RX 9060 XT (Windows Vulkan): Blocky/pixelated light bloom, overblown lighting glare, and black textures in opening scenes / Kokiri Forest #606
Labels
No labels
accessibility
autorelease: pending
autorelease: tagged
bug
dependencies
documentation
duplicate
enhancement
github_actions
good first issue
help wanted
invalid
question
testing wanted
wontfix
No milestone
No assignees
1 participant
Due date
No due date set.
Dependencies
No dependencies set
Reference
MagicBeanDev/Hookshot#606
Loading…
Reference in a new issue
No description provided.
Delete branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
Hookshot version
hookshot honest-eta (source bd9bcd71)What kind of problem
Graphics (missing, black or wrong-coloured things, lighting, flicker)
What happened
In the opening scenes and around Kokiri Forest, there are several lighting and texture rendering issues on an AMD Radeon RX 9060 XT (RDNA 4, Windows Vulkan):
Expected: Smooth light attenuation/bloom without blocky mosaic pixelation, and properly lit terrain/structure textures without turning pitch black.
Where in the game
Opening scenes / intro cutscenes and walking around Kokiri Forest
How often
Every time
Graphics card and driver version
AMD Radeon RX 9060 XT (16 GB), AMD Adrenalin 26.10.2 (Windows driver 32.0.32015.12012, Vulkan 1.4, driver 0x8001a0)
CPU, RAM and operating system
AMD Ryzen 5 5600 (6-Core / 12-Thread), 24 GB RAM, Windows 10 Pro 64-bit (22H2, Build 19045)
Changes from the defaults
No
hookshot_env.txt.Options from
hookshot_options.ini:quality_preset=0,fullscreen=1,frame_generation=2,frame_pacing=1,resolution=1,upscaling=2,sharpness=40,game_speed=1Other software hooked into the game
None
hookshot_log.txt
Full log file: hookshot_log.txt (Gist)
Log excerpt (Vulkan init & shader info)
text [hos host] hookshot honest-eta (source bd9bcd71) update: this folder is honest-eta, the latest release is honest-eta [hos host] boot: image 96 MB at 0x80000000, 9809 MB of memory for the game [hos sead::MainThread] nvn: window of 3 textures (3 active), 2560x1440 format 0x25 [hos host] vk: device 0: AMD Radeon RX 9060 XT, Vulkan 1.4, driver 0x8001a0, type 2 [hos host] vk: subgroups: default 64 lanes, 32-64, pinned to 32 on stages 0xf0 [hos host] vk: robust buffer access on [hos host] vk: matrix multiplies in software (the cooperative matrices lack 16x8x16 f16) [hos host] vk: AMD Radeon RX 9060 XT, Vulkan 1.4, driver 0x8001a0; mesh shaders yes, host memory import yes, pipeline libraries yes [hos host] vk: swapchain 1280x720, 4 images, immediate [hos host] vk: guest memory imported in place (alignment 4096) [hos host] vk: replay ready (window; push descriptors yes (32), extended dynamic state 3 yes, custom border colours yes) [hos host] vk: task and mesh programs built without the driver's optimizer (AMD; RX_VK_MESH_OPT=1: with it) [hos host] vk: precompile: 5182 programs, 1566 graphics and 3845 compute pipelines in 8342 ms [hos host] rx: renderer: Vulkan (hookshot_vk.dll) [hos Presentation Thread] vk: 3480 presents, 30.8 fps; a frame: 3408 draws (0 skipped), 133 dispatches, 181 passes, 156 barriers, 6 submits, 0.2 uploads (0.0 MB), 80 ub updates (56 overlays), GPU-bound wait 0.1 ms; 1582 pipelines (2044 ms), 4 programs (10 failed), 2812 textures (5606 MB)Screenshots or video
Before you send it
Tracked in #1004, follow there. That issue collects every report of lighting problems (overexposure, bloom, crushed shadows, black faces), and this one is linked from it with its GPU, version and log details. v2.0.5 fixed dark/black faces and v2.0.6 fixes the bright plant stems, so a retest on v2.0.6 is useful. 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.I tested v2.0.6 as suggested and the lighting/texture issues were completely fixed on that version. However, after updating to the latest release (v2.0.11), the exact same regression returned (blocky/pixelated light halos, overblown bloom/glare, and pitch-black textures in the opening scenes / Kokiri Forest) on my AMD Radeon RX 9060 XT (Adrenalin 26.10.2, Windows 10).
Here is my hookshot_log.txt from v2.0.11:
hookshot_log.txt
@fadedkoala9: thanks for testing both versions. The blocky halo regression is now tracked in #1117, which found the cause (a few samplers filtering as nearest instead of linear); I've noted there that v2.0.6 was clean and v2.0.11 isn't.