Corrupted rendering (noise / psychedelic colours) on AMD RADV (BC-250, GFX1013) #361
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MagicBeanDev/Hookshot#361
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The idea
What happens The game builds and starts fine, sound and subtitles work, but the 3D picture is completely garbled: coloured noise and smeared purple/cyan bands instead of the scene (photo attached). First seen right after the intro black screen, at the opening cutscene.
System
GPU: AMD BC-250 (RDNA, GFX1013), RADV, Mesa 26.2.4 (VK_EXT_mesh_shader reported: task/mesh shaders true)
OS: CachyOS (Arch), gamescope session, launched as a non-Steam game
RAM: 14 GB usable (shared with GPU)
Hookshot: Linux AppImage, release foliage-linux-updater, CLI build, en-US
Game: 0400486024DEC000 v131072, build e0f3ccfa (--check OK)
Log lines that look relevant:
vk: graphics pipeline for d13aac3cec1a4bb5 not made (-8) (~10 of these, VK_ERROR_FEATURE_NOT_PRESENT)
vk: storage buffer NOT bound (reads zeros): program 68642bb810ee3e7c stage 7 c5+0x60 addr 0x10001c00a size 0x3ff7bdef
vk: storage buffer NOT bound (reads zeros): program 51183fe750d5d0c8 stage 7 c5+0x1d0 addr 0x3e0000003ba478e8 size 0x449f8155
vk: texture ... NVN 0x80 -> vk 137 (ASTC decoded)
Anything else
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I’m having this problem too
Rx 6600
Ryzen 5500
pop os cosmic
Same here
RX 580 4GB
Ryzen 7 1700x
Fedora 44
Same issue with Linux appimage after 36 minute compilation.
Rog Ally X
Bazzite 45
still 3 fps, but works
#411 adds RADV logs with the same noise after the intro (Bazzite, plus a Rog Ally Z1 Extreme and BC-250 in its comments); #395 adds an RX 580 4 GB (RADV, Fedora 44) log at 1-3 fps.
I can reproduce this issue on my system with an AMD Radeon RX 6800 XT (Navi 21) running CachyOS.
System information:
How the crash occurs:
This exact screenshot is from a different error in the Kokiri Forest, but it looked about the same in Goron City.
Relevant Vulkan errors:
The application subsequently reports:
Relevant AMDGPU kernel messages:
Hookshot also reported the following memory usage shortly before the crash:
Other games run normally on this system, and I have not experienced similar crashes outside Hookshot.
This makes me suspect an AMD RADV/Vulkan rendering or resource-management issue triggered by cutscenes or new areas in the game.
hookshot_log.txt
It works fine for me, but the texture looks a bit off
it seems that PR #425 fixes the noise corruption, without the necessity of the
HOS_DYNRES=0andHOS_RES_SCALE=0.5workarounds.I tried running a build with #425 , #448 and #487 in a Asus Rog Ally Z1 Extreme with Bazzite , and could pass from the initial cinematic and reach the gameplay part in link's bedroom. While the FPS low, the situation has clearly improved compared from yesterday with corruption and FPS so low that wasn't worted to go to the first gameplay and save.
I will attach the logs
PS: find out now that the screenshot of the gameplay wasn't taken, so I will leave at least the shots that were taken.
hookshot-log-20261108-123306.tar.gz
an additional report, with some lines I am using to diagnose the run:
hookshot-log-20261108-123306-report.txt
Update: Issue persists in Hookshot v2.0.1
I have tested the latest v2.0.1 release, but unfortunately the issue still occurs.
I noticed some differences in the new logs compared to my original report though.
1. VRAM usage
The previous crash showed VRAM usage approaching the available limit (15,643 MB / 15,827 MB), with textures exceeding their reported budget.
In the latest v2.0.1 crash, memory usage was considerably lower:
This suggests that the issue is not necessarily caused by simply exhausting the available VRAM or exceeding the texture budget.
2. Large rendered textures
I also noticed some particularly large textures being allocated:
text
I'm not sure whether these are expected, but they may be relevant to the rendering or resource-management issue.
3. GPU synchronization and rendering stalls
Shortly before the crash, the log reported:
text
Rendering performance also dropped significantly, running at a low FPS before it essentially hang still while the audio remained playing.
4. Final crash
The application eventually terminated with:
text
This is somewhat different from the previous crash, which was accompanied by Vulkan submission failures and an AMDGPU GPU reset.
Conclusion
Updating to v2.0.1 has not resolved the issue. Although the reported VRAM usage is now considerably lower than in my original report, the application still appears to encounter serious rendering/synchronization problems before terminating.
Given that I can reproduce this consistently on Navi 21 with RADV, I wonder whether there is an underlying issue with Vulkan resource management, texture synchronization, or GPU command submission.
I'm attaching the updated log for further investigation.
hookshot_log.txt
Indeed, dropping the resolution fixes the glitchy image, but it's 2fps. I see GPU Utilization is 0%.
Tracked in #1000, follow there. That issue collects every report of Linux / Steam Deck GPU hangs, crashes, low fps and build failures, 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.