Montains not rendering and some light flashings #422
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MagicBeanDev/Hookshot#422
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Builder version
foliage-linux-updater
How you built
Linux AppImage
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
CachyOS - +/- 700Gb free
Before you send it
Here one example of the rendering bug
Same issues. :(
Same issues here. Should be looking something like this:
https://7db.pw/ce83fc.png
I traced where the missing mountain (and so the floating trees, #352) comes from. RTX 3070 8 GB, Windows. The builds were
mainat2ff3cffwith the one-line #640 fix from #640 (without it nothing drawn by mesh programs shows, so the trees seemed fixed), and53af338before it. The test is an autosave in front of Hyrule Castle, where the trees float as soon as it loads. The tool isRX_VK_DRAW_STATSwithRX_VK_MISS_LOG=1.The mountain is already missing from the 1536x864 depth prepass, so this is not shading or fog. It lines up with the GPU culling's indirect mesh draws. The pairs below are the ones
629e2afdescribes as ground (depth program, then the colour program that tests EQUAL against it):53af3382ff3cff+ #640 fixe28434e1afe8321a/6b4dea601798c25544511d69b52282adcb71f79f6129aab8/68642bb810ee3e7c4247f1b4c3ce6cf3c36a4f3f667c886a/9d8403e2e566c773102f5b0abb0f1e63(slot +0x40)The same
102f5b0adispatch fills its other slots fine (879fe82ef602ab53: 253 groups,22063ecfa481a731: 6 + 165 groups). Only the +0x40 slot stays at 0. On53af338,4247f1b4itself was an indirect dispatch whose arguments were 0 (gpu 0 1 1 0), written byb612216258832b9cthrough its table binding. On2ff3cffit runs one group, which looks like the ATOMG.CAS/AddF32 translation work changed that part, but its pair still draws nothing.What made no visible difference (floating trees in all five screenshots, same view):
RX_VK_SSBO_STRETCH=1RX_VK_SSBO_WIDE=64RX_VK_PROTECT_BARE=1:0 kept for the GPUin every mirror-sync report, as in your Kokiri runHOOKSHOT_OCCLUSION_OFF=1, although I couldn't confirm from the log that it was activeOn
2ff3cffthe miss log showsglobal memory misses: 0 programs. "Second-level pointers no binding covers" lists 8 programs,4247f1b4and44511d69among them, but the first pointer of each is the same odd0x1100000010, so that may be a count read as a pointer. On53af338I also tried a 12-entry pointer table that covered every one of them, and the pairs stayed empty.So the zeros seem to come from the culling programs' own results (
b612216258832b9c→4247f1b4c3ce6cf3, and102f5b0abb0f1e63's +0x40 slot), not from memory that isn't bound. My next step is dumping those programs' inputs and outputs withRX_VK_DRAW_STATS_PROGSto see which value goes to 0. If you know what decides those categories (distance, LOD, the 1024x1024 masksb6122162samples), that would help.Tracked in #994, follow there. That issue collects every report of floating trees and missing or vanishing vegetation, and this one is linked from it with its GPU, version and log details. It is a known issue in v2.0.6 and not fixed yet. 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.