Black screen when entering Dodongo's Cavern followed by VK_ERROR_DEVICE_LOST on AMD Radeon RX 6600 #2610
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MagicBeanDev/Hookshot#2610
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Hookshot version
v2.1.0
What kind of problem
Crash, freeze or black screen
What happened
When entering Dodongo's Cavern, the screen turns black and the game stops responding. After waiting for several seconds, Hookshot crashes with VK_ERROR_DEVICE_LOST.
The issue occurred in four of five recorded runs. The failing logs show long GPU waits before the crash. For example, one run reported:
Another run reported:
However, one of the five runs did not reproduce the error. I expected the game to transition normally into Dodongo's Cavern and allow me to continue playing.
I also noticed other graphical issues during gameplay. In one scene near Death Mountain, the green lights in the background appeared incorrectly and the frame rate dropped to approximately 21 FPS. In another scene, the ghost model was missing, with only the purple glow and visual effects visible; the frame rate dropped to approximately 17 FPS.
Where in the game
The main issue occurs during the transition into Dodongo's Cavern. I also noticed graphical issues in a village area with Death Mountain visible in the background, and in an outdoor area near a stone structure where a ghost should appear.
How often
Every time
Graphics card and driver version
AMD Radeon RX 6600, Vulkan 1.4, driver ID 0x800161
CPU, RAM and operating system
Intel(R) Core(TM) i7-8700 CPU @ 3.20GHz, 16 GB DDR RAM, Windows 11
Changes from the defaults
No response
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
hookshot_log.1.txt
hookshot_log.2.txt
hookshot_log.3.txt
hookshot_log.4.txt
hookshot_log.txt
Screenshots or video
I attached three screenshots showing the graphical issues observed during testing.
The first screenshot shows the black screen that occurs when entering Dodongo's Cavern, before the game crashes with VK_ERROR_DEVICE_LOST.
The second screenshot shows a scene near Death Mountain in Kakariko Village. The green lights in the background appear incorrectly, and the frame rate drops to approximately 21 FPS.
The third screenshot shows an outdoor area near a stone structure where a ghost should appear. The ghost model is missing, while the purple glow and other visual effects remain visible. The frame rate drops to approximately 17 FPS.
Before you send it
Thanks for the report. Reports of the same kind are collected in #996, which lists this one with your details and links back here, so one fix closes them together. Follow #996 for the fix and add new details there (or here). If this turns out to be separate it will be reopened.
Thanks for all five logs. Four record GPU device loss;
hookshot_log.3.txtinstead ends with a menu-requested restart to apply Profile/Button prompts, so it does not establish a successful cavern entry. Logs .2 and .4 also show memory pressure, but that is not established as the cause of every failure.Could you identify the settings and Adrenalin package version for each run, which run actually entered the cavern, and whether entry fails directly after a fresh start? If you are comfortable trying again, one failed-run log with
RX_VK_CHECKPOINTS=1would add the missing GPU markers. The existing five logs do not need reattaching.Follow-up: RX 6600 / i7-8700 / Windows 11 / Hookshot v2.1.0
AMD Adrenalin driver: 25.10.45.16-261009a-205305C-AMD-Software-Adrenalin-Edition
In five earlier attempts, I could not enter Dodongo’s Cavern. A clean launch still reproduced the VK_ERROR_DEVICE_LOST crash when entering the cavern.
The settings during those earlier crashes were: Custom quality preset, 1920×1080 output resolution, 50% render resolution (768×432), Handheld profile, Robust Buffers Off, and mesh shaders set to Compute.
I then ran a test with RX_VK_CHECKPOINTS=1 through PowerShell using HookshotBuilder.exe. I changed the profile to Docked and changed the mesh shader setting from Compute, but I did not record the exact new mesh shader value. The VK_ERROR_DEVICE_LOST crash did not occur in that run; however, loading the save then hung indefinitely.
In a later normal launch, I used the Handheld profile, enabled Robust Buffers, and changed the mesh shader setting. I was able to enter Dodongo’s Cavern and play for more than 28,600 frames without a VK_ERROR_DEVICE_LOST error. The game eventually showed an “out of memory” warning. At that point, private memory usage was about 28.7 GB and VRAM was full at 6,878/6,878 MB.
This does not confirm that the settings changes fixed the device-lost crash, since the later run ended with an out-of-memory warning. I plan to run another test with a larger Windows page file, AMD FSR 3.1 enabled, and lower graphics quality, and will report the results.