shaders doesnt load and the game gets stuck in a black screen (AMD gpu, latest build) #26

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opened 2026-11-07 04:26:14 +00:00 by kalidrodriguez4154-hub · 10 comments
kalidrodriguez4154-hub commented 2026-11-07 04:26:14 +00:00 (Migrated from github.com)

Ryzen 7 5700g
RX 6800
32 gb ddr4 3200mt

the game starts, but it doesnt load the shaders and only the audio loads, it gets stuck at shader 13

Ryzen 7 5700g RX 6800 32 gb ddr4 3200mt the game starts, but it doesnt load the shaders and only the audio loads, it gets stuck at shader 13
virility92 commented 2026-11-07 04:51:56 +00:00 (Migrated from github.com)

Same problem.

AMD Epyc 9354

RTX 2000 ADA

16GB Ram

Same problem. AMD Epyc 9354 RTX 2000 ADA 16GB Ram
m4l4k14n commented 2026-11-07 04:57:47 +00:00 (Migrated from github.com)

same rx6800

same rx6800
Beastboxing commented 2026-11-07 05:26:04 +00:00 (Migrated from github.com)
Image

Stuck on "Preparing Shaders" start screen audio plays perfectly though.
Using Latest Build fixing green screen

Ryzen 7 5800X
Radeon RX 6700 XT
32gb ram

<img width="1286" height="756" alt="Image" src="https://github.com/user-attachments/assets/f90002e9-75d4-4fb6-ba40-4635d6c09116" /> Stuck on "Preparing Shaders" start screen audio plays perfectly though. Using Latest Build fixing green screen Ryzen 7 5800X Radeon RX 6700 XT 32gb ram
ralo07 commented 2026-11-07 05:26:55 +00:00 (Migrated from github.com)
Image

Have a black screen only sound. Latest

i91200K
AMD RX 6800
64GM RAM

<img width="1352" height="792" alt="Image" src="https://github.com/user-attachments/assets/8e793366-385a-4065-8a0d-8bb06fcbf116" /> Have a black screen only sound. Latest i91200K AMD RX 6800 64GM RAM
kalidrodriguez4154-hub commented 2026-11-07 05:30:54 +00:00 (Migrated from github.com)
Image Stuck on "Preparing Shaders" start screen audio plays perfectly though. Using Latest Build fixing green screen

Ryzen 7 5800X Radeon RX 6700 XT 32gb ram

this is the exact issue i have

> <img alt="Image" width="1286" height="756" src="https://private-user-images.githubusercontent.com/353067744/698287653-f90002e9-75d4-4fb6-ba40-4635d6c09116.png?jwt=eyJ0eXAiOiJKV1QiLCJhbGciOiJIUzI1NiJ9.eyJpc3MiOiJnaXRodWIuY29tIiwiYXVkIjoicmF3LmdpdGh1YnVzZXJjb250ZW50LmNvbSIsImtleSI6ImtleTUiLCJleHAiOjE3OTQwMjk1MTcsIm5iZiI6MTc5NDAyOTIxNywicGF0aCI6Ii8zNTMwNjc3NDQvNjk4Mjg3NjUzLWY5MDAwMmU5LTc1ZDQtNGZiNi1iYTQwLTQ2MzVkNmMwOTExNi5wbmc_WC1BbXotQWxnb3JpdGhtPUFXUzQtSE1BQy1TSEEyNTYmWC1BbXotQ3JlZGVudGlhbD1BS0lBVkNPRFlMU0E1M1BRSzRaQSUyRjIwMjYxMTA3JTJGdXMtZWFzdC0xJTJGczMlMkZhd3M0X3JlcXVlc3QmWC1BbXotRGF0ZT0yMDI2MTEwN1QwNTI2NTdaJlgtQW16LUV4cGlyZXM9MzAwJlgtQW16LVNpZ25hdHVyZT1mODYzYzBhN2Y5Mzg3Y2E3YjUwMzIyNDZhZTVlY2ExYzZkNmQ2NTUzZGVhOGUyNDFjMjgxNzcyYjBiYjhmMmU5JlgtQW16LVNpZ25lZEhlYWRlcnM9aG9zdCZyZXNwb25zZS1jb250ZW50LXR5cGU9aW1hZ2UlMkZwbmcifQ.sdq16lgDfT6oMelLzacY0a9ZE9Mwt5eqypG9OE0BRGQ"> > Stuck on "Preparing Shaders" start screen audio plays perfectly though. Using Latest Build fixing green screen > > Ryzen 7 5800X Radeon RX 6700 XT 32gb ram this is the exact issue i have
kalidrodriguez4154-hub commented 2026-11-07 05:57:30 +00:00 (Migrated from github.com)

