Black screen when entering Dodongo's Cavern followed by VK_ERROR_DEVICE_LOST on AMD Radeon RX 6600 #2610

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opened 2026-11-12 01:51:58 +00:00 by Remerson09 · 3 comments
Remerson09 commented 2026-11-12 01:51:58 +00:00 (Migrated from github.com)

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:

GPU waits in 5 s: 1 sync waits (13018 ms)
submit 189961 failed (-4)
FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST)

Another run reported:

VRAM: 6799 MB used of 6799 MB allowed

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.

  1. The first screenshot shows the black screen that occurs when entering Dodongo's Cavern, before the game crashes with VK_ERROR_DEVICE_LOST.

  2. 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.

  3. 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.

Captura de Tela (8) Captura de Tela (9) Captura de Tela (10)

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 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: GPU waits in 5 s: 1 sync waits (13018 ms) submit 189961 failed (-4) FATAL: the GPU device was lost (VK_ERROR_DEVICE_LOST) Another run reported: VRAM: 6799 MB used of 6799 MB allowed 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](https://github.com/user-attachments/files/34722439/hookshot_log.1.txt) [hookshot_log.2.txt](https://github.com/user-attachments/files/34722442/hookshot_log.2.txt) [hookshot_log.3.txt](https://github.com/user-attachments/files/34722441/hookshot_log.3.txt) [hookshot_log.4.txt](https://github.com/user-attachments/files/34722440/hookshot_log.4.txt) [hookshot_log.txt](https://github.com/user-attachments/files/34722686/hookshot_log.txt) ### Screenshots or video I attached three screenshots showing the graphical issues observed during testing. 1. The first screenshot shows the black screen that occurs when entering Dodongo's Cavern, before the game crashes with VK_ERROR_DEVICE_LOST. 2. 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. 3. 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. <img width="1918" height="1031" alt="Captura de Tela (8)" src="https://github.com/user-attachments/assets/b201d3f3-791c-4f13-bceb-8b1d1090462f" /> <img width="1915" height="1031" alt="Captura de Tela (9)" src="https://github.com/user-attachments/assets/96dd75cd-8aec-42b8-b5bf-1b712d3bc886" /> <img width="1277" height="736" alt="Captura de Tela (10)" src="https://github.com/user-attachments/assets/1106c161-75f3-4950-bc01-35730d209fc5" /> ### 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.
NotRexed commented 2026-11-12 03:08:32 +00:00 (Migrated from github.com)

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 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.
Owner

@mooki000 commented on GitHub · 2026-11-12 12:46 UTC · original

Thanks for all five logs. Four record GPU device loss; hookshot_log.3.txt instead 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=1 would add the missing GPU markers. The existing five logs do not need reattaching.

> [@mooki000](https://github.com/mooki000) commented on GitHub · 2026-11-12 12:46 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2610#issuecomment-6823987100) Thanks for all five logs. Four record GPU device loss; `hookshot_log.3.txt` instead 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=1` would add the missing GPU markers. The existing five logs do not need reattaching. <!-- github-sync:c:6823987100 -->
Owner

@Remerson09 commented on GitHub · 2026-11-12 17:18 UTC · original

"Obrigado pelos cinco registros. Quatro deles registram perda de dispositivo GPU; hookshot_log.3.txtem vez disso, o sistema termina com uma reinicialização solicitada pelo menu para aplicar os prompts de Perfil/Botão, portanto, não estabelece uma entrada bem-sucedida no cache. Os registros .2 e .4 também mostram pressão na memória, mas isso não foi estabelecido como a causa de todas as falhas.

Você poderia identificar as configurações e a versão do pacote Adrenalin para cada execução, qual execução de fato entrou na caverna e se a entrada falha logo após um novo início? Se você se sentir à vontade para tentar novamente, um log da execução com falha RX_VK_CHECKPOINTS=1adicionaria os marcadores de GPU ausentes. Os cinco logs existentes não precisam ser anexados novamente."

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.

> [@Remerson09](https://github.com/Remerson09) commented on GitHub · 2026-11-12 17:18 UTC · [original](https://github.com/NotRexed/Hookshot/issues/2610#issuecomment-6830689260) > "Obrigado pelos cinco registros. Quatro deles registram perda de dispositivo GPU; `hookshot_log.3.txt`em vez disso, o sistema termina com uma reinicialização solicitada pelo menu para aplicar os prompts de Perfil/Botão, portanto, não estabelece uma entrada bem-sucedida no cache. Os registros .2 e .4 também mostram pressão na memória, mas isso não foi estabelecido como a causa de todas as falhas. > > Você poderia identificar as configurações e a versão do pacote Adrenalin para cada execução, qual execução de fato entrou na caverna e se a entrada falha logo após um novo início? Se você se sentir à vontade para tentar novamente, um log da execução com falha `RX_VK_CHECKPOINTS=1`adicionaria os marcadores de GPU ausentes. Os cinco logs existentes não precisam ser anexados novamente." 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. <!-- github-sync:c:6830689260 -->
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MagicBeanDev/Hookshot#2610
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