~15 FPS returning to places i've been before (forest, castle village) #2615
Labels
No labels
accessibility
autorelease: pending
autorelease: tagged
bug
dependencies
documentation
duplicate
enhancement
github_actions
good first issue
help wanted
invalid
question
testing wanted
wontfix
No milestone
No assignees
2 participants
Due date
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Hookshot#2615
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Hookshot version
2.1.0
What kind of problem
Graphics (missing, black or wrong-coloured things, lighting, flicker)
What happened
Since updating to 2.1.0, I've gone back to Kokiri forest and Hyrule castle village, and as soon as i go in there my FPS drops from 60 to 15 or less. I've been in these areas before, and had zero performance issues, only began after i returned to them after spending time in the village w/ the cemetery etc.. can i downgrade to test if it's the update, or if it's because i've returned?
I've saved and quit, and upon relaunching and returning it behaves much more normal (tho i did drop to ~50-55 FPS at a couple points in Kokiri forest)
Where in the game
kokiri forest, hyrule village
How often
Once so far
Graphics card and driver version
RTX 5080 / current driver
CPU, RAM and operating system
9800X3D, 32GB DDR5, Win 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.3.txt
hookshot_log.4.txt
hookshot_log.txt
Screenshots or video
No response
Before you send it
returning to Kakariko Village same thing... as soon as i go in and walk around, FPS drops to single digits.
Thanks for the report. Reports of the same kind are collected in #993, which lists this one with your details and links back here, so one fix closes them together. Follow #993 for the fix and add new details there (or here). If this turns out to be separate it will be reopened. Try the new Texture detail row (Medium) once #2557 is in, and the Quality preset Low meanwhile.
is it possible to revert to the previous build? I just did a rebuild from 2.1.0 -> 2.1.0-rc.3-193-g55b976c0 to test that but if i could just revert to the previous build?
Thanks for the logs. Both v2.1.0 sessions show memory pressure: VRAM peaks at 16,413 / 14,903 MB allowed and 16,291 / 14,965 MB, with private memory reaching 40,515 / 40,824 MB. Both use 3840×2160, 3× interpolation and an 11,000 MB texture budget during play. That is a useful lead for #993, but the logs do not mark the exact slow return, so it is not yet a diagnosis.
The
2.1.0-rc.3-193-g55b976c0build you tried is newer than v2.1.0, not a downgrade, and already contains #2198's compaction fix. Could you attach that build's log and say whether the same outward-and-return route still slows with the VRAM budget on Auto? Keep a backup of your saves before comparing older builds; the existing logs do not provide a matched-route version comparison.Here, 11 laps over about 2 h 26 min in one process did not reproduce sustained slowdown or persistent corruption: Linux, RTX 4090/NVIDIA 615.78.08, main
09aac439plus #2292's read-only state stream, headless, 2048×1152, DLAA, 60 cap, no frame generation. These were debug area transitions and entry views with other work running, not a benchmark. The rising target count in that tour is explained too: all 77 samples balance created minus destroyed against live images; the growth is deliberately retained finalized textures, mostly terrain tiles protected by the pre-release fix 7b774bae, not orphaned target images. That does not establish that your Windows/RTX 5080 problem is fixed.