[AMD] Folliage and lighting has severe artifacting #302

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opened 2026-11-07 20:00:17 +00:00 by RedIN3rds · 16 comments
RedIN3rds commented 2026-11-07 20:00:17 +00:00 (Migrated from github.com)

Builder version

foliage-linux-updater

How you built

Hookshot Builder app (Windows)

Game files given to it

A .nup

The error

On AMD graphics cards the new foliage causes severe artifacting and a "double image" effect on link. Attached below is my log as well as a recording of it happening.

Visual Studio or Build Tools version, and Windows SDK version

No response

Operating system and free space on the output drive

Windows 11 25H2, 100GB

Before you send it

  • I'm on the newest release, or it still fails on it.
  • I searched the open issues for this error.
  • I'm not attaching game files or anything built from them.
### Builder version foliage-linux-updater ### How you built Hookshot Builder app (Windows) ### Game files given to it A .nup ### The error ```text On AMD graphics cards the new foliage causes severe artifacting and a "double image" effect on link. Attached below is my log as well as a recording of it happening. ``` ### Visual Studio or Build Tools version, and Windows SDK version _No response_ ### Operating system and free space on the output drive Windows 11 25H2, 100GB ### Before you send it - [x] I'm on the newest release, or it still fails on it. - [x] I searched the open issues for this error. - [x] I'm not attaching game files or anything built from them.
RedIN3rds commented 2026-11-07 20:02:25 +00:00 (Migrated from github.com)
[hookshot_log.txt](https://github.com/user-attachments/files/34527809/hookshot_log.txt) https://youtu.be/0skdyVtFjXU - Video of the bug
silverioparreira commented 2026-11-07 20:12:22 +00:00 (Migrated from github.com)

same here

hookshot_log.txt

7800x3d
9070xt
48gb ram
win11

same here [hookshot_log.txt](https://github.com/user-attachments/files/34527972/hookshot_log.txt) 7800x3d 9070xt 48gb ram win11
NotRexed commented 2026-11-07 20:24:37 +00:00 (Migrated from github.com)

Thanks for the log and recording. The new foliage path (GPU culling through guest memory) is EvilOOT's work and he's on AMD artifacts and flicker now; I've pointed him at this. For now, the flicker/double-image part is tracked in #145 and AMD foliage in #224.

Thanks for the log and recording. The new foliage path (GPU culling through guest memory) is EvilOOT's work and he's on AMD artifacts and flicker now; I've pointed him at this. For now, the flicker/double-image part is tracked in #145 and AMD foliage in #224.
Helvetichat commented 2026-11-07 20:32:11 +00:00 (Migrated from github.com)

i am experiencing the same issues here's my config and log if it can be of any help
I7-14700KF
RX 9070 XT
32GB Ram
win11

hookshot_log.txt

i am experiencing the same issues here's my config and log if it can be of any help I7-14700KF RX 9070 XT 32GB Ram win11 [hookshot_log.txt](https://github.com/user-attachments/files/34528252/hookshot_log.txt)
Luis-Mendoza2005 commented 2026-11-07 20:34:11 +00:00 (Migrated from github.com)

Having this exact same issue. 6750xt i5-14600k. Intense flickering and double image, along with lighting issues when outside. When compiling new shaders, sometimes the game crashes due to a "driver overload".
Log file: hookshot_log.txt

Having this exact same issue. 6750xt i5-14600k. Intense flickering and double image, along with lighting issues when outside. When compiling new shaders, sometimes the game crashes due to a "driver overload". Log file: [hookshot_log.txt](https://github.com/user-attachments/files/34528286/hookshot_log.txt)
Segmentree commented 2026-11-08 00:05:24 +00:00 (Migrated from github.com)

PR #296 (now merged) fixed this for me on AMD.

RX 6750 XT, Ryzen 5 5600X, Windows 10.

Before: in Kokiri Forest the brightness pumped up and down several times a second, and when I turned the camera the picture jumped back one frame about twice a second, which looked like shaking / a double image.

After building with #296: both are gone.