Root-caused this on an RX 6800 (Adrenalin 26.10.1, build 074f61f):

The black screen with audio is the Presentation Thread blocked inside vkCreateComputePipelines. dispatch() builds missing compute pipelines synchronously, and on RDNA2 the upscaler's compute programs take minutes each to compile:

program software-HMMA call sites compile on RX 6800
e409733c45530d75 72 11.9 s
5a4d7378db437fed 144 18 s
e959b9b1451491c0 464 64 s
a41c78faa56ccf7d 576 291 s
8b73eaee02efc5e4 768 (never finished)
Compile time follows the number of OpFunctionCalls to the software matrix multiply from 3fd3a27 (DefineSoftwareMatrixFunction). AMD's compiler inlines every call, so a kernel with 768 HMMA sites becomes 768 copies of that loop. RDNA2 has no cooperative matrices, so it always takes this path, which is why RDNA4 users report it working. "Stuck at shader 13" is the 768-site program.

Working on a PR: async compute-pipeline compiles (so presentation never blocks) plus a cheaper lowering for GPUs without coopmat. Happy to test AMD builds.

thank you

> Root-caused this on an RX 6800 (Adrenalin 26.10.1, build [074f61f](https://git.magicbean.dev/MagicBeanDev/Hookshot/commit/074f61f6a99335e823a2cc1bf42fa6793948d62b)): > > The black screen with audio is the Presentation Thread blocked inside `vkCreateComputePipelines`. `dispatch()` builds missing compute pipelines synchronously, and on RDNA2 the upscaler's compute programs take minutes each to compile: > > program software-HMMA call sites compile on RX 6800 > e409733c45530d75 72 11.9 s > 5a4d7378db437fed 144 18 s > e959b9b1451491c0 464 64 s > a41c78faa56ccf7d 576 291 s > 8b73eaee02efc5e4 768 (never finished) > Compile time follows the number of `OpFunctionCall`s to the software matrix multiply from [3fd3a27](https://git.magicbean.dev/MagicBeanDev/Hookshot/commit/3fd3a27058fd5ca903928b2fbf40ced961bf6d26) (`DefineSoftwareMatrixFunction`). AMD's compiler inlines every call, so a kernel with 768 HMMA sites becomes 768 copies of that loop. RDNA2 has no cooperative matrices, so it always takes this path, which is why RDNA4 users report it working. "Stuck at shader 13" is the 768-site program. > > Working on a PR: async compute-pipeline compiles (so presentation never blocks) plus a cheaper lowering for GPUs without coopmat. Happy to test AMD builds. thank you
ralo07 commented 2026-11-07 06:32:22 +00:00 (Migrated from github.com)

Right-click an empty space, select New -> Text Document, and name it hookshot_options.ini (make sure Windows file extensions are visible so it isn't saved as hookshot_options.ini.txt).
3. Open it in Notepad and add:

Frame generation=Off
Frame pacing=Off
Resolution=100%
Upscaling=Off
Sharpness=0
Game speed=Real time
Handheld profile=Off
Ultrawide=16:9
FPS counter=On

made progress, but audio and video aren't fully synced. cant view fps but assuming its quite low

file should be created where you have hookshot.exe saved.

Image Image
Right-click an empty space, select New -> Text Document, and name it hookshot_options.ini (make sure Windows file extensions are visible so it isn't saved as hookshot_options.ini.txt). 3. Open it in Notepad and add: Frame generation=Off Frame pacing=Off Resolution=100% Upscaling=Off Sharpness=0 Game speed=Real time Handheld profile=Off Ultrawide=16:9 FPS counter=On made progress, but audio and video aren't fully synced. cant view fps but assuming its quite low file should be created where you have hookshot.exe saved. <img width="1306" height="769" alt="Image" src="https://github.com/user-attachments/assets/c48e1f94-58b2-4ee7-8064-7e42ab96e657" /> <img width="1311" height="780" alt="Image" src="https://github.com/user-attachments/assets/d8d3374b-f7cc-4ed0-8480-3823804b036c" />
ralo07 commented 2026-11-07 06:46:03 +00:00 (Migrated from github.com)

Update:

Once game has been launched you can enter hookshot menu by pressing insert on keyboard. ive been playing around with settings and turned on frame pacing. Resolution at 100% game speed is at real time.

