Vulkan Compute Shader Translation Failure #628
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MagicBeanDev/Hookshot#628
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Builder version
honest-eta
How you built
Hookshot Builder app (Windows)
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
Windows 11 26H2
Before you send it
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
Device line from the log:
What I see
The game boots and reaches gameplay without crashing or flickering, but the log shows the same category of failure:
Frame statistics at Kokiri Forest (Saria area),
Balanced (8 GB),Resolution 100%,Upscaling Off:GPU-bound wait 3.5 mswithqueue submit 25.21 mssuggests 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).Upscalingset toLanczosorCatmull-Romdoes 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
Attached:
hookshot_log.txtfrom this session.hookshot_log_a598b9f.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.