Fog disappears #2867
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MagicBeanDev/Hookshot#2867
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Hookshot version
2.1.0
What kind of problem
Graphics (missing, black or wrong-coloured things, lighting, flicker)
What happened
In Kokiri Forest, rotating the camera causes the fog to disappear. Character movement alone doesn't trigger it, and the issue happens with FSR both on and off.
Where in the game
kokiri forest
How often
Every time
Graphics card and driver version
6700XT 26.10.1
CPU, RAM and operating system
5700x, 16gb, win11
Changes from the defaults
RX_VK_FORCE_LINEAR=1
RK_VK_ASTC_RGBA8=1
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
[a64] unimplemented import ZN2nn2ro12ProtectRelroEPKvS2_S2_S2_S2 (lr 0x81237908)
[a64] unimplemented import _ZN2nn2vi36SetDisplay120HzRefreshRateCapabilityEPNS0_7DisplayEb (lr 0x8348bf64)
[a64] unimplemented import _ZN2nn3aoc17CountAddOnContentEv (lr 0x83392a38)
[hos host] hookshot v2.1.0 (source 633eb435)
[hos host] boot: image 96 MB at 0x80000000, 9809 MB of memory for the game
[hos host] boot: 16234 MB of memory, 28169 MB of swap
[hos MainThread] boot: _init_libc0 (0x85717e50)
[hos MainThread] boot: nnosInitialize (0x8510f720)
[hos MainThread] boot: _init_libc1 (0x85717e60)
[hos MainThread] boot: nninitStartup (0x8262bb10)
[hos MainThread] heap: 6894 MB at 0x1000000000
[hos MainThread] boot: _init_libc2 (0x85717e80)
[hos MainThread] boot: main DT_INIT (0x812377e0)
[hos MainThread] boot: subsdk0 DT_INIT (0x84ec0040)
[hos MainThread] boot: sdk DT_INIT (0x84fa0060)
[hos MainThread] boot: nnMain (0x81222cd0)
[hos sead::MainThread] fs: mounted content: -> G:\ZELDA OOT\Hook\romfs
[hos sead::MainThread] oe: language en-US (language.txt)
[hos sead::MainThread] oe: output resolution 1920x1080
[hos sead::MainThread] oe: GetCurrentGraphicsScale -> 1.00
[hos sead::MainThread] gs: BootGraphicsSystem(0, 0): no graphics server yet (headless)
[hos sead::MainThread] nvn: native NVN layer: 427 procs
[hos sead::MainThread] nvn: native NVN device (flags 0): no Switch GPU emulation
[hos sead::MainThread] nvn: window origin upper left
[hos sead::MainThread] nvn: depth mode near = -w (GL)
[hos sead::MainThread] nvn: texture pool of 33068 descriptors
[hos sead::MainThread] vi: GetNativeWindow -> 0x1102400
[hos sead::MainThread] nvn: window of 3 textures (3 active), 1920x1080 format 0x25
[hos sead::MainThread] applet: render target pool 512 MB (the game's 305 MB)
[hos host] vk: device 0: AMD Radeon RX 6700 XT, Vulkan 1.4, driver 0x800161, type 2
[hos host] vk: subgroups: default 64 lanes, 32-64, pinned to 32 on stages 0x20
[hos host] vk: task + mesh programs use the compute fallback (RX_VK_TASK_MESH_FALLBACK=0: native)
[hos host] vk: mesh shaders row: Automatic (native, task + mesh draws on the compute path)
[hos host] vk: robust buffer access on
[hos host] vk: colour outputs NaN-guarded
[hos host] vk: positions invariant (not an NVIDIA card)
[hos host] vk: matrix multiplies in software (the cooperative matrices lack 16x8x16 f16)
[hos host] vk: AMD Anti-Lag 2: available (VK_AMD_anti_lag)
[hos host] vk: AMD Radeon RX 6700 XT, Vulkan 1.4, driver 0x800161; mesh shaders yes, host memory import yes, pipeline libraries yes
[hos host] vk: surface caps images 2..16 extent 1280x720..1280x720 usage 0x9f alpha 0x1 transform 0x1
[hos host] vk: swapchain 1280x720, 4 images, immediate
[hos host] vk: guest memory imported in place (alignment 4096)
[hos host] vk: replay ready (window; push descriptors yes (32), extended dynamic state 3 yes, custom border colours yes)
[hos host] hid: 40 controls from hookshot_options.ini
[hos host] display: fullscreen (F11 for a window)
[hos host] vk: AMD FSR 4: G:\ZELDA OOT\Hook\amd_fidelityfx_loader_vk.dll
[hos host] vk: AMD FSR 4: upscalers 4.1.2, 3.1.6, 2.3.4; using 4.1.2