It went well until the DEKU Tree scene and fairy went to get Link.

crash log below:
[hos host] vk: NVN2 program 40d0c0768e874600 (stage 7) lowered with extended registers (331 REGMAP words)
[hos host] CRASH: exception 0xc0000005 (read 0x28, guest 0xfffff00000000028) at amdvlk64.dll+0xaff2e7
[hos host] CRASH: host backtrace: amdvlk64.dll+0xaff2e7 amdvlk64.dll+0xaff672 amdvlk64.dll+0xafeb46 amdvlk64.dll+0x6021d4 amdvlk64.dll+0x61f314 amdvlk64.dll+0x60879e amdvlk64.dll+0x58627e amdvlk64.dll+0x598eb2 amdvlk64.dll+0x59ece1 amdvlk64.dll+0x58a217 amdvlk64.dll+0x58ca02 amdvlk64.dll+0x5876f2 amdvlk64.dll+0x2c783e amdvlk64.dll+0x2c66b5 amdvlk64.dll+0x1b846d amdvlk64.dll+0x234241 amdvlk64.dll+0x2366b5 amdvlk64.dll+0x1caf9c amdvlk64.dll+0x20f8e9 hookshot_vk.dll+0x12d3f8

prior to crash game was running at 60fps.

Working on crash fix if possible.

Update: Once game has been launched you can enter hookshot menu by pressing insert on keyboard. ive been playing around with settings and turned on frame pacing. Resolution at 100% game speed is at real time. It went well until the DEKU Tree scene and fairy went to get Link. crash log below: [hos host] vk: NVN2 program 40d0c0768e874600 (stage 7) lowered with extended registers (331 REGMAP words) [hos host] CRASH: exception 0xc0000005 (read 0x28, guest 0xfffff00000000028) at amdvlk64.dll+0xaff2e7 [hos host] CRASH: host backtrace: amdvlk64.dll+0xaff2e7 amdvlk64.dll+0xaff672 amdvlk64.dll+0xafeb46 amdvlk64.dll+0x6021d4 amdvlk64.dll+0x61f314 amdvlk64.dll+0x60879e amdvlk64.dll+0x58627e amdvlk64.dll+0x598eb2 amdvlk64.dll+0x59ece1 amdvlk64.dll+0x58a217 amdvlk64.dll+0x58ca02 amdvlk64.dll+0x5876f2 amdvlk64.dll+0x2c783e amdvlk64.dll+0x2c66b5 amdvlk64.dll+0x1b846d amdvlk64.dll+0x234241 amdvlk64.dll+0x2366b5 amdvlk64.dll+0x1caf9c amdvlk64.dll+0x20f8e9 hookshot_vk.dll+0x12d3f8 prior to crash game was running at 60fps. Working on crash fix if possible.
NotRexed commented 2026-11-08 08:21:43 +00:00 (Migrated from github.com)

Release https://github.com/NotRexed/Hookshot/releases/tag/ultrawide should fix this: compute shaders now compile in the background instead of freezing the game (AMD took 15-23 s for one, with a black screen meanwhile), twice as many shaders are prepared before the first start, and on AMD the foliage culling shaders are built without the driver optimizer that hung RX 6600-class cards. Please update (run HookshotBuilder.exe, or accept the game's update offer) and tell me if it still happens, with hookshot_log.txt (and hookshot_log.1.txt if you restarted after a crash).

Release https://github.com/NotRexed/Hookshot/releases/tag/ultrawide should fix this: compute shaders now compile in the background instead of freezing the game (AMD took 15-23 s for one, with a black screen meanwhile), twice as many shaders are prepared before the first start, and on AMD the foliage culling shaders are built without the driver optimizer that hung RX 6600-class cards. Please update (run HookshotBuilder.exe, or accept the game's update offer) and tell me if it still happens, with hookshot_log.txt (and hookshot_log.1.txt if you restarted after a crash).
NotRexed commented 2026-11-09 05:43:13 +00:00 (Migrated from github.com)

Tracked in #998, follow there. That issue collects every report of a black screen with audio after the intro, 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.

Tracked in #998, follow there. That issue collects every report of a black screen with audio after the intro, 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`.
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MagicBeanDev/Hookshot#26
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