PR #296 (now merged) fixed this for me on AMD. RX 6750 XT, Ryzen 5 5600X, Windows 10. Before: in Kokiri Forest the brightness pumped up and down several times a second, and when I turned the camera the picture jumped back one frame about twice a second, which looked like shaking / a double image. After building with #296: both are gone.
ENPFakeDeveloper commented 2026-11-08 00:48:44 +00:00 (Migrated from github.com)

Another data point from an AMD card, on foliage-linux-updater, before #296.

Setup: RX 6650 XT, Adrenalin driver 2.0.353 (the log says Vulkan 1.4, driver 0x800161), i5-10400F, 16 GB RAM, Windows 11 24H2. Built with the Hookshot Builder app from a .nup. 1440p window, Kokiri Forest and Hyrule Field, no ReShade, overlays or frame generation. Recorded with HDR off.

What I see (video of ~2 minutes, 60 fps recording, then looked at consecutive frames):

  • Lighting flicker. Between two consecutive frames the whole scene changes: the ground goes from light to darker and a rock from grey to almost black. In the same step a white rectangle appeared at the left edge, level with the Ocarina icon, and was gone later.
  • Black silhouettes. At about 0:30 and 1:30 the whole scene turns into flat black silhouettes (Link, rocks, trees, hills) against a normal sky, then goes back. It looks like the lighting or shadow result is missing for those frames.
  • Dark grid on the ground. On the grass in Hyrule Field there is a grid of dark lines, like terrain tiles or shadow tiles, visible from far away.
  • Repeated frames. Some frames come out twice, which matches the fps in the log.
  • Menus (inventory, system) look normal.

Log: hookshot_log.txt, 52 fps reports, minimum 2.3, median 37.8, maximum 60.1. There are compute pipeline ...: SLOW compile lines, in the first session up to 18 s and 20 s and in the second one 1.7 s and 21 s. These match the stutters when entering a new area. The log also has 10 programs failed in the per-second summary.

About the fix: this is the same symptom that was reported here as fixed by #296 (brightness pumping and the picture jumping back). #296 was merged at 22:51 UTC, and foliage-linux-updater is from 19:11 UTC, so my build does not include it. I will test again when a release with #296 comes out and report if the flicker, the black silhouettes or the ground grid are still there. I don't know if the grid is part of the same problem.

I will add the log and the video in a follow-up comment.


The investigation and this comment were done with the help of AI (Claude Code).

Another data point from an AMD card, on `foliage-linux-updater`, before #296. **Setup:** RX 6650 XT, Adrenalin driver 2.0.353 (the log says Vulkan 1.4, driver 0x800161), i5-10400F, 16 GB RAM, Windows 11 24H2. Built with the Hookshot Builder app from a `.nup`. 1440p window, Kokiri Forest and Hyrule Field, no ReShade, overlays or frame generation. Recorded with HDR off. **What I see** (video of ~2 minutes, 60 fps recording, then looked at consecutive frames): - **Lighting flicker.** Between two consecutive frames the whole scene changes: the ground goes from light to darker and a rock from grey to almost black. In the same step a white rectangle appeared at the left edge, level with the Ocarina icon, and was gone later. - **Black silhouettes.** At about 0:30 and 1:30 the whole scene turns into flat black silhouettes (Link, rocks, trees, hills) against a normal sky, then goes back. It looks like the lighting or shadow result is missing for those frames. - **Dark grid on the ground.** On the grass in Hyrule Field there is a grid of dark lines, like terrain tiles or shadow tiles, visible from far away. - **Repeated frames.** Some frames come out twice, which matches the fps in the log. - Menus (inventory, system) look normal. **Log:** `hookshot_log.txt`, 52 fps reports, minimum 2.3, median 37.8, maximum 60.1. There are `compute pipeline ...: SLOW compile` lines, in the first session up to 18 s and 20 s and in the second one 1.7 s and 21 s. These match the stutters when entering a new area. The log also has `10 programs failed` in the per-second summary. **About the fix:** this is the same symptom that was reported here as fixed by #296 (brightness pumping and the picture jumping back). #296 was merged at 22:51 UTC, and `foliage-linux-updater` is from 19:11 UTC, so my build does not include it. I will test again when a release with #296 comes out and report if the flicker, the black silhouettes or the ground grid are still there. I don't know if the grid is part of the same problem. I will add the log and the video in a follow-up comment. --- The investigation and this comment were done with the help of AI (Claude Code).
ENPFakeDeveloper commented 2026-11-08 00:56:07 +00:00 (Migrated from github.com)
[hookshot_log.txt](https://github.com/user-attachments/files/34533113/hookshot_log.txt) https://github.com/user-attachments/assets/50bb66b3-d936-4de3-9c7a-036abecb0509
renannpaiva commented 2026-11-08 01:52:14 +00:00 (Migrated from github.com)
Image

