Intel Arc 140V (Lunar Lake): walls missing inside Link's house; earlier device-lost crashes fixed by foliage-linux-updater #374

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opened 2026-11-07 22:43:16 +00:00 by motorcropmoon · 2 comments
motorcropmoon commented 2026-11-07 22:43:16 +00:00 (Migrated from github.com)

Builder version

Foliage and lighting, update offer, Linux AppImage, rumble

How you built

Hookshot Builder app (Windows)

Game files given to it

A .nup

The error

This is what Claude told me to post.

**Hardware / build**
- Lenovo Yoga Slim 7 15ILL9, Intel Core Ultra 7 258V, Intel Arc 140V (integrated, 16 GB shared), 32 GB RAM
- Intel driver 32.0.101.9150, Windows 11
- Build: foliage-linux-updater (log line 1 confirms latest)
- hookshot_env.txt: `RX_VK_ASTC_CPU=1` only
- Options: Handheld profile On, Resolution 67%, Upscaling Lanczos

**What works now (thanks!)**
- On less-stutter I had device lost at the title menu (fixed by robust, now default) and in a compute dispatch in the Deku Tree area (`4b03b3040d7cf076`). On foliage-linux-updater, with the 32-lane pin on, no device lost in Kokiri.
- Foliage draws. About 25 fps walking with Handheld profile On (10–15 fps without it; GPU time 60–96 ms/frame with ~4,500 draws).

**Problem: inside Link's house, walls/floor/ceiling are missing; the forest shows through (screenshot attached)**
- 0 skipped draws in gameplay, and the only failed programs are the 10 networks (expected on this card).
- Four mesh programs get an unbound storage buffer at stage 7, c5+0x60, every time: addr 0x10001c10a, size 0x3f800000 (that's 1.0f, so it looks like a float read as a pointer/size):
  `68642bb810ee3e7c`, `6b4dea601798c255`, `739acd678ae08655`, `d905f52b7517c681`
- Not sure whether this is Intel-only or happens on NVIDIA too.

**Other notes**
- GPU ASTC decode left blocky corruption on the title logo on less-stutter; I've used `RX_VK_ASTC_CPU=1` since (Deku Tree's 1365x1365x90 ASTC arrays take ~6 s each that way). Haven't retested GPU decode on this build.
- With the TAAU network stood in (no coop matrix), I'd expect some dithered transparency to show; separate from the missing walls.

Happy to test switches or builds.

Visual Studio or Build Tools version, and Windows SDK version

No response

Operating system and free space on the output drive

Windows 11 26H2 500GB free

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 and lighting, update offer, Linux AppImage, rumble ### How you built Hookshot Builder app (Windows) ### Game files given to it A .nup ### The error ```text This is what Claude told me to post. **Hardware / build** - Lenovo Yoga Slim 7 15ILL9, Intel Core Ultra 7 258V, Intel Arc 140V (integrated, 16 GB shared), 32 GB RAM - Intel driver 32.0.101.9150, Windows 11 - Build: foliage-linux-updater (log line 1 confirms latest) - hookshot_env.txt: `RX_VK_ASTC_CPU=1` only - Options: Handheld profile On, Resolution 67%, Upscaling Lanczos **What works now (thanks!)** - On less-stutter I had device lost at the title menu (fixed by robust, now default) and in a compute dispatch in the Deku Tree area (`4b03b3040d7cf076`). On foliage-linux-updater, with the 32-lane pin on, no device lost in Kokiri. - Foliage draws. About 25 fps walking with Handheld profile On (10–15 fps without it; GPU time 60–96 ms/frame with ~4,500 draws). **Problem: inside Link's house, walls/floor/ceiling are missing; the forest shows through (screenshot attached)** - 0 skipped draws in gameplay, and the only failed programs are the 10 networks (expected on this card). - Four mesh programs get an unbound storage buffer at stage 7, c5+0x60, every time: addr 0x10001c10a, size 0x3f800000 (that's 1.0f, so it looks like a float read as a pointer/size): `68642bb810ee3e7c`, `6b4dea601798c255`, `739acd678ae08655`, `d905f52b7517c681` - Not sure whether this is Intel-only or happens on NVIDIA too. **Other notes** - GPU ASTC decode left blocky corruption on the title logo on less-stutter; I've used `RX_VK_ASTC_CPU=1` since (Deku Tree's 1365x1365x90 ASTC arrays take ~6 s each that way). Haven't retested GPU decode on this build. - With the TAAU network stood in (no coop matrix), I'd expect some dithered transparency to show; separate from the missing walls. Happy to test switches or builds. ``` ### Visual Studio or Build Tools version, and Windows SDK version _No response_ ### Operating system and free space on the output drive Windows 11 26H2 500GB free ### 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.
hontalasbranden-prog commented 2026-11-08 18:21:13 +00:00 (Migrated from github.com)

hookshot_log.txt

Not sure if I did this right but here are my logs for v2.02 heavy stutters and crash

[hookshot_log.txt](https://github.com/user-attachments/files/34550849/hookshot_log.txt) Not sure if I did this right but here are my logs for v2.02 heavy stutters and crash
NotRexed commented 2026-11-09 05:47:33 +00:00 (Migrated from github.com)

Tracked in #999, follow there. That issue collects every report of Intel Arc / Core Ultra device lost, black screens and Linux ANV crashes, 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.

Tracked in #999, follow there. That issue collects every report of Intel Arc / Core Ultra device lost, black screens and Linux ANV crashes, 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`.
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MagicBeanDev/Hookshot#374
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