Compute shader translation failure (program not translated: a network left out on this card) #2569

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opened 2026-11-11 23:41:20 +00:00 by kaiquecerri · 3 comments
kaiquecerri commented 2026-11-11 23:41:20 +00:00 (Migrated from github.com)

Hookshot version

v2.1.0

What kind of problem

Crash, freeze or black screen

What happened

When running Hookshot with the Vulkan backend on AMD hardware, multiple compute shaders fail to translate with the message program not translated: a network left out on this card, resulting in rejected compute dispatches, skipped frames, and eventually the driver crashes and the game closes.

Where in the game

Dodongo cavern

How often

Every time

Graphics card and driver version

RX 6600 8GB, 26.10.1

CPU, RAM and operating system

Ryzen 5 4600g, 16 GB (2x8), Windows 11 26h2

Changes from the defaults

I've tried several settings, my current ones are:

quality_preset=1
fullscreen=1
gpu_device=0
frame_generation=0
frame_pacing=1
hdr=0
hdr_paper_white=200
hdr_peak_brightness=1000
frame_rate_cap=5
nvidia_reflex=0
amd_anti-lag_2=0
output_res=1920x1080
dlss=0
dlss_model=0
resolution=4
upscaling=2
sharpness=30
anisotropic_filtering=3
handheld_profile=1
ultrawide=0
ultrawide_menus=1
robust_buffers=1
mesh_shaders=1
volume=100
mute_in_background=0
audio_output=0
fps_counter=0
menu_size=2
game_speed=1
text_speed=0
text_size=0
microphone=4
discord_status=1
controller_in_background=0
mouse_camera=0
disable_camera_centering=0
mouse_sensitivity=100
invert_mouse_vertical=0
invert_camera_x=0
invert_camera_y=0
stick_dead_zone=0
rumble_strength=100
motion_controls=1
motion_sensitivity_x=100
motion_sensitivity_y=100
invert_motion_x=0
invert_motion_y=0
motion_deadzone=1
layout_preset=0
button_prompts=0
menu_shortcut=0
debug_tools=0
descriptor_reuse=1
sampler_cache=0
microphone_device=Microfone (Fifine Microphone)
options_version=4
pad_a=1
key_a=69,0
pad_b=0
key_b=16,0
pad_x=3
key_x=32,0
pad_y=2
key_y=1,0
pad_ls=7
key_ls=17,0
pad_rs=8
key_rs=67,0
pad_l=9
key_l=81,0
pad_r=10
key_r=82,0
pad_zl=15
key_zl=90,2
pad_zr=16
key_zr=88,70
pad_plus=6
key_plus=9,13
pad_minus=4
key_minus=77,0
pad_left=13
key_left=49,0
pad_up=11
key_up=50,0
pad_right=14
key_right=51,0
pad_down=12
key_down=52,0
key_move_up=87,0
key_move_down=83,0
key_move_left=65,0
key_move_right=68,0
key_cam_up=38,73
key_cam_down=40,75
key_cam_left=37,74
key_cam_right=39,76

Other software hooked into the game

No, nothing hooked in

hookshot_log.txt

hookshot_log.1.txt

Screenshots or video

The video stops out of nowhere because the graphics card driver stops working when trying to load the game.
https://drive.google.com/file/d/1LC061FJydEkI2x7k1NT3lyIe2qQnghui/view?usp=sharing

