AMD feedback (RX 6750 XT) and a couple of suggestions #305
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MagicBeanDev/Hookshot#305
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The idea
Hi, and thanks a lot for Hookshot, it's great to see how fast it's improving!
I've been testing it on an AMD card (RX 6750 XT, 12 GB, Windows 11) and framerates are very good, around 50 FPS while walking. Since AMD is listed as untested, here's what I saw on the build I used, in case it helps:
Build: https://github.com/NotRexed/Hookshot/releases#release-small-vram (small-vram)
I'm now rebuilding with the latest release and will report back on whether these are still present.
And two small ideas, in case they fit your plans (no pressure at all, I know how much is on your plate):
Internal resolution above 100%
The Insert menu offers Auto / 100 / 75 / 67 / 50%. Something like 125% or 150% (or a plain supersampling toggle for people with GPU headroom) would help image clarity on 1440p and higher displays.
An anti-aliasing option
I couldn't find any AA in the options, so edges look a bit jagged, especially at lower resolution scales. A cheap post-process pass like SMAA or FXAA would already help. FSR-style sharpening would be a nice bonus, although the existing Catmull-Rom / Lanczos sharpness already covers part of it.
I'm happy to test builds on AMD and report back if that helps.
Thanks again for all the work!
Anything else
No response
Update after testing the latest release.
Build: https://github.com/NotRexed/Hookshot/releases/tag/foliage-linux-updater
GPU: AMD RX 6750 XT 12 GB (driver 32.0.21045.16010), Windows 11. Settings: Resolution 100%, Upscaling Off, Frame pacing On, Frame generation Off.
What is fixed compared to the previous build (small-vram):
What is still wrong on AMD:
Performance is around 40-45 FPS while walking, which is playable, so the main remaining problems are the rendering issues above.
Short video (1080p, 60 FPS, about 40 seconds, Kokiri Forest) where both effects can be seen: https://streamable.com/d2syum
I'm happy to test any build or switch aimed at AMD, and to send logs if useful.
Thanks again!
Same here on an RX 6750 XT 12 GB (Windows 11, AMD driver 32.0.21045.16010), build foliage-linux-updater.
RX_VK_FOLLOW_GRAPHICS=0in hookshot_env.txt helped a bit (~20% less flicker), but doesn't fix it.Log: https://gist.github.com/lcaiado/661090a11fa3178a372ec6518013572c
Happy to test any AMD build or switch. Thanks for the work!
Yep, I have the same issues also with my AMD RX 6750XT 12GB (Windows 11, AMD driver 32.0.21045.16010), build foliage-linux-updater, Ryzen 5 7600X, 32GB DDR5 RAM.
Apart from the issues mentioned, the game does show a decent FPS range, however, the FPS counter is bugged as it's barely visible/not visible. Secondly, sometimes the game does not load the first time, when it loads and compiles its shaders, it doesn't load into OOT but when I close the game and then re-open it, it loads fine.
I have attached 2 videos of the game not loading and also gameplay footage of what I've experienced, pretty much the exact same as @NicoCancedda and @Icaiado.
https://streamable.com/pmr3k0
https://streamable.com/9r0lre
Appreciate the work.
Thanks for the videos. A first start that stops after compiling and then works on reopening is very likely the first-time shader compiling; if it happens again, please attach that run's
hookshot_log.txt(next tohookshot.exe). The black flashes and flicker are tracked in #145, and EvilBoyce's fix for them is in the next release, coming soon.Thanks for the reply @NotRexed , i'm encountering a strange bug in the new release i attach a screenshot so you can see it
Update after testing the new release.
Build: https://github.com/NotRexed/Hookshot/releases/tag/device-lost-fix
GPU: AMD RX 6750 XT 12 GB (driver 32.0.21045.16010), Windows 11, Intel i7-11700F, 32 GB RAM.
What I see on AMD with this build (screenshots attached, video here: https://streamable.com/x5ll3e):
Performance and stutter
Frame rate is around 24 FPS while walking (26 FPS in the attached screenshot), with very heavy stutter. On the previous build (foliage-linux-updater) I was getting about 40-45 FPS, but I suspect that was because some shaders or effects were not being drawn yet, so the drop may simply be the cost of rendering more of the scene correctly. It is still better than what I get from the Switch 2 emulators on this card. I'm not sure whether the stutter is shader compilation on first visit or something else, so I'm happy to test with any switch or log you suggest.
White glowing textures
Some textures appear very bright white and seem to glow, for example the trim at the edges of the Kokiri tunics.
Terrain looks wrong
The ground shows streaky, smeared patterns, as if textures were overlapping or sampled wrongly. It is visible in the second screenshot, on the grass and dirt near the steps.
No anti-aliasing
Edges are very jagged (fences, logs, steps) and it is quite noticeable. If it fits your plans, a simple post-process AA such as SMAA or FXAA, plus an internal resolution above 100% or supersampling, would make a big difference.
I can send logs, test builds or try specific settings on AMD, just let me know what is useful.
Thanks again for all the work, it's impressive how fast this is moving!
