[AMD] Folliage and lighting has severe artifacting #302
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MagicBeanDev/Hookshot#302
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Builder version
foliage-linux-updater
How you built
Hookshot Builder app (Windows)
Game files given to it
A .nup
The error
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
hookshot_log.txt
https://youtu.be/0skdyVtFjXU - Video of the bug
same here
hookshot_log.txt
7800x3d
9070xt
48gb ram
win11
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.
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
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
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.
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):
Log:
hookshot_log.txt, 52 fps reports, minimum 2.3, median 37.8, maximum 60.1. There arecompute pipeline ...: SLOW compilelines, 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 has10 programs failedin 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-updateris 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).
hookshot_log.txt
https://github.com/user-attachments/assets/50bb66b3-d936-4de3-9c7a-036abecb0509
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
stay flicking
9070xt
7800x3d
hookshot_log.txt
https://www.youtube.com/watch?v=YSJUDF7FwEU
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_SAMPLEDon3427a1dbefd5e02c,RX_VK_DUMP_W=1536):3427a1dbefd5e02c. That pass samples only the scene depth and a 2400 x 2400 D32F shadow map.02ee95fbf9e0050dandb0b3b40244c71ec7(the foliage;max v 32 p 32, 5 vertex lines1b-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.RX_VK_BC_TARGET=1.RX_VK_SKIP_PROG=53509044401d78d2,02ee95fbf9e0050d,b0b3b40244c71ec7inhookshot_env.txtremoves the pattern completely. The grass near Link then casts no shadow of its own; everything else keeps its shadows. (53509044401d78d2is 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
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?
The latest build still exhibits persistent flaws.
hookshot_log.2.txt
@NotRexed
in the latest update! 9800x3d 5070 32gb
hookshot_log.1.txt
hookshot_log.txt
Thought I'd add to this. Getting black screen flickering and glowing foliage on the latest update
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.