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 v2.1.0 ### What kind of problem Crash, freeze or black screen ### What happened When running Hookshot with the Vulkan backend on AMD hardware, multiple compute shaders fail to translate with the message program <hash> not translated: a network left out on this card, resulting in rejected compute dispatches, skipped frames, and eventually the driver crashes and the game closes. ### Where in the game Dodongo cavern ### How often Every time ### Graphics card and driver version RX 6600 8GB, 26.10.1 ### CPU, RAM and operating system Ryzen 5 4600g, 16 GB (2x8), Windows 11 26h2 ### Changes from the defaults I've tried several settings, my current ones are: quality_preset=1 fullscreen=1 gpu_device=0 frame_generation=0 frame_pacing=1 hdr=0 hdr_paper_white=200 hdr_peak_brightness=1000 frame_rate_cap=5 nvidia_reflex=0 amd_anti-lag_2=0 output_res=1920x1080 dlss=0 dlss_model=0 resolution=4 upscaling=2 sharpness=30 anisotropic_filtering=3 handheld_profile=1 ultrawide=0 ultrawide_menus=1 robust_buffers=1 mesh_shaders=1 volume=100 mute_in_background=0 audio_output=0 fps_counter=0 menu_size=2 game_speed=1 text_speed=0 text_size=0 microphone=4 discord_status=1 controller_in_background=0 mouse_camera=0 disable_camera_centering=0 mouse_sensitivity=100 invert_mouse_vertical=0 invert_camera_x=0 invert_camera_y=0 stick_dead_zone=0 rumble_strength=100 motion_controls=1 motion_sensitivity_x=100 motion_sensitivity_y=100 invert_motion_x=0 invert_motion_y=0 motion_deadzone=1 layout_preset=0 button_prompts=0 menu_shortcut=0 debug_tools=0 descriptor_reuse=1 sampler_cache=0 microphone_device=Microfone (Fifine Microphone) options_version=4 pad_a=1 key_a=69,0 pad_b=0 key_b=16,0 pad_x=3 key_x=32,0 pad_y=2 key_y=1,0 pad_ls=7 key_ls=17,0 pad_rs=8 key_rs=67,0 pad_l=9 key_l=81,0 pad_r=10 key_r=82,0 pad_zl=15 key_zl=90,2 pad_zr=16 key_zr=88,70 pad_plus=6 key_plus=9,13 pad_minus=4 key_minus=77,0 pad_left=13 key_left=49,0 pad_up=11 key_up=50,0 pad_right=14 key_right=51,0 pad_down=12 key_down=52,0 key_move_up=87,0 key_move_down=83,0 key_move_left=65,0 key_move_right=68,0 key_cam_up=38,73 key_cam_down=40,75 key_cam_left=37,74 key_cam_right=39,76 ### Other software hooked into the game No, nothing hooked in ### hookshot_log.txt [hookshot_log.1.txt](https://github.com/user-attachments/files/34720170/hookshot_log.1.txt) ### Screenshots or video The video stops out of nowhere because the graphics card driver stops working when trying to load the game. https://drive.google.com/file/d/1LC061FJydEkI2x7k1NT3lyIe2qQnghui/view?usp=sharing ### 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.
Waryxxful commented 2026-11-12 02:03:36 +00:00 (Migrated from github.com)

The program <hash> not translated: a network left out on this card lines are expected on AMD and are most likely not what crashes the driver here.

They come from gpu/vk/vk_shader.cpp (around line 1250). On a card that cannot run the game's upscaling networks as cooperative-matrix programs (no NVIDIA, or software matrix multiplies), the movie upscaler's networks are left out on purpose: the last pass becomes a linear upscale of the movie (upscale_stub). The gameplay TAAU network and 9dc98871eb7fc101 are kept (RX_VK_NETWORK_KEEP). This was done because AMD's compiler took minutes on those programs and gave a black screen with sound (issues 26, 38, 43).

For comparison, on an RX 5600 XT (RDNA1, Adrenalin 26.10.1, driver 0x800161, Windows 11, v2.1.0 633eb435) the log has the same lines (11 programs, matrix multiplies in software) and the game runs without a crash or device lost.

So the cause of the Dodongo's Cavern crash is likely somewhere else in the log. Could you attach the full hookshot_log.txt of a crashing run, and ideally one with RX_VK_CHECKPOINTS=1 in hookshot_env.txt, so the last draw before the device lost is named?

