Missing and inaccurate textures, blurry/pixelated text and map (AMD, log attached) #57

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opened 2026-11-07 07:15:46 +00:00 by BrotherSinz · 2 comments
BrotherSinz commented 2026-11-07 07:15:46 +00:00 (Migrated from github.com)

hookshot_log.txt

Running the latest build at the time of posting.

RX 7900 XTX
Ryzen 7600X
Windows 11

Image Image
[hookshot_log.txt](https://github.com/user-attachments/files/34513033/hookshot_log.txt) Running the latest build at the time of posting. RX 7900 XTX Ryzen 7600X Windows 11 <img width="2554" height="1399" alt="Image" src="https://github.com/user-attachments/assets/fbec83be-7192-4f22-9389-b585a7e1dac5" /> <img width="2556" height="1398" alt="Image" src="https://github.com/user-attachments/assets/f771d0d1-a210-4e04-96bd-2c1979f5c64b" />
vzeol commented 2026-11-07 10:46:47 +00:00 (Migrated from github.com)

Same card here (RX 7900 XTX, Ryzen 9 3950X, Windows 11), same blocky/pixelated textures. One finding that might help:

The blocky textures come from the ASTC → BC3 re-encoding of large textures. Launching with RX_VK_ASTC_RGBA8=1 (it turns off bc_ready() in gpu/vk/vk_texture.cpp, so those textures stay RGBA8) makes the squares go away at the same spot in Kokiri Forest. You can set it from PowerShell before starting the game:

$env:RX_VK_ASTC_RGBA8 = '1'; .\hookshot.exe

Cost on a 24 GB card: textures go up to ~9 GB (log: textures 9250 MB, budget 16624 MB) and it still holds 60 fps, so it is a usable workaround on cards with a lot of VRAM. On 8-12 GB cards it may page.

So on AMD the BC3 encoder path (ASTC decode into the scratch → bc_encoder.comp → vkCmdCopyBufferToImage) produces wrong blocks. I'm looking at why and will follow up with a fix if I find it.

What it does not fix (still present with RGBA8): water drawn as flat opaque green, black leaves/vines (alpha-tested foliage), and the hard-edged light shafts at the Deku Tree. Those look like separate issues (#61, #64, #84).

Separately, PR #102 fixes the black 3D when Resolution 100% is saved in the options at startup.

Same card here (RX 7900 XTX, Ryzen 9 3950X, Windows 11), same blocky/pixelated textures. One finding that might help: **The blocky textures come from the ASTC → BC3 re-encoding of large textures.** Launching with `RX_VK_ASTC_RGBA8=1` (it turns off `bc_ready()` in `gpu/vk/vk_texture.cpp`, so those textures stay RGBA8) makes the squares go away at the same spot in Kokiri Forest. You can set it from PowerShell before starting the game: ```powershell $env:RX_VK_ASTC_RGBA8 = '1'; .\hookshot.exe ``` Cost on a 24 GB card: textures go up to ~9 GB (log: `textures 9250 MB, budget 16624 MB`) and it still holds 60 fps, so it is a usable workaround on cards with a lot of VRAM. On 8-12 GB cards it may page. So on AMD the BC3 encoder path (ASTC decode into the scratch → `bc_encoder.comp` → `vkCmdCopyBufferToImage`) produces wrong blocks. I'm looking at why and will follow up with a fix if I find it. What it does **not** fix (still present with RGBA8): water drawn as flat opaque green, black leaves/vines (alpha-tested foliage), and the hard-edged light shafts at the Deku Tree. Those look like separate issues (#61, #64, #84). Separately, PR #102 fixes the black 3D when Resolution 100% is saved in the options at startup.
NotRexed commented 2026-11-09 05:43:37 +00:00 (Migrated from github.com)

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.

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`.
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MagicBeanDev/Hookshot#57
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