@malbertoserrano commented on GitHub · 2026-11-12 17:03 UTC · original

Another Case of some "lines" or "Circle" light borders arround Link's position. There are visible in areas with high lighting and shadows.
Places: Kokiri Forest, Great Deku Tree.
Specs: RX 9060XT Mesa 26.2.6-arch3.1 - Ryzen 5 9600X - CachyOS - Linux

Happens: Where uses Anisotropic filter different from Game's Option

imagen imagen

AF (Game's Option)

imagen imagen
> [@malbertoserrano](https://github.com/malbertoserrano) commented on GitHub · 2026-11-12 17:03 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2509#issuecomment-6830319844) Another Case of some "lines" or "Circle" light borders arround Link's position. There are visible in areas with high lighting and shadows. Places: Kokiri Forest, Great Deku Tree. Specs: RX 9060XT Mesa 26.2.6-arch3.1 - Ryzen 5 9600X - CachyOS - Linux Happens: Where uses Anisotropic filter different from Game's Option <img width="1283" height="751" alt="imagen" src="https://github.com/user-attachments/assets/d6a3a46c-e9a8-48be-b2bb-e6cf3466f661" /> <img width="1284" height="742" alt="imagen" src="https://github.com/user-attachments/assets/46bf5ecd-be62-4588-8cff-2898dae5afe3" /> AF (Game's Option) <img width="1284" height="742" alt="imagen" src="https://github.com/user-attachments/assets/04692961-247a-407f-91a7-eb8479ed6f28" /> <img width="1284" height="742" alt="imagen" src="https://github.com/user-attachments/assets/2dc19749-4394-46f5-9708-5517a1d96f3b" /> <!-- github-sync:c:6830319844 -->
Owner

@GOBLIN-309 commented on GitHub · 2026-11-12 17:25 UTC · original

A line following when walking around, build 2.1.0, specs 6950XT / 9800X3D, AMD drivers 20.10.1

hookshot_log.txt

https://streamable.com/oe4nj3

> [@GOBLIN-309](https://github.com/GOBLIN-309) commented on GitHub · 2026-11-12 17:25 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2509#issuecomment-6830855128) A line following when walking around, build 2.1.0, specs 6950XT / 9800X3D, AMD drivers 20.10.1 [hookshot_log.txt](https://github.com/user-attachments/files/34761093/hookshot_log.txt) https://streamable.com/oe4nj3 <!-- github-sync:c:6830855128 -->
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