Additional information after playing for about 40 minutes with the same build (device-lost-fix). Performance was very bad this time, and I took screenshots of Task Manager and AMD Adrenalin while it was running:
GPU is almost idle in the screenshots: 3% 3D utilization in Task Manager, 8% in Adrenalin, about 40 W power draw and 47 C. That was captured during a shader compilation moment, while during normal gameplay it goes up to around 20-25% with about 80 W power draw. Still, the card is clearly waiting on something.
GPU memory is full: 11.8 / 12.0 GB dedicated (12,051 MB in Adrenalin), and 4.8 GB already used as shared memory. I suspect resources are being pushed to system memory, which could explain the heavy stutter.
System RAM is high: 28.1 / 31.9 GB (88%) in total. I have not checked how much of it belongs to the game process, I will report back. The README mentions about 10 GB for a run, so I'm not sure if this is expected.
CPU: Adrenalin shows 100% while Task Manager shows 57% total. Looking at per-core usage on my i7-11700F, a few threads are completely pegged at 100% while the remaining ones sit around 30-40%, so it definitely looks thread-bound.
AMD RX 6750 XT 12 GB (driver 32.0.21045.16010), Windows 11, 32 GB RAM.
If it helps, I can run a profiler, send logs or test any option you think is useful on AMD. Thanks again!
I've gone through the latest build #fast-updates, overall, it is playable in terms of the FPS only however, some bits of the gameplay is still an issue which did not occur in a previous build I had played, forgotten which one.
1.) Screen flickering: You probably already know but there is constant screen flickering when playing.
2.) Bright Objects: As mentioned above, some textures such as the tunics, light sources shine very bright.
A personal suggestion, as mentioned above, would be to add some form of anti-aliasing (SMAA, FXAA), anisotropic filtering and a better windows adapting filter/upscaling such as AMD FSR to give a better overall experience of the gameplay. The difference I see in quality with the Lichii emulator and this recomp is very clear so having these features would be greatly appreciated.
Specs: Ryzen 5 7600X, RX 6750 XT 12GB (driver 32.0.21045.16010), Windows 11, 32GB DRR5 RAM.
This is still all within Kokiri Forest, I haven't explored any other parts yet, not willing to until the gameplay does become a lot more better and playable.
I've attached a log and a video of what I've been experiencing.
hookshot_log.txt
https://drive.google.com/file/d/1qsLudVgHIqq48XvtwWtlIxahz5p-bpUV/view
https://drive.google.com/file/d/1rMpzzqRHWsj1gsGOLsreZWYF4Etb2-n9/view?usp=drive_link (metrics)
Appreciate it.
Update on v2.0.1, RX 6750 XT
GPU: AMD RX 6750 XT 12 GB (Adrenalin 26.10.1, Vulkan 1.4), Windows 11, Ryzen 7 5700X, 64 GB RAM.
Before v2.0.0 (build
low-vram-14): Kokiri Forest had a brief full-screen brightness flash ("lightning"). Quality preset, frame generation, resolution and upscaling made no difference.RX_VK_NOOPT=1inhookshot_env.txtthe flash was gone, but the game dropped from ~55 to ~30 real fps.RX_VK_NOOPT=1afterwards made "Preparing shaders" hang at 99%, withgraphics pipeline for 6eaa646d07ea4e43 not made (-13)(and another) in the log. This is the AMD compiler failure described invk_draw.cpp.After updating to v2.0.1 (Update button, same folder), with
RX_VK_NOOPT=1still on and the High (12GB) preset: no flash, no hang. Shader preparation (95955 shaders) completed on the first run. Walking in Kokiri it shows ~73 fps with 2x frame generation (game ~38).Not tested yet: v2.0.1 without
RX_VK_NOOPT=1. Since #574 was fixed by waiting for the GPU every frame, I suspect NOOPT only hid that bug by slowing the GPU, so the flash may already be gone without it. I'll report back once I test it (and whether the -13 compile error still happens).Happy to test any AMD switch and send logs.
Follow-up: v2.0.2, RX 6750 XT works without NOOPT
Update on my previous comment. On v2.0.2 (same hardware, Adrenalin 26.10.1):
RX_VK_NOOPT=1, the precompile step ("Preparing shaders") hung at 99% on start, withgraphics pipeline for 5fa56485a6b07619 not made (-13)in the log (v2.0.1 also showed6eaa646d07ea4e43). After two failed starts, the "notes are dropped" recovery kicked in and the game ran fine, but the next start hung again, since the notes are rebuilt while playing.RX_VK_PRECOMPILE=0inhookshot_env.txtavoids the hang: it starts normally every time.RX_VK_NOOPT, no flash, game at ~45+ fps real (90+ with 2x frame generation) in Kokiri, versus ~30-38 with NOOPT.So the AMD compiler error is in the precompile of pipeline
5fa56485a6b07619specifically; the rest compile fine in play. Happy to test anything on this.HOW DO U GOT 50 FPS?
Tracked in #1006, follow there. That issue collects every report of AMD-specific rendering problems, and this one is linked from it with its GPU, version and log details. 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.