Vulkan Compute Shader Translation Failure #628

Closed
opened 2026-11-08 14:57:36 +00:00 by makdiller · 2 comments
makdiller commented 2026-11-08 14:57:36 +00:00 (Migrated from github.com)

Builder version

honest-eta

How you built

Hookshot Builder app (Windows)

Game files given to it

A .nup

The error

Symptom: The [hos Presentation Thread] hits a fatal translation block when attempting to compile specific compute shaders, causing the renderer to drop the program and throw a hardware capability error. Game fails to load after the owl flies by and system resources tank indicating it crashed. Trying with the latest build (2.0) and will report back. 

Exact Error String:

[hos Presentation Thread] vk: program e409733c45530d75 not translated: a network left out on this card
[hos Presentation Thread] vk: program 8306877b7dc8784b not translated: a network left out on this card
[hos Presentation Thread] vk: program de3c10dba4ff39d3 not translated: a network left out on this card

CPU: AMD RYZEN AI 7 350
GPU: AMD 860M 8GB

Visual Studio or Build Tools version, and Windows SDK version

No response

Operating system and free space on the output drive

Windows 11 26H2

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 honest-eta ### How you built Hookshot Builder app (Windows) ### Game files given to it A .nup ### The error ```text Symptom: The [hos Presentation Thread] hits a fatal translation block when attempting to compile specific compute shaders, causing the renderer to drop the program and throw a hardware capability error. Game fails to load after the owl flies by and system resources tank indicating it crashed. Trying with the latest build (2.0) and will report back. Exact Error String: [hos Presentation Thread] vk: program e409733c45530d75 not translated: a network left out on this card [hos Presentation Thread] vk: program 8306877b7dc8784b not translated: a network left out on this card [hos Presentation Thread] vk: program de3c10dba4ff39d3 not translated: a network left out on this card CPU: AMD RYZEN AI 7 350 GPU: AMD 860M 8GB ``` ### Visual Studio or Build Tools version, and Windows SDK version _No response_ ### Operating system and free space on the output drive Windows 11 26H2 ### 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.
sak963 commented 2026-11-08 17:00:03 +00:00 (Migrated from github.com)

Same GPU (AMD 860M 8GB), but on Linux with RADV instead of Windows, and the failure is identical — so this is not Windows-specific.

Build: a598b9f (honest-eta), built locally on Linux from the AppImage with --cli, my own dump.

System

  • GPU: AMD Radeon 860M (RDNA 3.5, integrated, Krackan), 8 GB UMA carve-out, 28 GB GTT
  • Driver: RADV / Mesa 26.2.6, Vulkan 1.4
  • OS: CachyOS, Wayland, GNOME, 16 threads, 54 GB RAM

Device line from the log:

[hos host] vk: device 0: AMD Radeon 860M Graphics (RADV KRACKAN1), Vulkan 1.4, driver 0x6802006, type 1
[hos host] vk: AMD Radeon 860M Graphics (RADV KRACKAN1), Vulkan 1.4, driver 0x6802006; mesh shaders yes, host memory import yes, pipeline libraries yes

What I see

The game boots and reaches gameplay without crashing or flickering, but the log shows the same category of failure:

[hos host] vk: matrix multiplies in software (the cooperative matrices lack 16x8x16 f16)
[hos host] vk: program e409733c45530d75 not translated: a network left out on this card
[hos host] vk: program 8306877b7dc8784b not translated: a network left out on this card
[hos host] vk: program de3c10dba4ff39d3 not translated: a network left out on this card
... 10 in total

Frame statistics at Kokiri Forest (Saria area), Balanced (8 GB), Resolution 100%, Upscaling Off:

21.5 fps; a frame: 2790 draws (0 skipped), 137 dispatches, 177 passes,
168 barriers, 6 submits; GPU-bound wait 3.5 ms;
1039 pipelines (2762 ms), 42 programs (10 failed), 1230 textures (2909 MB)

a frame's replay time (ms): submit 26.80, present 10.53, draw 9.58,
descriptors 3.41, pipelines 0.34, programs 1.94, commands 3.56,
dispatch 0.58, memory sync 0.71, queue submit 25.21, slot wait 3.50

GPU-bound wait 3.5 ms with queue submit 25.21 ms suggests the frame time is not spent on the GPU. Consistent with issue #528, where an RX 9070 on RADV reports the same 22-25 fps in Kokiri Forest: the software matrix fallback appears to be the shared limit, not the card.

