Performance issues (micro-stuttering) and character lighting bug #34

Closed
opened 2026-11-07 05:18:28 +00:00 by OkenArg-design · 4 comments
OkenArg-design commented 2026-11-07 05:18:28 +00:00 (Migrated from github.com)

Device & System Specifications

  • Device Name: DESKTOP-GQT718M
  • CPU: AMD Ryzen 7 5700X 8-Core Processor @ 3.40 GHz
  • RAM: 64.0 GB
  • GPU: NVIDIA GeForce RTX 5070 (12 GB)
  • Storage: 4.79 TB used out of 33.66 TB

Issue Description

I wanted to share a report on how the game runs on my hardware setup. I have noticed a few graphical bugs, performance drops, and missing settings:

1. Graphical & Lighting Bug

  • Issue: In areas with intense sunlight, characters do not receive any light illumination. They appear dark, as if it were nighttime, creating a huge contrast with the bright environment.

2. Performance & Stuttering

  • Frame Rate: The game mostly fluctuates between 50 and 60 FPS.
  • Micro-stuttering: I experience frequent and constant micro-stuttering throughout gameplay.
  • Specific Freeze: During the Deku Tree introduction scene with Navi, the game constantly freezes in parts/intervals.

3. Missing Settings / Constraints

  • Language: I am unable to force the game into a different language.
  • Screen Mode: I cannot set the game to Exclusive Fullscreen mode.

Media & Attachments

(Please see the attached screenshots showing the lighting bug, current FPS counter, and the stuttering/frametime spikes)

Image Image
## Device & System Specifications * **Device Name:** DESKTOP-GQT718M * **CPU:** AMD Ryzen 7 5700X 8-Core Processor @ 3.40 GHz * **RAM:** 64.0 GB * **GPU:** NVIDIA GeForce RTX 5070 (12 GB) * **Storage:** 4.79 TB used out of 33.66 TB ## Issue Description I wanted to share a report on how the game runs on my hardware setup. I have noticed a few graphical bugs, performance drops, and missing settings: ### 1. Graphical & Lighting Bug * **Issue:** In areas with intense sunlight, characters do not receive any light illumination. They appear dark, as if it were nighttime, creating a huge contrast with the bright environment. ### 2. Performance & Stuttering * **Frame Rate:** The game mostly fluctuates between 50 and 60 FPS. * **Micro-stuttering:** I experience frequent and constant micro-stuttering throughout gameplay. * **Specific Freeze:** During the Deku Tree introduction scene with Navi, the game constantly freezes in parts/intervals. ### 3. Missing Settings / Constraints * **Language:** I am unable to force the game into a different language. * **Screen Mode:** I cannot set the game to Exclusive Fullscreen mode. ## Media & Attachments *(Please see the attached screenshots showing the lighting bug, current FPS counter, and the stuttering/frametime spikes)* <img width="1291" height="771" alt="Image" src="https://github.com/user-attachments/assets/c2900e57-61aa-42ef-b121-509a08b57817" /> <img width="1611" height="205" alt="Image" src="https://github.com/user-attachments/assets/883f3322-756e-40eb-a8ad-189d892c4581" />
viktorsparda commented 2026-11-07 05:26:08 +00:00 (Migrated from github.com)

CPU: AMD Ryzen 5 7600X
RAM: 32.0 GB
GPU: AMD RX 9070 XT

Same graphical issues, performance looks good and stutters seems to align to normal shader cache compilation.

Image
CPU: AMD Ryzen 5 7600X RAM: 32.0 GB GPU: AMD RX 9070 XT Same graphical issues, performance looks good and stutters seems to align to normal shader cache compilation. <img width="2560" height="1440" alt="Image" src="https://github.com/user-attachments/assets/4b6413ca-f707-446f-b439-e24529819aee" />
OkenArg-design commented 2026-11-07 06:16:48 +00:00 (Migrated from github.com)

Update on testing and performance:
• Language: Text languages can now be changed successfully.
• Performance & FPS: The game no longer suffers from freezing and maintains a steady 60 FPS most of the time.
• Stuttering: There is significantly less stuttering during the Deku Tree introduction scene.
• Lighting bug: The only remaining issue is the lighting bug. I suspect that the intense lighting in those areas might actually be what's causing the lingering stuttering.

Update on testing and performance: • Language: Text languages can now be changed successfully. • Performance & FPS: The game no longer suffers from freezing and maintains a steady 60 FPS most of the time. • Stuttering: There is significantly less stuttering during the Deku Tree introduction scene. • Lighting bug: The only remaining issue is the lighting bug. I suspect that the intense lighting in those areas might actually be what's causing the lingering stuttering.
NotRexed commented 2026-11-07 14:56:22 +00:00 (Migrated from github.com)

Thanks for confirming performance and the language work. The dark characters were fixed in lighting-fix. Closing; reopen with a log from the newest release if anything is still off.

Thanks for confirming performance and the language work. The dark characters were fixed in `lighting-fix`. Closing; reopen with a log from the newest release if anything is still off.
CapelleGab commented 2026-11-10 10:38:59 +00:00 (Migrated from github.com)

2026-11-10: porting NotRexed/Hookshot@9928d74 (BC images with colour attachment usage, raw BC views sized in blocks, OoT's noise volume pass 53509044401d78d2 no longer skipped) aborts the Metal driver on macOS: SIGABRT in AGX findOrCreateDriverProgramVariant (the attachment load program) from MVKCommandEncoder::beginMetalRenderPass, 2 of 2 forest starts. MoltenVK also refuses colour attachment usage on 2D BC images (-11). Reverted on fix/upstream-mesh-fallback; the pass stays skipped on macOS, so the noise volumes stay zero and the foliage's LOD crossfade is a hard cut (Hookshot #1151). Next: render the noise into an uncompressed volume of its own and sample that.

🤖 Generated with Claude Code

2026-11-10: porting NotRexed/Hookshot@9928d74 (BC images with colour attachment usage, raw BC views sized in blocks, OoT's noise volume pass 53509044401d78d2 no longer skipped) **aborts the Metal driver** on macOS: SIGABRT in AGX findOrCreateDriverProgramVariant (the attachment load program) from `MVKCommandEncoder::beginMetalRenderPass`, 2 of 2 forest starts. MoltenVK also refuses colour attachment usage on 2D BC images (-11). Reverted on `fix/upstream-mesh-fallback`; the pass stays skipped on macOS, so the noise volumes stay zero and the foliage's LOD crossfade is a hard cut (Hookshot #1151). Next: render the noise into an uncompressed volume of its own and sample that. 🤖 Generated with [Claude Code](https://claude.com/claude-code)
Commenting is not possible because the repository is archived.
No milestone
No assignees
1 participant
Due date
The due date is invalid or out of range. Please use the format "yyyy-mm-dd".

No due date set.

Dependencies

No dependencies set

Reference
MagicBeanDev/Hookshot#34
No description provided.