The `program <hash> not translated: a network left out on this card` lines are expected on AMD and are most likely not what crashes the driver here. They come from `gpu/vk/vk_shader.cpp` (around line 1250). On a card that cannot run the game's upscaling networks as cooperative-matrix programs (no NVIDIA, or software matrix multiplies), the movie upscaler's networks are left out on purpose: the last pass becomes a linear upscale of the movie (`upscale_stub`). The gameplay TAAU network and `9dc98871eb7fc101` are kept (`RX_VK_NETWORK_KEEP`). This was done because AMD's compiler took minutes on those programs and gave a black screen with sound (issues 26, 38, 43). For comparison, on an **RX 5600 XT** (RDNA1, Adrenalin 26.10.1, driver `0x800161`, Windows 11, v2.1.0 `633eb435`) the log has the same lines (11 programs, `matrix multiplies in software`) and the game runs without a crash or device lost. So the cause of the Dodongo's Cavern crash is likely somewhere else in the log. Could you attach the full `hookshot_log.txt` of a crashing run, and ideally one with `RX_VK_CHECKPOINTS=1` in `hookshot_env.txt`, so the last draw before the device lost is named?
NotRexed commented 2026-11-12 03:08:02 +00:00 (Migrated from github.com)

Thanks for the report. Reports of the same kind are collected in #1006, which lists this one with your details and links back here, so one fix closes them together. Follow #1006 for the fix and add new details there (or here). If this turns out to be separate it will be reopened.

Thanks for the report. Reports of the same kind are collected in #1006, which lists this one with your details and links back here, so one fix closes them together. Follow #1006 for the fix and add new details there (or here). If this turns out to be separate it will be reopened.
Owner

@kaiquecerri commented on GitHub · 2026-11-12 14:39 UTC · original

The program <hash> not translated: a network left out on this card lines are expected on AMD and are most likely not what crashes the driver here.

They come from gpu/vk/vk_shader.cpp (around line 1250). On a card that cannot run the game's upscaling networks as cooperative-matrix programs (no NVIDIA, or software matrix multiplies), the movie upscaler's networks are left out on purpose: the last pass becomes a linear upscale of the movie (upscale_stub). The gameplay TAAU network and 9dc98871eb7fc101 are kept (RX_VK_NETWORK_KEEP). This was done because AMD's compiler took minutes on those programs and gave a black screen with sound (issues 26, 38, 43).

For comparison, on an RX 5600 XT (RDNA1, Adrenalin 26.10.1, driver 0x800161, Windows 11, v2.1.0 633eb435) the log has the same lines (11 programs, matrix multiplies in software) and the game runs without a crash or device lost.

So the cause of the Dodongo's Cavern crash is likely somewhere else in the log. Could you attach the full hookshot_log.txt of a crashing run, and ideally one with RX_VK_CHECKPOINTS=1 in hookshot_env.txt, so the last draw before the device lost is named?

Here it is

hookshot_env.txt
hookshot_log.txt

> [@kaiquecerri](https://github.com/kaiquecerri) commented on GitHub · 2026-11-12 14:39 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2569#issuecomment-6826631065) > The `program <hash> not translated: a network left out on this card` lines are expected on AMD and are most likely not what crashes the driver here. > > They come from `gpu/vk/vk_shader.cpp` (around line 1250). On a card that cannot run the game's upscaling networks as cooperative-matrix programs (no NVIDIA, or software matrix multiplies), the movie upscaler's networks are left out on purpose: the last pass becomes a linear upscale of the movie (`upscale_stub`). The gameplay TAAU network and `9dc98871eb7fc101` are kept (`RX_VK_NETWORK_KEEP`). This was done because AMD's compiler took minutes on those programs and gave a black screen with sound (issues 26, 38, 43). > > For comparison, on an **RX 5600 XT** (RDNA1, Adrenalin 26.10.1, driver `0x800161`, Windows 11, v2.1.0 `633eb435`) the log has the same lines (11 programs, `matrix multiplies in software`) and the game runs without a crash or device lost. > > So the cause of the Dodongo's Cavern crash is likely somewhere else in the log. Could you attach the full `hookshot_log.txt` of a crashing run, and ideally one with `RX_VK_CHECKPOINTS=1` in `hookshot_env.txt`, so the last draw before the device lost is named? Here it is [hookshot_env.txt](https://github.com/user-attachments/files/34753356/hookshot_env.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34753357/hookshot_log.txt) <!-- github-sync:c:6826631065 -->
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MagicBeanDev/Hookshot#2569
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