Visible symptom that may be the same root cause

With Resolution 100%, high-contrast edges are heavily aliased (distant characters, signposts, ladders). Upscaling set to Lanczos or Catmull-Rom does not change the image at 100%, and changing the quality preset does not either. If the failed "network" programs are the neural upscaler, that would explain why no AA path is available at native resolution on this card — the upscaler simply cannot be compiled here.

Reproduced locally, not only over remote desktop streaming.

Other notes

  • No flicker and no crashes in about an hour. Only the first two areas were played: Link's house and the Saria area of Kokiri Forest.
  • Frame generation 2x gives 39-55 presented fps from ~22-27 real, a ~2.05x multiplier. It costs about 2-5 real fps.
  • Lowering the render scale to 75% did not raise fps (24 vs 26 at 100%), which matches a CPU-side limit.

Attached: hookshot_log.txt from this session.

hookshot_log_a598b9f.txt

Same GPU (`AMD 860M 8GB`), but on **Linux with RADV** instead of Windows, and the failure is identical — so this is not Windows-specific. **Build:** `a598b9f` (honest-eta), built locally on Linux from the AppImage with `--cli`, my own dump. **System** - GPU: AMD Radeon 860M (RDNA 3.5, integrated, Krackan), 8 GB UMA carve-out, 28 GB GTT - Driver: RADV / Mesa 26.2.6, Vulkan 1.4 - OS: CachyOS, Wayland, GNOME, 16 threads, 54 GB RAM Device line from the log: ``` [hos host] vk: device 0: AMD Radeon 860M Graphics (RADV KRACKAN1), Vulkan 1.4, driver 0x6802006, type 1 [hos host] vk: AMD Radeon 860M Graphics (RADV KRACKAN1), Vulkan 1.4, driver 0x6802006; mesh shaders yes, host memory import yes, pipeline libraries yes ``` **What I see** The game boots and reaches gameplay without crashing or flickering, but the log shows the same category of failure: ``` [hos host] vk: matrix multiplies in software (the cooperative matrices lack 16x8x16 f16) [hos host] vk: program e409733c45530d75 not translated: a network left out on this card [hos host] vk: program 8306877b7dc8784b not translated: a network left out on this card [hos host] vk: program de3c10dba4ff39d3 not translated: a network left out on this card ... 10 in total ``` Frame statistics at Kokiri Forest (Saria area), `Balanced (8 GB)`, `Resolution 100%`, `Upscaling Off`: ``` 21.5 fps; a frame: 2790 draws (0 skipped), 137 dispatches, 177 passes, 168 barriers, 6 submits; GPU-bound wait 3.5 ms; 1039 pipelines (2762 ms), 42 programs (10 failed), 1230 textures (2909 MB) a frame's replay time (ms): submit 26.80, present 10.53, draw 9.58, descriptors 3.41, pipelines 0.34, programs 1.94, commands 3.56, dispatch 0.58, memory sync 0.71, queue submit 25.21, slot wait 3.50 ``` `GPU-bound wait 3.5 ms` with `queue submit 25.21 ms` suggests the frame time is not spent on the GPU. Consistent with issue #528, where an RX 9070 on RADV reports the same 22-25 fps in Kokiri Forest: the software matrix fallback appears to be the shared limit, not the card. **Visible symptom that may be the same root cause** With `Resolution 100%`, high-contrast edges are heavily aliased (distant characters, signposts, ladders). `Upscaling` set to `Lanczos` or `Catmull-Rom` does not change the image at 100%, and changing the quality preset does not either. If the failed "network" programs are the neural upscaler, that would explain why no AA path is available at native resolution on this card — the upscaler simply cannot be compiled here. Reproduced locally, not only over remote desktop streaming. **Other notes** - No flicker and no crashes in about an hour. Only the first two areas were played: Link's house and the Saria area of Kokiri Forest. - Frame generation 2x gives 39-55 presented fps from ~22-27 real, a ~2.05x multiplier. It costs about 2-5 real fps. - Lowering the render scale to 75% did not raise fps (24 vs 26 at 100%), which matches a CPU-side limit. **Attached:** `hookshot_log.txt` from this session. [hookshot_log_a598b9f.txt](https://github.com/user-attachments/files/34547526/hookshot_log_a598b9f.txt)
NotRexed commented 2026-11-09 05:51:55 +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#628
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