[hos host] vk: fsr3: AMD FSR 3.1 can run on this GPU
[hos host] menu: the upscalers asked in the background while the start-up screen shows (7 ms)
[hos host] vk: ui: the game's own menu font, from its files
[hos host] vk: ui: Dear ImGui 1.92.9b on the window's images (format 44)
[hos host] vk: images from a pool of 128 MB blocks (memory type 0)
[hos host] discord: connected (application 1569529153349357731)
[hos host] vk: surface caps images 2..16 extent 1920x1080..1920x1080 usage 0x9f alpha 0x1 transform 0x1
[hos host] vk: swapchain 1920x1080, 4 images, immediate
[hos host] discord: status set
[hos host] vk: surface caps images 2..16 extent 1920x1080..1920x1080 usage 0x9f alpha 0x1 transform 0x1
[hos host] vk: swapchain 1920x1080, 4 images, immediate
[hos host] vk: pipeline cache G:\ZELDA OOT\Hook\mkw_vk_pipelines.bin (919028 KB)
[hos host] vk: pipeline cache: 6 play files merged (13903 KB)
[hos host] vk: program cache G:\ZELDA OOT\Hook\hookshot_programs.bin: 46605 program keys kept, 6726379 KB
[hos host] vk: precompile: compute programs: those play dispatched (238 keys listed as dispatched in play)
[hos host] vk: vertex format NVN 0x29 -> vk 97
[hos host] vk: vertex format NVN 0x2e -> vk 109
[hos host] vk: vertex format NVN 0x16 -> vk 103
[hos host] vk: vertex format NVN 0x11 -> vk 83
[hos host] vk: vertex format NVN 0x69 -> vk 65
[hos host] vk: vertex format NVN 0x25 -> vk 37
[hos host] vk: vertex format NVN 0x12 -> vk 77
[hos host] vk: vertex format NVN 0x22 -> vk 106
[hos host] vk: vertex format NVN 0x13 -> vk 78
[hos host] vk: task and mesh programs built without the driver's optimizer (AMD; RX_VK_MESH_OPT=1: with it)
[hos host] vk: vertex format NVN 0xa -> vk 100
[hos host] vk: vertex format NVN 0x27 -> vk 41
[hos host] vk: vertex format NVN 0x3 -> vk 13
[hos host] vk: vertex format NVN 0x2c -> vk 95
[hos host] vk: vertex format NVN 0x1 -> vk 9
[hos host] vk: vertex format NVN 0x8 -> vk 74
[hos host] vk: vertex format NVN 0xd -> vk 16
[hos host] vk: vertex format NVN 0xf -> vk 20
[hos host] vk: vertex format NVN 0x26 -> vk 38
[hos host] vk: vertex format NVN 0xe -> vk 17
[hos host] vk: vertex format NVN 0x14 -> vk 81
[hos host] vk: precompile: 9494 programs, 11005 graphics and 1137 compute pipelines, 1204 mesh fallback programs in 5655 ms (3640 ms of it the caches opened, the notes and programs read)
[hos host] vk: start-up: the shaders took 6.1 s
[hos host] vk: pipeline cache: what play makes goes into play files (RX_VK_PLAY_CACHE=0: into the one cache)
[hos host] rx: renderer: Vulkan (hookshot_vk.dll)
[hos host] rx: 123 texture and sampler calls made before the renderer started (33 texel writes), given to it
[hos sead::MainThread] nvn: QueueSubmitCommands #1: queue 00001000010FBF90 (its #1), 1 handles (lr 0x812c3cf4)
[hos sead::MainThread] vk: replays run on logical processors 0xc000 while they replay (RX_VK_REPLAY_PIN=0: off)
[hos sead::MainThread] vk: submit-time capture of written pages on
[hos sead::MainThread] vk: 78 pools mapped
[hos sead::MainThread] vk: texture storage in the submit-time capture on
[hos sead::MainThread] vk: VRAM mirror of buffer pools on
[hos sead::MainThread] vk: render targets' images from blocks of their own (128 MB, memory type 0)
[hos sead::MainThread] vk: texture 0x103c2a0000 32x32x32 x1 levels 1 NVN 0x26 -> vk 38 (1 textures, 0 MB)
[hos sead::MainThread] vk: a staging arena of 64 MB took 8.0 ms to make
[hos sead::MainThread] vk: staging arenas: 1 (64 MB in this one)
[hos sead::MainThread] vk: import 6.9 ms: commit+properties 0.1, buffer 0.0, allocate 6.8, bind+address 0.0
[hos sead::MainThread] vk: pool 0x103c5aa000+0x20000 imported in 6.9 ms as 0x103c000000..0x103d000000 (1 imports, 7 ms in all)... (3 MB left)
Screenshots or video
https://drive.google.com/file/d/1tfkhvq7n42naYGsBrC2XjmYBYQpqy8I5/view?usp=sharing
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