Same problem as in the video our friend posted: an upload error log appears, and the game won't open—it just stays frozen on the screen. This is happening in the latest version!

Versão 26H2 11
Ryzen 7 9800x3d 5070 32gb

<img width="1919" height="1079" alt="Image" src="https://github.com/user-attachments/assets/e906e3b0-a2dd-4c2f-9e41-8bea23bffcb1" /> Same problem as in the video our friend posted: an upload error log appears, and the game won't open—it just stays frozen on the screen. This is happening in the latest version! Versão 26H2 11 Ryzen 7 9800x3d 5070 32gb
silverioparreira commented 2026-11-08 01:55:17 +00:00 (Migrated from github.com)
stay flicking 9070xt 7800x3d [hookshot_log.txt](https://github.com/user-attachments/files/34535499/hookshot_log.txt) https://www.youtube.com/watch?v=YSJUDF7FwEU
ZurielAtr commented 2026-11-08 04:37:35 +00:00 (Migrated from github.com)

Same here on a Radeon RX 7700S 8 GB (laptop, Windows 11, Adrenalin 26.10.1), release device-lost-fix: a dark striped pattern on the ground, the water, rocks and Link, in a square around Link in Hyrule Field. It follows Link, it is not visible far away, and it flickers. Capping at 30 fps or turning Frame pacing off does not change it.

What I found with frame dumps (RX_VK_DUMP_PROGS / RX_VK_DUMP_SAMPLED on 3427a1dbefd5e02c, RX_VK_DUMP_W=1536):

  • The stripes are already in the shadow mask drawn by 3427a1dbefd5e02c. That pass samples only the scene depth and a 2400 x 2400 D32F shadow map.
  • That shadow map is drawn only by two mesh programs, 02ee95fbf9e0050d and b0b3b40244c71ec7 (the foliage; max v 32 p 32, 5 vertex lines 1b-1f). In it the grass patch around Link comes out as long thin streaks across the patch, not as blades. Before the change in #475 there were also hundreds of lines across the whole map.
  • Things that did not change it: 3x the game's depth bias on the shadow maps, the character shadow rule up to 1024 px (their maps are 774-840 px here), RX_VK_BC_TARGET=1.
  • Workaround: RX_VK_SKIP_PROG=53509044401d78d2,02ee95fbf9e0050d,b0b3b40244c71ec7 in hookshot_env.txt removes the pattern completely. The grass near Link then casts no shadow of its own; everything else keeps its shadows. (53509044401d78d2 is the default entry and has to stay in the list.)

So the remaining problem looks like the vertex/index pairing of those two programs on AMD. Possibly related: crops and flowers near Link fade out when he gets close (that happened before these changes too).

