Intel Arc iGPU (Core Ultra 7 155H): device lost every time Navi leaves to find Link, then VRAM climbs to 48 GB and igvk64.dll crashes (v2.0.2) #741
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MagicBeanDev/Hookshot#741
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Hookshot version
v2.0.2 (source 998ef8f9), built with the Hookshot Builder app (Windows) from a .nup. The same crash happened on v2.0.1.
What kind of problem
Crash / GPU hang (device lost)
What happened
On every run, the GPU hangs (
submit ... failed (-4), device lost) right when Navi flies off to find Link. The 3D goes black while audio keeps playing. Over the next 30–60 s the Vulkan device heap grows from about 4–8 GB to about 48 GB, allocations start failing withpool ... not imported (VkResult -2), and the process dies inside the Intel driver with heap corruption:(One earlier v2.0.2 run died instead with
0xc0000005atigvk64.dll+0x1c9685, called from a hookshot_vk.dll worker thread.)Device-lost checkpoints from 4 runs. The hang always happens in the compute dispatch that follows another one, but which program hangs changes once a program is rejected:
RX_VK_NOOPT=1ab7699ee7f5367554b03b3040d7cf076RX_VK_REJECT_KEYS= 4 large vertex programs (unrelated)ab7699ee7f5367554b03b3040d7cf076RX_VK_REJECT_KEYS=4b03b3040d7cf076ab7699ee7f5367551153857ce380aa26RX_VK_REJECT_KEYS=ab7699ee7f536755,4b03b3040d7cf076,1153857ce380aa26435a0138b9013040592079442d7129daRight up to the hang, GPU time is normal (
GPU time 4.7 ms a frame (the longest submission 3.5 ms), 10–28 fps), so this does not look like a TDR caused by slow work. Rejecting the program that hung only moves the hang to the next dispatch.Memory after the device is lost (run B): VRAM 3.9 GB → 8.1 GB (textures in) → device lost → 25.4 GB → 48.1 GB ("used 48078 of 37039 MB allowed") → crash. Imports stay at about 2 GB (
60 live (1344 MB), 23 retired still imported (592 MB)), textures are about 2 GB, and mirrors are 0 MB. The growth is elsewhere in the device heap (heap 0 (device): 1179 blocks 44928 MB, 3431 allocations 44844 MB) and only starts after the device is lost. This may be the "RAM filling up" reported in #636.Where in the game
Great Deku Tree intro, just after the Deku Tree's speech, as Navi leaves to find Link.
How often
Every time (6 of 6 runs across v2.0.1 and v2.0.2).
Graphics card and driver version
Intel Arc Graphics (Meteor Lake iGPU in a Core Ultra 7 155H), driver 32.0.101.8860, Vulkan 1.4.348,
VK_EXT_mesh_shadersupported. I will retest on 32.0.101.9175 and report back.CPU, RAM and operating system
Core Ultra 7 155H, 64 GB DDR5-4800 dual channel, Windows 11 Pro. The driver reports a 37039 MB device budget.
Changes from the defaults
In-game menu (Custom): frame generation 2x, frame pacing on, resolution 50%, Lanczos, sharpness 35%, Real time, Handheld profile on.
hookshot_env.txtonly as listed in the table. WithRX_VK_NOOPT=1the 3D was also black before the hang, at about 9 fps.Other software hooked into the game
None.
hookshot_log.txt
Not attached from the CLI. The excerpts above are verbatim, and I can attach the full logs if needed.
Before you send it
Update: retested on v2.0.3 (source 73ddf2ad) with Intel driver 32.0.101.9175.
Better:
storage buffer NOT bound (reads zeros)no longer appears at all (it showed 40 times per run before).prepared 31985 shader programs (39842 new, 0 failed, 3808 stage libraries) in 1502.3 s.Still happening: one device lost after about 45 minutes in Kokiri Forest, in another compute dispatch:
435a0138b9013040is the program with the compare-exchange loop named in #17. It still hangs on this Intel iGPU, but only now and then instead of at a fixed point.Tracked in #999, follow there. That issue collects every report of Intel Arc / Core Ultra device lost, black screens and Linux ANV crashes, 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.