🤖 Generated with Claude Code

Same here on a Radeon RX 7700S 8 GB (laptop, Windows 11, Adrenalin 26.10.1), release `device-lost-fix`: a dark striped pattern on the ground, the water, rocks and Link, in a square around Link in Hyrule Field. It follows Link, it is not visible far away, and it flickers. Capping at 30 fps or turning Frame pacing off does not change it. What I found with frame dumps (`RX_VK_DUMP_PROGS` / `RX_VK_DUMP_SAMPLED` on `3427a1dbefd5e02c`, `RX_VK_DUMP_W=1536`): - The stripes are already in the shadow mask drawn by `3427a1dbefd5e02c`. That pass samples only the scene depth and a **2400 x 2400 D32F shadow map**. - That shadow map is drawn only by two mesh programs, `02ee95fbf9e0050d` and `b0b3b40244c71ec7` (the foliage; `max v 32 p 32`, 5 vertex lines `1b`-`1f`). In it the grass patch around Link comes out as **long thin streaks across the patch**, not as blades. Before the change in #475 there were also hundreds of lines across the whole map. - Things that did not change it: 3x the game's depth bias on the shadow maps, the character shadow rule up to 1024 px (their maps are 774-840 px here), `RX_VK_BC_TARGET=1`. - **Workaround:** `RX_VK_SKIP_PROG=53509044401d78d2,02ee95fbf9e0050d,b0b3b40244c71ec7` in `hookshot_env.txt` removes the pattern completely. The grass near Link then casts no shadow of its own; everything else keeps its shadows. (`53509044401d78d2` is the default entry and has to stay in the list.) So the remaining problem looks like the vertex/index pairing of those two programs on AMD. Possibly related: crops and flowers near Link fade out when he gets close (that happened before these changes too). 🤖 Generated with [Claude Code](https://claude.com/claude-code)
NotRexed commented 2026-11-08 10:39:56 +00:00 (Migrated from github.com)

PR #482 (mesh programs that draw points: the grass shadow stripes) is in release https://github.com/NotRexed/Hookshot/releases/tag/low-vram. Could you check whether the stripes are gone?

PR #482 (mesh programs that draw points: the grass shadow stripes) is in release https://github.com/NotRexed/Hookshot/releases/tag/low-vram. Could you check whether the stripes are gone?
renannpaiva commented 2026-11-08 14:25:44 +00:00 (Migrated from github.com)
Image Image

The latest build still exhibits persistent flaws.

hookshot_log.2.txt

@NotRexed

<img width="1919" height="1079" alt="Image" src="https://github.com/user-attachments/assets/2ce1fdfc-10ac-49c2-9676-a78fe2ddcd59" /> <img width="1919" height="1079" alt="Image" src="https://github.com/user-attachments/assets/3b3f642f-dc25-4b35-af50-f021e2d3f7e0" /> The latest build still exhibits persistent flaws. [hookshot_log.2.txt](https://github.com/user-attachments/files/34544993/hookshot_log.2.txt) @NotRexed
renannpaiva commented 2026-11-08 16:18:35 +00:00 (Migrated from github.com)
Image Image

in the latest update! 9800x3d 5070 32gb

hookshot_log.1.txt

<img width="1919" height="1079" alt="Image" src="https://github.com/user-attachments/assets/c7fd0da8-d555-47de-8e30-b26e7547b4a6" /> <img width="1919" height="1079" alt="Image" src="https://github.com/user-attachments/assets/e5f0f8f6-b9b4-44e7-8c66-f51001678a56" /> in the latest update! 9800x3d 5070 32gb [hookshot_log.1.txt](https://github.com/user-attachments/files/34546915/hookshot_log.1.txt)
PyroDonkey commented 2026-11-09 00:05:02 +00:00 (Migrated from github.com)

hookshot_log.txt

Thought I'd add to this. Getting black screen flickering and glowing foliage on the latest update

[hookshot_log.txt](https://github.com/user-attachments/files/34558054/hookshot_log.txt) Thought I'd add to this. Getting black screen flickering and glowing foliage on the latest update
NotRexed commented 2026-11-09 05:46:08 +00:00 (Migrated from github.com)

Tracked in #1005, follow there. That issue collects every report of flicker and flashing, and this one is linked from it with its GPU, version and log details. Several flicker causes were fixed in v2.0.0 and v2.0.2, so a retest on v2.0.6 is especially useful. 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 #1005, follow there. That issue collects every report of flicker and flashing, and this one is linked from it with its GPU, version and log details. Several flicker causes were fixed in v2.0.0 and v2.0.2, so a retest on v2.0.6 is especially useful. 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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